Compare commits

..

4136 Commits

Author SHA1 Message Date
Ozkan Sezer
c49ecf6f7c rename os2 makefile so that 'make dist' catches it; update it a bit. 2018-10-30 20:11:02 +03:00
Sam Lantinga
da56cefa8b Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
Sylvain

Re-opening this issue.

It fixes the test-case, but it introduces a regression with another bug (bug #4313).

So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
2018-10-30 07:00:03 -07:00
Sam Lantinga
950f39e23b Backed out changeset 2944045e695b, SDL_JOYSTICK_HIDAPI is only used on iOS for Steam Controller support, which is not publicly available. 2018-10-29 19:58:59 -07:00
Ryan C. Gordon
e542d1a36d winmain: Patched to compile on C89 compilers. 2018-10-29 20:18:50 -04:00
Ryan C. Gordon
f434a98c26 winmain: Don't use SDL_malloc (or SDL_stack_alloc, which might be malloc).
Otherwise, we are using the allocator before the app can set up its own hooks.

Now we use VirtualAlloc, and WideCharToMultiByte (because SDL_iconv uses
SDL_malloc, too!) to get ready to call into SDL_main.

This also makes console_wmain() call into the same routines as everything
else, so we don't have to deal with those allocations, too. Hopefully we
end up with the same results from GetCommandLine() as we do in wargv.

Fixes Bugzilla #4340.
2018-10-29 20:00:03 -04:00
Ryan C. Gordon
b43f427fa6 README-ios: added a note about enabling hidapi. 2018-10-29 15:51:38 -04:00
Micha? Janiszewski
91820998fc Add and update include guards
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
2018-10-28 21:36:48 +01:00
Sam Lantinga
df89abb23e Fixed bug 4335 - Android NDK build error
dmuratshin

LOCAL_SRC_FILES shouldn't use $(LOCAL_PATH)
2018-10-28 14:17:21 -07:00
Sam Lantinga
e381a1599d Updated Android project files and documentation 2018-10-28 10:31:06 -07:00
Sam Lantinga
14c55ac890 This change looks okay in the general case.
If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.
2018-10-26 20:20:28 -07:00
Ryan C. Gordon
be8ef94f18 hidapi: Don't run a separate event loop for device notifications.
Fixes Bugzilla #4286.
2018-10-26 14:43:39 -04:00
Sam Lantinga
91da4963d3 Added patch note for SDL_GameControllerGetPlayerIndex() and friends 2018-10-26 09:49:27 -07:00
Sam Lantinga
b08bdc4401 Don't build SDL_JOYSTICK_HIDAPI by default on iOS
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
2018-10-26 09:27:31 -07:00
Sam Lantinga
14329256cb Generalized the XInput user index into a player index 2018-10-25 16:53:14 -07:00
Sam Lantinga
545febcf21 Fixed initializing XInput user index 2018-10-25 13:22:34 -07:00
Sam Lantinga
9987ca69f3 Added SDL_JoystickGetXInputUserIndex() 2018-10-25 12:54:42 -07:00
Sam Lantinga
4d4e18c4bb Added vi style for the Emscripten joystick code 2018-10-25 12:54:39 -07:00
Ozkan Sezer
04761d7d6b CMakeLists.txt: set dylib version numbers properly. (bug #2915.) 2018-10-25 11:11:02 +03:00
Sam Lantinga
b699ddc0a9 Fixed reinitializing the SDL joystick subsystem on Android 2018-10-23 12:40:25 -07:00
Ozkan Sezer
f0549cc9c9 fix permissions 2018-10-23 09:10:02 +03:00
Sam Lantinga
d7fa11204f Change our fullscreen wait logic to only wait if we need to. (thanks Rachel!) 2018-10-22 14:55:47 -07:00
Sam Lantinga
e6068b5b15 Handle failure to load hidapi gracefully 2018-10-22 14:55:45 -07:00
Sam Lantinga
c4918db580 Add exception handling to Android hidapi. 2018-10-22 14:55:42 -07:00
Ryan C. Gordon
4a50a04213 wasapi/win32: Sort initial device lists by device GUID.
This makes an unchanged set of hardware always report devices in the same
order on each run.
2018-10-21 22:40:17 -04:00
Ryan C. Gordon
1ec56f7302 x11: Fixed incorrect function signature for XkbSetDetectableAutoRepeat.
It needs to use Bool (which is an int) and not BOOL (which is CARD8), which
causes problems on platforms with different byte order and alignment, etc.

Fixes Bugzilla #4326.
2018-10-20 21:35:48 -04:00
Ryan C. Gordon
1fb20f0ab9 cocoa: Put a mutex around GL_SwapBuffers.
Prevents deadlock when swapping two different GL contexts on two different
threads at the same time on macOS 10.14 ("Mojave").

Fixes Bugzilla #4278.
2018-10-18 23:38:27 -04:00
Thomas Perl
84e7832018 Fix "unresponsible application" issues in Wayland
Polling without wl_display_flush() never responds to ping requests.
In that case ping-pong works only on other events, such as user input
or on frame swapped.

From https://git.merproject.org/mer-core/libsdl/merge_requests/3
Original author: Alexander Akulich <a.akulich@omprussia.ru>
2018-08-23 14:47:38 +02:00
Sam Lantinga
568068048f Fixed bug 4324 - Xcode 10 - more cleanup for macOS and iOS projects
Dominik Reichardt

Xcode warns about
"Traditional headermap style is no longer supported; please migrate to using separate headermaps and set 'ALWAYS_SEARCH_USER_PATHS' to NO."
Just doing the latter is enough to silence the warning without ill effects on compiling. This affects the macOS Xcode projects as well as the iOS projects. Definitely not a bug but an annoying warning that could go away.
2018-10-18 15:41:50 -07:00
Sam Lantinga
30def8e26b Fixed bug 4324 - Xcode 10 - more cleanup for macOS and iOS projects
Dominik Reichardt

Similar to bug/patch #4228, the iOS Demo Xcode project needs to add the CoreBluetooth framework.
2018-10-18 15:40:39 -07:00
Ryan C. Gordon
f677377339 cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
2018-10-18 12:05:05 -04:00
Ryan C. Gordon
eac3fd28d8 cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
2018-10-18 11:59:48 -04:00
Ozkan Sezer
4db5e872aa use less ancient versions of autofoo scripts 2018-10-18 11:58:00 +03:00
Sam Lantinga
3e3ce6e95c Fixed bug 4318 - Android move Haptic code to API26 class
Sylvain

- Create SDLHapticHandler_API26
- No need of reflection since SDL2 compile with Android 26 as a min requirement.
- remove spaces
2018-10-16 15:00:43 -07:00
Sam Lantinga
708ad1fd8d Fixed updating the rumble parameters on Linux 2018-10-16 14:58:07 -07:00
Sam Lantinga
b0c48dd9dd Support vibration magnitude on Android 8.0 (thanks Rachel!) 2018-10-16 08:29:27 -07:00
Ozkan Sezer
7be4fca62c SDL_power.c: Adjust SDL_POWER_DISABLED ifdefs to avoid zero-size array
Otherwise if SDL_POWER_DISABLED is disabled (eg with --disable-power):

... with clang -pedantic:
src/power/SDL_power.c:48:50: warning: use of GNU empty initializer extension [-Wgnu-empty-initializer]
static SDL_GetPowerInfo_Impl implementations[] = {
                                                 ^
src/power/SDL_power.c:48:50: warning: zero size arrays are an extension [-Wzero-length-array]
2 warnings generated.

... with gcc -pedantic:
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
src/power/SDL_power.c:48:50: warning: ISO C forbids empty initializer braces [-Wpedantic]
 static SDL_GetPowerInfo_Impl implementations[] = {
                                                  ^
src/power/SDL_power.c:48:30: error: zero or negative size array ?implementations?
 static SDL_GetPowerInfo_Impl implementations[] = {
                              ^~~~~~~~~~~~~~~

... with Watcom:
./src/power/SDL_power.c(85): Error! E1112: Initializer list cannot be empty
2018-10-15 11:01:00 +03:00
Ryan C. Gordon
dae4a01361 x11: Don't hardcode limit on lines of text in message boxes.
Plus other text parsing fixes.

Fixes Bugzilla #4306.
2018-10-15 00:46:43 -04:00
Ozkan Sezer
ee97d4f4c1 add a minimal config and makefile to test watcom/os2 builds. 2018-10-14 23:56:56 +03:00
Ozkan Sezer
703361e47d SDL_GetPowerInfo_Hardwired is static in SDL_power.c
.. therefore, comment out its extern declaration in SDL_syspower.h.
2018-10-14 23:55:02 +03:00
Ozkan Sezer
cbacb0f1ea add missing include. 2018-10-14 23:50:50 +03:00
Alex Szpakowski
e2ad654f2e iOS: Don't ignore the requested alpha bit size when determining whether to use an RGBA8 backbuffer. 2018-10-14 17:26:10 -03:00
Charlie Birks
cd63709ed8 Emscripten: Load eglQueryString and eglGetError
This prevents an assertion on context creation failure (calling a null
function pointer).
2018-10-13 17:18:59 +01:00
Alex Szpakowski
8c41e2624e metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels. 2018-10-13 03:36:42 -03:00
Alex Szpakowski
d8022d19b4 macOS: Fixed MoltenVK dynamic library loading code. 2018-10-12 23:23:52 -03:00
Alex Szpakowski
d9094421e1 metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250. 2018-10-12 17:55:42 -03:00
Sam Lantinga
9a98e4b647 Allow Android haptics to work when SDL is reinitialized (thanks Rachel!) 2018-10-11 15:14:48 -07:00
Ozkan Sezer
0e5a3f6ecf SDL_thread.h: undefine SDL_CreateThreadWithStackSize before redefining. 2018-10-12 01:03:40 +03:00
Ryan C. Gordon
acb05f50d8 thread: make SDL_CreateThreadWithStackSize() a public API. 2018-10-11 16:40:01 -04:00
Cameron Gutman
eff5f65096 Implement SuspendScreenSaver for Win32
Creating a full-screen SDL renderer on Windows will keep the screensaver
suspended by DirectX, as is default for full-screen DX applications. However,
for applications that render in windowed-mode, the screensaver will
still kick in, even if SDL_DisableScreenSaver() is called or
SDL_HINT_VIDEO_ALLOW_SCREENSAVER is set to 0 (default). Implementing
a SuspendScreenSaver() function for Win32 fixes this behavior.
2018-10-09 23:01:43 -07:00
Ryan C. Gordon
04cbf13261 audio: All device names reported by SDL must be unique.
This means that if you have two devices named "Soundblaster Pro" in your
machine, one will be reported as "Soundblaster Pro" and the other as
"Soundblaster Pro (2)".

This makes it so you can't into a position where one of your devices can't
be opened because another is sitting on the same name.
2018-10-10 15:20:56 -04:00
Ryan C. Gordon
0378529e1e audio: clean_out_device_list() already sets this flag to false for us. 2018-10-10 14:55:24 -04:00
Sam Lantinga
f5a21ebf0c Added support for surround sound and float audio on Android 2018-10-09 20:12:43 -07:00
Sam Lantinga
4679f6826d Removed unneeded variable qualifiers 2018-10-09 20:12:40 -07:00
Sam Lantinga
82c2f04e61 Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
duckgrease

SDL_RenderCopyEx blits wrong image (in some cases it's bunch of alternating horizontal lines, some cases it's image from the wrong coordinate, and in some cases it's just a bunch of garbled pixels), when the following conditions are met:
- Use software renderer.
- Enable either horizontal or vertical flip.
- source and destination rectangles must have same width and height, and must be smaller than the size of the texture.
- source rectangle's X and Y coordinates must be 0.
2018-10-09 17:41:40 -07:00
Ryan C. Gordon
88b3252555 kmsdrm: find available card if called without index.
This work was done by Michael Grzeschik, I just cleaned up the patch a little.

Fixes Bugzilla #4241.
2018-10-09 00:27:55 -04:00
Sam Lantinga
62f806ed6c This device gets Xinput driver loaded on windows. 2018-10-08 19:46:01 -07:00
Sam Lantinga
337cea4411 Fixed life-cycle issues with two activities sharing HIDDeviceManager 2018-10-08 12:49:30 -07:00
Sam Lantinga
1e728f5075 Close on shutdown, for consistency 2018-10-08 12:49:28 -07:00
Sam Lantinga
e4c9806f4f Trying to track down NullPointerException in USB input thread 2018-10-08 12:49:26 -07:00
Sam Lantinga
4d771c598a Don't flash the navigation bar when destroying a fullscreen SDL window 2018-10-08 12:49:25 -07:00
Sam Lantinga
53260b31b5 There are legitimate reasons to skip full cleanup at shutdown, don't assert in that case. 2018-10-08 12:49:23 -07:00
Sam Lantinga
3ac9e2aa4e Fixed bug 4296 - kmsdrm video driver leaks 1 bo in KMSDRM_GLES_SetupCrtc()
Icenowy Zheng

One front buffer is locked in GLES_SetupCrtc() and overrides the next_bo just locked in KMSDRM_GLES_SwapWindow, then the next_bo gets lost and is not released even when quitting the video.

It may leads to problems with GLES drivers that doesn't clean up GBM correctly if there's any bo left (e.g. the Mali Utgard r6p2 blob). In the case of Mali Utgard r6p2 blob, the DRM device file is still hold by the blob, and if you try to SDL_Quit to let another program to run (this is done by EmulationStation), the new program will fail to open DRM device.
2018-10-05 17:06:05 -07:00
Ryan C. Gordon
367f9b915c wayland: Fixed missing window sizing events.
Fixes Bugzilla #4242.
2018-10-05 17:24:03 -04:00
Sam Lantinga
f01cdcedbc It turns out HIDAPI for Xbox controllers doesn't allow background input, so we won't enable it by default on Windows. 2018-10-05 01:41:59 -07:00
Sam Lantinga
a0c53668e6 Allow SDL to use ReLinker if present.
This fixes issues for applications that have a large number of shared libraries
For more information, see https://github.com/KeepSafe/ReLinker for ReLinker's repository.
2018-10-04 16:29:17 -07:00
Sam Lantinga
41ee51b9a8 Fixed updating bindings for controllers using the wildcard mappings 2018-10-04 15:23:42 -07:00
Sam Lantinga
b60e5b82fb Update documentation to note that this hint works on Android too (thanks Trent!) 2018-10-03 15:48:26 -07:00
Ryan C. Gordon
93fb710a46 evdev: Don't initialize struct sigaction with "{ 0 }".
It causes warnings on some platforms, depending on the actual definition of
sigaction, and since this is static data, it'll be zero'd out anyhow.
2018-10-03 16:54:24 -04:00
Sam Lantinga
1944556171 Make sure we don't read and write to HIDAPI at the same time, it's not thread-safe on Windows 2018-10-02 20:51:33 -07:00
Sam Lantinga
ae5317e844 The Amlogic X96 is a set-top box 2018-10-02 13:17:31 -07:00
Sam Lantinga
679d355317 Fixed UnsatisfiedLinkError when initializing the HIDDeviceManager in some cases 2018-10-01 14:52:28 -07:00
Sam Lantinga
6e35e42145 Working on bug 3921 - Add some Fastpath to BlitNtoNKey and BlitNtoNKeyCopyAlpha
Sylvain

I did various benches. with clang 6.0.0 on linux, and ndk-r16b on android (NDK_TOOLCHAIN_VERSION=clang).

- still see a x10 speed factor.
- with duff_loops, it does not use vectorisation (but doesn't seem to be a problem).

on linux my patch is already at full speed on -O2, whereas the duff_loops need -O3 (200 ms at -03, and 300ms at -02).

I realized that on Android, I had a slight variation which fits best.
both on linux with -O2 and -O3, and on android with 02/03 and armeabi-v7a/arm64.

Here's the patch.
2018-10-01 14:43:03 -07:00
Ozkan Sezer
922623e1b6 SDL_blit_N.c (BlitNtoNKeyCopyAlpha): fix -Wshadow warnings by adding _
suffix to the temp Pixel local in the DUFFS_LOOP.
SDL_blit.h (ASSEMBLE_RGB):  add _ prefix to temp Pixel locals to avoid
  any possible shadowings.


The warnings were like the following:

In file included from src/video/SDL_blit_N.c:26:0:
src/video/SDL_blit_N.c: In function 'BlitNtoNKeyCopyAlpha':
src/video/SDL_blit_N.c:2421:24: warning: declaration of 'Pixel' shadows a previous local [-Wshadow]
                 Uint32 Pixel = ((*src32 & rgbmask) == ckey) ? *dst32 : *src32;
                        ^
src/video/SDL_blit.h:475:21: note: in definition of macro 'DUFFS_LOOP8'
     case 0: do {    pixel_copy_increment; /* fallthrough */             \
                     ^
src/video/SDL_blit_N.c:2419:13: note: in expansion of macro 'DUFFS_LOOP'
             DUFFS_LOOP(
             ^
src/video/SDL_blit_N.c:2399:12: warning: shadowed declaration is here [-Wshadow]
     Uint32 Pixel;
            ^
2018-10-01 21:29:11 +03:00
Sam Lantinga
b251876126 commit c6b28f46b8116552ec2b38d1d3c8535df28ba7a1
Author: Anthony Pesch <inolen@gmail.com>
Date:   Fri May 4 20:21:21 2018 -0400

    Added SDL_AUDIO_ALLOW_SAMPLES_CHANGE flag enabling users of SDL_OpenAudioDevice to get
    the sample size of the actual hardware buffer vs having a stream created to handle the
    delta
2018-10-01 09:47:10 -07:00
Ethan Lee
0a7faa4ae5 Fix Linux haptic scaling, add 2.1 FIXME 2018-05-04 21:58:39 -04:00
Ethan Lee
de9f5415b3 Filter both SIZE_CHANGED and RESIZED on any SIZE_CHANGED 2018-08-13 12:52:52 -04:00
Sam Lantinga
95579f5f19 Fixed bug 4220 - SDL_GL_CONTEXT_DEBUG_FLAG can fail silently on some Android devices 2018-10-01 09:40:58 -07:00
Sam Lantinga
48f7e7f34d Corrected PS4 controller entry 2018-09-30 22:43:12 -07:00
Sam Lantinga
f8b4cd410b Re-enable drag-and-drop events by default 2018-09-30 19:53:26 -07:00
Alex Szpakowski
fb485986eb macOS: Fix a crash when the video subsystem quits, if SDL_MAC_NO_SANDBOX was defined when SDL was compiled. 2018-09-30 11:26:41 -03:00
Ryan C. Gordon
56ec349d2a audio: disable NEON converters for now.
To be revisited after 2.0.9 ships!

(doesn't fix Bugzilla #4186, but stops the regression for the time being.)
2018-09-29 16:48:15 -04:00
Sam Lantinga
e77ec88969 Fixed tablet detection on Android 2018-09-29 02:14:46 -07:00
Ozkan Sezer
35422bd893 fix permissions 2018-09-29 09:20:50 +03:00
Sam Lantinga
c17d62996f Mark a subsystem as dummy, not disabled, if it was intended to be compiled in.
From Tom Black:

I'm having problems initializing the sensor module. I'm compiling with a standard ./configure && make && sudo make install, and the module says it's enabled, but SDL_Init(SDL_INIT_EVERYTHING) is failing with SDL_GetError() returning "SDL not built with sensor support".
2018-09-28 21:19:27 -07:00
Sam Lantinga
14d2ec80e7 commit 8f4dedc039190f5e734c47dcc4fc021b5793b659
Author: Micha? Janiszewski <janisozaur+signed@gmail.com>
Date:   Fri Sep 28 20:38:04 2018 +0200

    CMake: fix building tests on Linux

    In case where libunwind.h has been found, it will be used by compiler,
    but linker wasn't updated to reflect use of this new library.
2018-09-28 21:03:39 -07:00
Sam Lantinga
9e8e0fb7b1 Fixed bug 4283 - SDL's version of memset is different from libc's
janisozaur

memset's documentation reads:

* The memset() function shall copy c (converted to an unsigned char) into each of the first n bytes of the object pointed to by s. (http://pubs.opengroup.org/onlinepubs/9699919799/functions/memset.html)
* Sets the first count characters of dest to the character c. (https://msdn.microsoft.com/en-us/library/1fdeehz6.aspx)
* write a byte to a byte string (https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man3/memset.3.html)

The highlight here is they all mean a single _byte_, even though memset receives a parameter of type int, which can hold more data than a single byte. SDL's implementation of memset, however, does not clear any of the higher bits, causing an erroneous behaviour when passed an argument bigger than 0xff.
2018-09-28 20:48:18 -07:00
Sam Lantinga
74638ea3c5 Ensure we wait on the surface resize before returning from setting fullscreen mode. 2018-09-28 20:39:57 -07:00
Ozkan Sezer
31596f23ce SDL_vsnprintf: implemented '+' flag for signed integers printing.
it is, of course, ignored for %u, %x, %o and %p.
2018-09-29 01:24:10 +03:00
Ozkan Sezer
49803c8660 SDL_vsnprintf: fix numerics if both zero-padding and a field are given.
it used to place zeroes between the sign and the number. (space-padding
from within SDL_PrintString() seems OK:  spaces are added before sign.)

also fixed the maxlen handling if the number has a sign.
2018-09-29 00:51:24 +03:00
Ozkan Sezer
5454765a22 replace bool stuff in controller_type.h with SDL_bool.
remove bool<->SDL_bool dance in SDL_joystick.c:SDL_IsJoystickSteamController()
after the controller_type.h change.
2018-09-28 17:01:24 +03:00
Ozkan Sezer
fde82e5972 SDL_hidapi_ps4.c: add HAVE_ENDPOINTVOLUME_H check to win32 volume code.
this makes it build with my old toolchain with mingw-w64 1.0.10 headers
2018-09-28 14:01:40 +03:00
Ozkan Sezer
cf7d64f266 hidapi/windows/hid.c: comment out ntdef.h include after windows.h.
not necessary and can cause redefinition errors in some toolchains.
2018-09-28 13:44:10 +03:00
Ozkan Sezer
b11c75e9f4 configury, cmake: add check for endpointvolume.h :
add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H
in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in
SDL_config_winrt.h.
2018-09-28 13:41:04 +03:00
Ozkan Sezer
cf7460e477 configury, cmake: make wasapi option independent of directx. 2018-09-28 11:30:50 +03:00
Sam Lantinga
9aa8a75d26 Fixed building with Xcode 10.0 2018-09-28 01:18:54 -07:00
Ozkan Sezer
283680f2c1 hidapi/windows/hid.c: fix misplaced #if 0
VendorID && ProductID are only used by the test main(),
otherwise they are unwanted globals.
2018-09-28 11:04:55 +03:00
Sam Lantinga
f964ce03b4 Fixed mingw-w64 build 2018-09-28 01:00:47 -07:00
Sam Lantinga
20dfda4489 Fixed mingw-w64 build 2018-09-28 00:40:35 -07:00
Sam Lantinga
88f9f0307d Added patch notes for SDL 2.0.9 2018-09-27 23:54:40 -07:00
Sam Lantinga
7df0f4fdac Fixed bug 4277 - warnings patch
Sylvain

Patch a few warnings when using:
-Wmissing-prototypes -Wdocumentation -Wdocumentation-unknown-command

They are automatically enabled with -Wall
2018-09-27 14:56:29 -07:00
Ozkan Sezer
d9fb77a3c1 SDL_atomic.c, SDL_spinlock.c: use lock prefix with xchg in Watcom asm. 2018-09-27 11:55:02 +03:00
Ozkan Sezer
bb5516ac8e SDL_vsnprintf() updates for zero-padding:
- remove force-enabling of pad_zeroes for %u for compatibility
 (was added in https://hg.libsdl.org/SDL/rev/701f4a25df89)
- ignore pad_zeroes for %s and %S
- ignore pad_zeroes for %d, %i and %u if a precision is given
2018-09-27 09:37:36 +03:00
Ryan C. Gordon
7689162ca0 cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").

Fixes Bugzilla #4272.
2018-09-26 20:10:32 -04:00
Ozkan Sezer
6eeb8593ba SDL_string.c (SDL_PrintString): avoid MSVC signed/unsigned mismatch warning 2018-09-27 01:10:50 +03:00
Ozkan Sezer
5342ae2bba SDL_string.c (SDL_IntPrecisionAdjust): avoid MSVC generating a memset() 2018-09-27 01:00:50 +03:00
Ozkan Sezer
d2131ac165 SDL_vsnprintf: implement precision for the integral value printers. 2018-09-27 00:32:15 +03:00
Sam Lantinga
55b24b93b4 Fixed bug 4265 - SDL window falls to the bottom of the screen when dragged down and stuck there
Alexei

On WM_WINDOWPOSCHANGED event, WIN_UpdateClipCursor() is called. SDL_WINDOW_INPUT_FOCUS is set even when the mouse pointer is not inside the SDL window and therefore ClipCursor(&rect) is called. When dragging the window and rect.bottom=800 (i.e. the bottom edge of the screen) the SDL window is clipped to the bottom of the screen and it is not possible to move it back to the center of the screen.
2018-09-26 11:17:43 -07:00
Ozkan Sezer
ffc19ee255 SDL_string.c: added comments to three SDL_FormatInfo members. 2018-09-26 20:47:34 +03:00
Sam Lantinga
bc6c199790 Updated version to 2.0.9 2018-09-26 10:08:14 -07:00
Ozkan Sezer
8743e9759e SDL_vsnprintf: when '.' is specified, take precision as 0 if it is < 0. 2018-09-26 17:11:40 +03:00
Ozkan Sezer
69ab8541a9 SDL_vsnprintf: string printer now honors the precision. (bug #4263.) 2018-09-26 10:40:02 +03:00
Ozkan Sezer
d0e9a36460 SDL_vsnprintf: %.* and %* now parse precision and width. (bug #4263.) 2018-09-26 10:38:40 +03:00
Sam Lantinga
d40657bfc9 Fixed bug 4270 - Android HIDDeviceManager function needs to be public
Sylvain

Can't run an android app without declaring the JNI interface function as public.
2018-09-25 20:11:52 -07:00
Sam Lantinga
e236e8435a Fixed bug 4268 - Android_JNI_OpenAudioDevice function has error
alittle

where iscapture == 1

1.param set error

(*env)->CallStaticIntMethod(env, mAudioManagerClass, midCaptureOpen, sampleRate, audioBuffer16Bit, audioBufferStereo, desiredBufferFrames)

param:audioBuffer16Bit need change to captureBuffer16Bit

2.logic error

if (is16Bit) {
        // ALITTLE Modify the source code
        if (iscapture) {
            audioBufferFrames = (*env)->GetArrayLength(env, (jshortArray)captureBuffer);
        } else {
            audioBufferPinned = (*env)->GetShortArrayElements(env, (jshortArray)audioBuffer, &isCopy);
            audioBufferFrames = (*env)->GetArrayLength(env, (jshortArray)audioBuffer);
        }
        // if (!iscapture) {
        //     audioBufferPinned = (*env)->GetShortArrayElements(env, (jshortArray)audioBuffer, &isCopy);
        // }
        // audioBufferFrames = (*env)->GetArrayLength(env, (jshortArray)audioBuffer);
    } else {
        // ALITTLE Modify the source code
        if (iscapture) {
            audioBufferFrames = (*env)->GetArrayLength(env, (jbyteArray)captureBuffer);
        } else {
            audioBufferPinned = (*env)->GetByteArrayElements(env, (jbyteArray)audioBuffer, &isCopy);
            audioBufferFrames = (*env)->GetArrayLength(env, (jbyteArray)audioBuffer);
        }
        // if (!iscapture) {
        //     audioBufferPinned = (*env)->GetByteArrayElements(env, (jbyteArray)audioBuffer, &isCopy);
        // }
        // audioBufferFrames = (*env)->GetArrayLength(env, (jbyteArray)audioBuffer);
    }
2018-09-25 20:08:51 -07:00
Sam Lantinga
60afec79bf Removed redundant SDL_GetColorKey() call. (thanks Sylvain!) 2018-09-25 19:53:16 -07:00
Ethan Lee
7f9854b9b2 WinRT: Wait until audio device activation is complete and PrepDevice during OpenAudio 2018-09-25 01:45:12 -04:00
Sam Lantinga
aa9683bb6f Added 8bitdo SF 30 PRO controller support for Linux / DInput mode (thanks Frank Hartung) 2018-09-25 19:41:33 -07:00
Sam Lantinga
fb0e68ae0f Fixed building with newer Android NDK 2018-09-25 08:23:57 -07:00
Ozkan Sezer
870c44bfed safer this way, just in case.. 2018-09-25 09:20:56 +03:00
Sam Lantinga
da89b81c3c Fixed rare null pointer dereference 2018-09-24 20:31:24 -07:00
Sam Lantinga
ef34704875 Fixed bug 4264 - SDL_CreateTextureFromSurface generates error message but returns ok
Anthony @ POW Games

SDL_CreateTextureFromSurface makes an internal call to SDL_GetColorKey which can return an error and spams the error log with "Surface doesn't have a colorkey" even though the original function didn't return an error.
2018-09-24 16:41:55 -07:00
Sam Lantinga
cd90e2ca58 Fixed bug 4267 - linkage failure with --enable-hidapi because of missing libudev symbols
Ozkan Sezer

hidapi dynamic udev initial patch
2018-09-24 16:33:14 -07:00
Sam Lantinga
e0fe8f3cb3 Support relative mouse for Samsung DeX on Samsung Experience 9.5 or later (Android 8.1 or later) 2018-09-24 11:53:04 -07:00
Sam Lantinga
5febdfcece Fixed whitespace 2018-09-24 11:49:25 -07:00
Drew Pirrone-Brusse
58021b3834 Correct the name of the SDL shared library in CMake for Mac OS 2018-08-18 17:23:40 -04:00
Sam Lantinga
8aaef4b914 Fixed bug 3166 - It would be nice, if SDL would support including SDL project as a subdirectory into another CMake project
Wayde Reitsma

After attempting to use SDL2 in the way described in this bug, I found the main issue was the includes not being added to the compiler command.

I found the issue was that the target_include_directories commands for the SDL2, SDL2-static and SDL2main targets only sets the public includes for installations using the INSTALL_INTERFACE generator expression.

I have written a patch to CMakeLists.txt that fixes this issue by adding another item to the target_include_directories commands, utilizing the BUILD_INTERFACE generator expression to correctly add the include directory during builds.
2018-09-24 08:41:59 -07:00
Sam Lantinga
d07fe7ad95 Removed button logging message 2018-09-21 09:41:21 -07:00
Sam Lantinga
e8b0859f17 Added missing call to WindowsDeleteString() 2018-09-20 15:55:52 -07:00
Sam Lantinga
600126c90e Added experimental support for Windows.Gaming.Input 2018-09-19 10:03:40 -07:00
Ryan C. Gordon
c19516b50c cmake: correctly report Vulkan support at configure time (thanks, Tiago!).
Fixes Bugzilla #4262.
2018-09-18 11:49:42 -04:00
Sam Lantinga
c179d3948a Fixed NullPointerException if there's no singleton 2018-09-17 12:08:05 -07:00
Sam Lantinga
f6a537cbfa Store the API device refcount on the device itself, so if the device is disconnected and we have multiple application references to it, we only free it once. 2018-09-17 11:35:24 -07:00
Sam Lantinga
59a2d12cc3 Fixed creating an Android game controller mapping for HIDAPI devices on initialization 2018-09-17 11:35:22 -07:00
Ozkan Sezer
305e5968aa do not export hidapi symbols from SDL dlls (bug #4259). 2018-09-15 14:28:10 +03:00
Ozkan Sezer
5a34f1e3ee acinclude: rename ax_gcc_x86_cpuid.m4.htm to ax_gcc_x86_cpuid.m4 2018-09-15 09:24:04 +03:00
Ozkan Sezer
bab5b08437 fix permissions 2018-09-15 08:11:50 +03:00
Sam Lantinga
6b3e893105 Added hints SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity.
Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
2018-09-14 19:26:26 -07:00
Sam Lantinga
66294d31df Guard against Steam Controller input when we're shutting down. 2018-09-14 18:31:03 -07:00
Sam Lantinga
e8a0e35e24 Use atomic reference counting for the HID device object 2018-09-14 18:31:01 -07:00
Sam Lantinga
6a7b0c27af Fixed crash launching under Steam on Mac OS X 2018-09-14 12:41:29 -07:00
Sam Lantinga
0b3a350c90 Fixed Chinese IME support (thanks ???!) 2018-09-10 23:01:33 -07:00
Sam Lantinga
af823cc1d9 Fixed building on tvOS 2018-09-10 23:00:09 -07:00
Sam Lantinga
63848141c1 Fixed building on tvOS without any sensor support 2018-09-10 22:59:49 -07:00
Ozkan Sezer
33381d3d10 hidapi/SDL_hidapijoystick.c: fix build in C90 mode:
src/joystick/hidapi/SDL_hidapijoystick.c: In function 'HIDAPI_InitializeDiscovery':
src/joystick/hidapi/SDL_hidapijoystick.c:281: error: 'true' undeclared (first use in this function)
src/joystick/hidapi/SDL_hidapijoystick.c:281: error: (Each undeclared identifier is reported only once
src/joystick/hidapi/SDL_hidapijoystick.c:281: error: for each function it appears in.)
src/joystick/hidapi/SDL_hidapijoystick.c: In function 'HIDAPI_UpdateDiscovery':
src/joystick/hidapi/SDL_hidapijoystick.c:339: error: 'true' undeclared (first use in this function)
src/joystick/hidapi/SDL_hidapijoystick.c:341: error: ISO C90 forbids mixed declarations and code
2018-09-07 11:03:24 +03:00
Ozkan Sezer
afc1738ecb SDL_sensor.h, SDL_video.h: remove comma at end of enumerator lists.
Avoids gcc -pedantic warnings, closes bug #4253.
2018-09-07 10:47:50 +03:00
Ryan C. Gordon
264b81b481 metal: Make sure layer drawableSize is adjusted on resize.
Fixes Bugzilla #4250.
2018-09-06 00:56:13 -04:00
Ryan C. Gordon
0cf1ae9d0b Fixed a comment typo. 2018-09-05 21:24:13 -04:00
Sam Lantinga
a0b3dcc26a Fixed bug 4002 - Android, nativeRunMain() fails on some phone with arm64-v8a
Sylvain

The issue is totally reproducible on P8 Lite.

"The dlopen() call doesn't include the app's native library directory. The behavior of  dlopen() by Android is not guaranteed".

Workaround in getMainSharedObject()

Just replace
    return library;
with
    return getContext().getApplicationInfo().nativeLibraryDir + "/" + library;
2018-09-05 15:54:46 -07:00
Sam Lantinga
80021c21b6 Speculatively disable rumble on the Razer Panthera Evo, which doesn't have rumble motors and probably hangs in the same way the Panthera does. 2018-09-05 15:28:06 -07:00
Sam Lantinga
e987bedfe2 Updated Xcode library version to match libtool output with Ozkan's change 2018-09-05 13:04:50 -07:00
Sam Lantinga
96259f1f85 Don't overwrite the default binding when changing the binding for a controller that was using the default. 2018-09-05 12:16:01 -07:00
Sam Lantinga
963e74d68c Added binding for Mad Catz FightStick TE S+ (PS3) on Mac OS X 2018-09-05 11:24:23 -07:00
Sam Lantinga
c152e380be Added support for the Razer Panthera Fightstick
Fixed bindings for the Mad Catz FightStick TE S+
2018-09-05 11:18:50 -07:00
Ozkan Sezer
9753b9cc46 CMakeLists.txt: fix typo SDL_SENSORS_DISABLED -> SDL_SENSOR_DISABLED 2018-09-02 23:57:06 +03:00
Ryan C. Gordon
aae29c9ebd test: Makefile should copy .dat files for testoverlay2. 2018-09-02 00:35:11 -04:00
Ryan C. Gordon
3634e563c4 metal: SDL_UpdateYUVTexture shouldn't swap planes based on format. 2018-09-01 20:47:12 -04:00
Sam Lantinga
34237b80f4 Better fix to make sure we're only returning controllers from the HIDAPI joystick API 2018-08-31 18:10:21 -07:00
Sam Lantinga
4ffcd88ca2 Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID. 2018-08-31 17:47:34 -07:00
Ozkan Sezer
faf8f8b86b fix permissions 2018-08-30 12:50:10 +03:00
Sam Lantinga
5ef8eb49be Don't show the Razer Raiju sound interface as a game controller 2018-08-29 20:55:02 -07:00
Sam Lantinga
90a5607d32 Fixed compiler warning and use higher precision in angle calculation 2018-08-29 20:23:42 -07:00
Sam Lantinga
207428b444 Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput. 2018-08-29 20:23:39 -07:00
Sam Lantinga
16ccff3c56 Fixed whitespace 2018-08-29 20:23:36 -07:00
Sam Lantinga
fda14741ac Fixed Xbox One S Bluetooth support on Mac OS X 2018-08-29 18:56:54 -07:00
Ozkan Sezer
b6aaefc791 SDL_evdev.c: undefine _THIS before redefining it.
src/core/linux/SDL_evdev.c:104:1: warning: "_THIS" redefined
In file included from src/core/linux/../../events/SDL_events_c.h:26,
                 from src/core/linux/SDL_evdev.c:45:
src/core/linux/../../events/../video/SDL_sysvideo.h:146:1: warning: this is the location of the previous definition
2018-08-29 11:04:02 +03:00
Sam Lantinga
92396f7d74 Fixed Windows build 2018-08-28 16:19:31 -07:00
Sam Lantinga
404ba5eea8 Fixed bug 4229 - Add support for ABGR format in DirectFB renderer
Alexandre

DirectFB supports 32-bit ABGR pixel format via DSPF_ABGR, but SDL doesn't map SDL_PIXELFORMAT_ABGR8888 to DSPF_ABGR.

A patch is attached and should add support for ABGR pixel format devices.
2018-08-28 13:37:11 -07:00
Andreas M?ller
87bc1fb552 GLES2: Get sin/cos out of vertex shader
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.

To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.

As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.

Additional background:

* On RaspberryPi it gives a performace win for operations. Tested with
  [1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
  in RaspberryPi/VC4 [3]

[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110

Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>
2018-08-28 12:57:51 -07:00
Sam Lantinga
044b00dcae Fixed the DirectFB renderer not being enabled in autoconf builds 2018-08-27 11:51:05 -07:00
Sam Lantinga
a1ca84411e Update the cursor clipping each frame, in case it was stolen by another application. 2018-08-26 20:37:23 -07:00
Sam Lantinga
15b3794f11 Only reset the clip rect if it's currently the rect we previously clipped.
This prevents us from clearing the clip rect globally when another application has set it.

There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.

Also fixed whitespace and SDL coding style
2018-08-26 10:34:23 -07:00
Sam Lantinga
09ab752aa3 Implement SDL_HapticStopEffect on Android (thanks Rachel!) 2018-08-24 10:41:57 -07:00
Jeremy Ong
a794126d56 vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window.
Fixes Bugzilla #4235.
2018-08-24 09:49:48 -04:00
Sam Lantinga
a003fa0a05 Implemented SDL_GetDisplayOrientation() on Android (thanks Rachel!) 2018-08-23 14:05:25 -07:00
Ryan C. Gordon
df5d565f48 cmake: add sensor subsystem to the build. 2018-08-23 14:32:30 -04:00
Sam Lantinga
8adadf8f0e Added documentation for additional Android sensors 2018-08-23 10:51:54 -07:00
Sam Lantinga
de5367a612 Added display event files to the Visual Studio projects 2018-08-23 02:48:47 -07:00
Sam Lantinga
5901fe466b Added display event files to the Mac OS X project 2018-08-23 02:24:31 -07:00
Sam Lantinga
50d5002533 Fixed build 2018-08-23 02:21:17 -07:00
Sam Lantinga
088070e5a8 Moved display orientation handling on iOS out to a separate function for Qt apps 2018-08-22 23:47:29 -07:00
Sam Lantinga
f225af0c1e Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
2018-08-22 21:48:28 -07:00
Sam Lantinga
f1bc1c1274 Fixed crash trying to open HIDAPI controller as a haptics device on Windows 2018-08-22 17:44:28 -07:00
Sam Lantinga
38ae49880f Updated required Android SDK to API 26, to match Google's new App Store requirements 2018-08-21 20:46:25 -07:00
Sam Lantinga
7f4860e2be Doh.. __IPHONEOS__ is defined on tvOS 2018-08-21 20:38:22 -07:00
Sam Lantinga
74e99f7416 Don't use CoreMotion on tvOS 2018-08-21 20:34:09 -07:00
Sam Lantinga
b8ae2c1860 Fixed UWP build 2018-08-21 20:20:54 -07:00
Sam Lantinga
6f758ad25f Moved SDL_IsTablet() to a cross-platform API function 2018-08-21 20:03:54 -07:00
Sam Lantinga
e9f6805fc6 Removed dependency on C++ runtime on iOS 2018-08-21 19:42:19 -07:00
Sam Lantinga
c6647bf9c9 Added the iOS sensor implementation 2018-08-21 17:24:12 -07:00
Sam Lantinga
bdbc06b027 Fixed bug 4228 - Clean-up Xcode projects
C.W. Betts

This cleans up the Xcode project by setting the Xcode groups to the corresponding directories. This also removes the Resources folder in OS X's Products group and adds the CoreBluetooth framework to the iOS tests (this is needed due to the addition of hidapi.
2018-08-21 16:47:44 -07:00
Sam Lantinga
c5bcefa7e8 Fixed duplicate definition of SDL_JoystickID 2018-08-21 13:44:11 -07:00
Sam Lantinga
7749ee2a43 Added the dummy sensor driver to the Visual Studio projects 2018-08-21 13:42:44 -07:00
Sam Lantinga
3e5dbc694a Added a dummy sensor driver 2018-08-21 13:29:21 -07:00
Sam Lantinga
7c3040e08a First pass on the new SDL sensor API 2018-08-21 12:11:34 -07:00
Sam Lantinga
c2791fc60d Don't crash if the app doesn't have Bluetooth permissions 2018-08-21 11:59:13 -07:00
Sam Lantinga
2a4999b4bb By default just build for 32-bit ARM and x86 2018-08-21 11:44:08 -07:00
Sam Lantinga
109544ca04 Add SDL_IsTablet() to Android and iOS SDL. 2018-08-21 11:23:47 -07:00
Sam Lantinga
b09b25f6e4 Don't crash if the app doesn't have Bluetooth permissions 2018-08-21 11:07:56 -07:00
Sam Lantinga
ad1e3c2a4c Fixed Android build error 2018-08-21 10:37:26 -07:00
Sam Lantinga
0d22559e30 Fixed Android build error 2018-08-21 10:25:30 -07:00
Sam Lantinga
5dfa4043a3 Fixed warnings building on Mac OS X 64-bit 2018-08-20 21:19:17 -07:00
Sam Lantinga
6b3f11e2a3 Fixed code style 2018-08-20 21:18:56 -07:00
Ryan Speets
aeea6b9b1f Emscripten: Fixed SDL_SYSTEM_CURSOR_SIZEALL 2018-08-18 12:30:04 +01:00
Ozkan Sezer
90454b1ece SDL_hidapi_ps4.c: define NTDDI_VISTA / _WIN32_WINNT_VISTA if not defined
it still needs a Vista or newer Platform SDK to build, though.
2018-08-16 11:01:02 +03:00
Sam Lantinga
7d3a7ef827 Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver. 2018-08-15 23:35:54 -07:00
Sam Lantinga
a2add1f683 Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button. 2018-08-15 23:14:45 -07:00
Sam Lantinga
3f5ff751fe Use a unified name list for Xbox 360 and Xbox One controllers for drivers that can handle both 2018-08-15 23:14:43 -07:00
Sam Lantinga
aad340eb86 Added Windows Xbox controller state packet handling, for completeness. 2018-08-15 19:53:36 -07:00
Sam Lantinga
63107524f6 Fixed input from the Steam Virtual Gamepad on Mac OS X 2018-08-15 19:53:34 -07:00
Sam Lantinga
0903e83553 Use SDL specific window class to avoid conflicting with Steam 2018-08-15 19:53:31 -07:00
Sam Lantinga
c88666580e Catch device removal as well as device arrival on Windows 2018-08-15 19:53:30 -07:00
Sam Lantinga
641c674f2a Turned off debug messages 2018-08-15 19:53:28 -07:00
Sam Lantinga
51902010c6 Remove the HIDAPI device if we get a read error from it
This fixes detecting PS4 controller disconnect on Mac OS X, where there isn't any device removed notification
2018-08-15 19:53:26 -07:00
Sam Lantinga
dfbd7f65a9 Fixed Mac OS X build 2018-08-15 19:53:24 -07:00
Sam Lantinga
ec74c318b9 Polling hid_enumerate() every 3 seconds causes freezes and stutters on some USB audio devices and mice.
We'll only enumerate devices when we get notification that the system devices have changed
2018-08-15 19:53:22 -07:00
Ryan C. Gordon
2dc04b4c11 libm: one more static analysis fix. 2018-08-10 15:22:02 -04:00
Ryan C. Gordon
67a48ad13a haiku: Patched to compile with new joystick interfaces. 2018-08-10 15:04:08 -04:00
Ryan C. Gordon
e1ac643b32 bsd: Patched to compile.
(I think.)
2018-08-10 14:54:26 -04:00
Ryan C. Gordon
67764070f0 bsd: Update joystick code for new interfaces.
(this is an untested push to see if buildbot likes it.)
2018-08-10 14:42:40 -04:00
Ryan C. Gordon
b692c35237 emscripten: Patched to compile with new joystick interfaces. 2018-08-10 14:32:30 -04:00
Ryan C. Gordon
941f8ecffd joystick: define inline to SDL_INLINE 2018-08-10 14:10:47 -04:00
Ryan C. Gordon
0b2863d45e joystick: #if 0'd out some things that aren't currently used.
Fixes some compiler warnings.
2018-08-10 14:09:44 -04:00
Ozkan Sezer
a7c3d2af81 SDL_hidapi_ps4.c: lowercase windows header names. 2018-08-10 11:50:55 +03:00
Ozkan Sezer
f159d798dd chmod -x Android.mk 2018-08-10 11:50:01 +03:00
Sam Lantinga
5930b50855 Re-enabled the HIDAPI joystick driver on Windows and Mac OS X 2018-08-09 22:53:43 -07:00
Sam Lantinga
4f41f07d43 Added missing files from previous commits 2018-08-09 16:05:48 -07:00
Sam Lantinga
31b0224397 Added notes that this code was contributed by Valve 2018-08-09 16:04:45 -07:00
Sam Lantinga
99759bac82 There's no controller that's supported by both XInput and HIDAPI 2018-08-09 16:04:34 -07:00
Sam Lantinga
ab07ce1166 Don't update the device list for devices we know aren't supported
This should reduce HID enumeration (hitting the USB bus) if for some reason we're getting spammed with false device insert/removal events
2018-08-09 16:04:30 -07:00
Sam Lantinga
cf823094a2 The MINIX NEO-U1 is now being reported as Android TV 2018-08-09 16:04:25 -07:00
Sam Lantinga
28e0c0eef7 Sam Lantinga <slouken@libsdl.org> 2018-08-06 13:00 -0700
Backed out changeset 794a209b2270
http://hg.libsdl.org/SDL/rev/2e2ecdac957c
2018-08-09 16:04:21 -07:00
Sam Lantinga
25a952e76f Sam Lantinga <slouken@libsdl.org> 2018-08-06 11:58 -0700
Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
http://hg.libsdl.org/SDL/rev/794a209b2270
2018-08-09 16:04:18 -07:00
Sam Lantinga
b37518b3d8 SDL: disable HIDAPI in SDL on Windows/Mac. 2018-08-09 16:03:55 -07:00
Sam Lantinga
888bf1af69 Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
2018-08-09 16:03:50 -07:00
Sam Lantinga
f35e97ba8a Fixed Windows build 2018-08-09 16:03:29 -07:00
Sam Lantinga
d2042e1ed4 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
2018-08-09 16:00:17 -07:00
Ryan C. Gordon
ba90412cda libm: Don't let Visual Studio generate an implicit memset() call. 2018-08-08 15:39:20 -04:00
Ryan C. Gordon
4cb84b8f4b backout INFINITY change...of course Visual Studio doesn't have it. 2018-08-08 12:36:54 -04:00
Ryan C. Gordon
257071fc20 e_exp: One more compiler warning. 2018-08-08 12:19:01 -04:00
Ryan C. Gordon
550437edbe libm: Fixed all static analysis warnings. 2018-08-08 12:13:56 -04:00
Ryan C. Gordon
c0aa626ba3 e_exp: Fixed compiler warning on Visual Studio. 2018-08-08 10:26:22 -04:00
Ryan C. Gordon
941c5b4760 haiku: Rename internal functions from BE_* to HAIKU_*
Fixes Bugzilla #2349.
2018-08-07 18:07:11 -04:00
Ryan C. Gordon
c0ac09edcc configure: Make wayland sources depend on generated headers.
Otherwise occasionally the sources will try to compile before the headers it
needs are generated.

Fixes Bugzilla #3977.
2018-08-07 17:28:07 -04:00
Ryan C. Gordon
f59b0056d3 evdev: On sudden termination, make sure keyboard isn't lost (thanks, Tadek!)
"In release 2.0.6, when Linux evdev keyboard support has been moved to a
separate source file, a feature was added to disable normal keyboard event
processing to prevent "spilling" keystrokes to background virtual console.

This feature has one unpleasant side effect: if application fails to call
`SDL_Exit` before termination or crashes with fatal signal, console is left
in unusable state with keyboard not working and no possibility to switch
virtual console. If user has a chance, he can login remotely and restore
keyboard with `kbd_mode`, otherwise the only option is to reboot the machine.

This patch fixes that problem by intercepting fatal signals (with `sigaction`)
and process termination (with `atexit`), to restore keyboard state, if it
wasn't properly restored with `SDL_Exit`.

The function registered with `atexit` also restores original signal handlers,
to prevent leaving invalid handlers after SDL library is unloaded, if it was
loaded dynamically with `dlopen`.

No signal handlers or `atexit` function are installed if SDL boolean hint
`SDL_HINT_NO_SIGNAL_HANDLERS` is `SDL_TRUE`.

Additionally, if environment variable `SDL_INPUT_LINUX_KEEP_KBD` exists,
keyboard initialization function completely skips disabling keyboard. This
can be useful for debugging."

Fixes Bugzilla #4193.
2018-08-07 16:56:46 -04:00
Ryan C. Gordon
623a6defd3 alsa: optionally run entire pipeline non-blocking. 2018-08-07 16:49:18 -04:00
Ryan C. Gordon
56f44cfa0f audio: Deal with device shutdown more carefully.
This would cause problems in various ways, but specifically triggers an
assert when you close a WASAPI capture device in an app running over RDP.

Related to (but not the actual bug) in Bugzilla #3924.
2018-08-07 13:04:15 -04:00
Mai Lavelle
e714f6590e haptic: Fix initial detection of haptic devices on Linux system
SDL_UDEV_Scan must be called during SDL_SYS_HapticInit to ensure devices
outside of the 0-31 range are added to the list of haptic devices.

Fixes Bugzilla #3923.
2018-08-07 12:06:31 -04:00
Sam Lantinga
a37d3e0b1e Backed out changeset 794a209b2270
It turns out the mapping is correct, just the name was confusing
2018-08-06 13:00:11 -07:00
Sam Lantinga
cc682f2013 Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
Different device with same vid/pic that is kind of a Saitek shape:
https://www.trust.com/en/product/17416-gxt-24-runa-compact-gamepad

n64 with same ID
https://bbs.archlinux.org/viewtopic.php?id=163488

PS shaped with numbers for buttons
https://pineight.com/mw/index.php?title=USB_game_controller#DragonRise_Inc._Generic_USB_Joystick

fightstick with same vid/pid
https://retropie.org.uk/forum/topic/7594/bartop-2-player-zero-delay-encoders-not-working
2018-08-06 11:58:08 -07:00
Ozkan Sezer
f45f33bdc0 SDL_expf: return SDL_exp() instead of SDL_uclibc_exp() for consistency. 2018-08-05 10:01:01 +03:00
Ethan Lee
b4fe7412f9 SDL_exp 2018-08-04 11:52:46 -04:00
Ryan C. Gordon
4d4bb2b0ed cmake: use WINDOWS instead of WIN32. 2018-08-02 16:21:43 -04:00
Ryan C. Gordon
e061a92dc9 Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.

Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).

Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
2018-08-02 16:03:47 -04:00
Ryan C. Gordon
8f0cc4a4b7 Backed out changeset 2e42ec46061e.
This change isn't correct. See comments in Bugzilla #4183.
2018-07-22 19:42:08 -04:00
Ryan C. Gordon
1089944bee libm: Fixed signature mismatches for __ieee754_rem_pio2 and __kernel_rem_pio2.
Fixes Bugzilla #4201.
2018-07-22 19:40:42 -04:00
Ryan C. Gordon
862aa4b47d windows: Fixed some Visual Studio warnings about shadowed variables.
Fixes Bugzilla #4118.
2018-07-22 19:28:27 -04:00
Vitaly Novichkov
3a11bba267 Remove "lib" prefix from DLL file on MinGW builds
closes bug #4209.
2018-06-29 18:29:17 +03:00
Marc Di Luzio
c3178e67ca Ensure we still clear the X locale modifiers even if not compiled with ibus or fcitx support 2018-07-12 16:52:45 +01:00
Ryan C. Gordon
b5a420cb11 dbus: Deal with undefined behavior with va_args.
Parse out a copy of the varargs ourselves to get to the reply portion, since
the original passed to D-Bus might modify or not modify the caller's copy,
depending on system ABI.
2018-07-13 17:53:24 -04:00
Sam Lantinga
fd8e8f9f20 Clean up captured pointer code to avoid logcat clutter on pre-8.0 systems (thanks Rachel!) 2018-07-13 12:55:50 -07:00
Sam Lantinga
df0d3f1364 More controller drivers support CARTESIAN coordinates.
This fixes rumble on the Saitek Cyborg V.3 Rumble Pad
2018-07-12 13:28:15 -07:00
Sam Lantinga
ff8c9538bc Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
2018-07-12 13:28:13 -07:00
Ozkan Sezer
c74837fbb9 ltmain.sh: make OSX autofoo builds' compatibility version match Xcode builds.
closes bug #4208.
2018-07-05 23:01:10 +03:00
Wohlstand
ff8c62f227 Fixed bug 4210 - SSE2-based converter makes junk result of S32 -> Float
At the HG state abdd17144682, 64-bit assemblies are using SSE2-based resampler, produces junk sound when converting the S32 -> Float32 -> S16 chain. The `NEED_SCALAR_CONVERTER_FALLBACKS` thing works perfectly.

If I will find a reason that caused this mistake, I'll send a patch by myself.
2018-07-02 03:53:57 +03:00
Ozkan Sezer
507e271b3e made the wasapi configury option consistent with others. 2018-07-01 19:50:00 +03:00
Ozkan Sezer
8857791627 make WASAPI configurable in autofoo and cmake (default is on.)
closes bug #3798.
2018-07-01 17:01:04 +03:00
Ozkan Sezer
013b146de9 SDL_windowstaskdialog.h (struct _TASKDIALOGCONFIG): make unions anonymous
otherwise build fails. (at least with my VS2005. and the code accesses the
arms of the unions anonymously anyway.)
2018-06-30 20:55:51 +03:00
Ozkan Sezer
949b8bd8c5 correct the comment correction.. 2018-06-30 20:10:40 +03:00
Ozkan Sezer
67f18a1973 comment correction 2018-06-30 20:04:01 +03:00
Ozkan Sezer
cf7b94f292 ran 'chmod -x' on two files 2018-06-30 20:03:23 +03:00
Ryan C. Gordon
7c2028f8e9 Attempt to fix "cast from pointer to integer of different size" warnings. 2018-06-29 16:56:11 -04:00
Ryan C. Gordon
52857de251 Corrected a comment. 2018-06-29 16:55:55 -04:00
Ryan C. Gordon
3b173f818d Patched to compile on Visual Studio (typo). 2018-06-25 23:00:38 -04:00
Ryan C. Gordon
58168a8c3c atomic: Fight with all the assemblers that don't like REP NOP. :/ 2018-06-25 16:34:16 -04:00
Ryan C. Gordon
5f123e31a3 atomic: Spin locks now try to use the x86 PAUSE instruction for short waits.
Fixes Bugzilla #4151.
2018-06-25 15:58:35 -04:00
Ryan C. Gordon
5a8ecf4e79 yuv: Patched to make static analysis happy (warned about unused variable). 2018-06-25 13:14:52 -04:00
Ryan C. Gordon
4773690d0f Deal with possible malloc(0) calls, as pointed out by static analysis. 2018-06-25 12:55:23 -04:00
Ryan C. Gordon
4f5bd53e8f wayland: Keep protocol XML files in-tree.
Now you don't need the latest Wayland installed to build with
newer protocols supported, as they'll build correctly; even if
your system can't use them, we can make intelligent decisions
at runtime about what's available on the current machine anyhow.

This also simplifies some logic and possible failure cases in
the configure and CMake scripts.

Fixes Bugzilla #4207.
2018-06-25 09:37:25 -07:00
Ryan C. Gordon
915a7e0341 gles2: Whoops, overzealous copy/paste on my part. :) 2018-06-25 01:57:28 -04:00
Ryan C. Gordon
c8ac909674 wayland: Implemented xdg-wm-base support.
This is just in parity with the existing zxdg-shell-unstable-v6 code. Making
the Wayland target robust (and uh, with title bars) is going to take a lot
of work on top of this.
2018-06-24 22:42:36 -07:00
Ryan C. Gordon
e8237e2b02 android: Android.mk should only preserve debug symbols in debug builds.
Fixes Bugzilla #4111.
2018-06-24 15:21:01 -04:00
Anthony Pesch
c591429542 alsa: avoid hardware parameters with an excessive number of periods.
The previous code attempted to use set_buffer_size / set_period_size
discretely, favoring the parameters which generated a buffer size that was
exactly 2x the requested buffer size. This solution ultimately prioritizes
only the buffer size, which comes at a large performance cost on some machines
where this results in an excessive number of periods. In my case, for a 4096
sample buffer, this configured the device to use 37 periods with a period size
of 221 samples and a buffer size of 8192 samples. With 37 periods, the SDL
Audio thread was consuming 25% of the CPU.

This code has been refactored to use set_period_size and set_buffer_size
together. set_period_size is called first to attempt to set the period to
exactly match the requested buffer size, and set_buffer_size is called second
to further refine the parameters to attempt to use only 2 periods. The
fundamental change here is that the period size / count won't go to extreme
values if the buffer size can't be exactly matched, the buffer size should
instead just increase to the next closest multiple of the target period size
that is supported. After changing this, for a 4096 sample buffer, the device
is configured to use 3 periods with a period size of 4096 samples and a buffer
size of 12288 samples. With only 3 periods, the SDL Audio thread doesn't even
show up when profiling.

Fixes Bugzilla #4156.
2018-05-04 21:21:32 -04:00
Ryan C. Gordon
c70db0cabf cmake: Look in popular places for X11 headers, export this info properly.
Fixes CMake not being able to find X11 on FreeBSD (which generally has the
headers in /usr/local/include/X11).

List of other popular places borrowed from CMake's FindX11 module.

This worked on the configure script because of magic in the AC_PATH_X macro.

Fixes Bugzilla #4815.
2018-06-24 15:12:18 -04:00
Ryan C. Gordon
59574fe2f0 x11: Normalize x11xinput2 touch x to be 1.0 at width (thanks, Zach!).
"Applications (such as SDL's testgesture) do "event.tfinger.x * window_width"
to find window coord. Currently the X11 XInput2 backend expects application
to do "event.tfinger.x * (window_width-1)" instead.

X11 XInput2 touch events are normalized so x is 1.0 at "width - 1" but other
SDL backends appear to have x be 1.0 at "width". Same issue for touch event
y with regards to height."

Fixes Bugzilla #4183.
2018-06-24 13:57:22 -04:00
Tomeu Vizoso
fe6828272a egl: Don't change context when deleting current.
If we change the current context behind the app's back, those tracking
the current context to minimize context changes are going to get
confused.

This brings the EGL backend in line with the GLX one.

Fixes Bugzilla #4199.
2018-06-14 06:12:12 +00:00
Ryan C. Gordon
5308a245a4 Fixed some possible malloc(0) calls reported by static analysis. 2018-06-24 12:16:58 -04:00
Sam Lantinga
88dfa46644 Use a blank cursor instead of PointerIcon.TYPE_NULL since that shows the default cursor on Samsung DeX 2018-06-18 13:14:04 -07:00
Sam Lantinga
a515853569 Added support for external mouse in Samsung DeX mode
relative mode doesn't work, but absolute coordinates are functional
2018-06-18 13:14:02 -07:00
Sam Lantinga
f1d8f5f7fd Make certain we only hide system UI when we're fullscreen for real. (thanks Rachel!) 2018-06-18 13:14:00 -07:00
Sam Lantinga
8b574dc43c Deal with situations where the system UI is shown when the keyboard pops up (thanks Rachel!) 2018-06-18 13:13:58 -07:00
Sam Lantinga
74ec7cabdb Fixed race condition where Android touch events could get scaled by a render target's viewport 2018-06-18 13:13:56 -07:00
Sam Lantinga
9924a8e392 Fixed bug 4094 - No SDL_TEXTEDITING after pressing Alt key on Raspberry Pi Linux
This was reproducible by running an SDL app on the console from an ssh login. In this case the terminal wasn't owned by the user running the app, so we were using the default keymap, which didn't have state transitions defined for ctrl and alt, so once we entered that state keypresses would no longer transition out of that state, nor would they generate text.

As a workaround, we'll just reset to the default shift state if that happens, which means we'll get text for keys pressed while ctrl is held down, but I don't think that's a big problem.

Note that in this case we also can't mute the keyboard, so the keypresses go to the console, which probably isn't what you want...
2018-06-14 00:51:45 -07:00
Sam Lantinga
12ff19c035 SDL Android fullscreen code extensively tested on Steam Link with no issues reported 2018-06-13 14:24:30 -07:00
Ozkan Sezer
08de74ec49 use the 'aborts' pragma of Watcom for SDL_NORETURN functions
SDL_ExitProcess(), SDL_AbortAssertion() and SDLTest_BailOut().

(Commit 303c1e0fb0cf for bug #4100 removed SDL_NORETURN from
SDL_ExitProcess() and SDL_AbortAssertion() in order to avoid
warnings from windows builds, but that's temporary I guess..)
2018-06-13 14:45:02 +03:00
Sam Lantinga
4a4bac95eb Deal with fullscreen limitations under windowed Android environments (Chromebook, DeX, etc.) (Thanks Rachel!) 2018-06-12 13:22:58 -07:00
Ozkan Sezer
41da7b79c0 ran 'chmod -x' on many files 2018-06-12 14:00:15 +03:00
Sam Lantinga
864b8f89fa Merged in community contributed controller mappings from https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt 2018-06-12 01:04:26 -07:00
Sam Lantinga
1205978244 Added common controllers used with Steam Big Picture
These are entirely untested
Several USB ids refer to multiple packaged products. In those cases I tried to use the most common name, or a general name (e.g. PS3 Controller), or a completely generic name (e.g. USB gamepad) if it wasn't clear what type of controller it was.
Patches welcome!
2018-06-12 00:18:10 -07:00
Sam Lantinga
63317dfb17 Don't crash on exit from SDLActivity if we don't have a singleton for some reason. (Thanks Rachel!) 2018-06-07 17:07:05 -07:00
Sam Lantinga
fe196db774 Track android device panel width & height as well as window surface & height.
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.

Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
2018-06-07 17:07:03 -07:00
Sam Lantinga
db86e7a633 Added support for the PS3 controller driver in PlayStation Now 2018-06-07 10:54:54 -07:00
Sam Lantinga
77709aecc7 Added Android hardware feature support to the default manifest 2018-06-06 09:42:12 -07:00
Sam Lantinga
7c5f3cf3cb Added improved mouse pointer capture under API 26. (Thanks Rachel!) 2018-06-05 14:08:39 -07:00
Sam Lantinga
113801b790 Added SDL_IsChromebook() to determine if we're running on a Chromebook. 2018-06-05 12:46:13 -07:00
Sam Lantinga
2dedbc7262 Add Android support for relative mouse mode to SDL. 2018-06-05 12:46:11 -07:00
Sam Lantinga
9d6ac3deff Fix creating a minimized window in SDL to not cause focus to be stolen (because ShowWindow( hwnd, SW_MINIMIZE ) would be called after creation, thus changing focus to the prior window based on some per-app list in windows, rather than the window being created with WS_MINIMIZED to start with).
This means we have to consider SDL_WINDOW_MINIMIZED a window creation flag, but on non-windows platforms we just remove it and let the normal FinishWindowCreation re-apply and do the minimize as I have no idea what is right on them or if anything should change.

CR: Phil
2018-06-05 12:46:09 -07:00
Sam Lantinga
1d25135b71 Fixed bug 4184 - jack audio driver fails in presence of midi ports
Martin ?irokov

Launching an SDL application with SDL_AUDIODRIVER=jack, and then calling SDL_OpenAudioDevice() with whatever parameters fails with an error like this one:

SDL_OpenAudioDevice: Couldn't connect JACK ports: SDL:sdl_jack_output_0 => system:midi_playback_1

This happens because JACK_OpenDevice in src/audio/jack/SDL_jackaudio.c blindly tries to connect to all input ports without checking whether they are for audio or midi.

The fix is to check port types and ignore all non audio ports. Also I removed devports field from struct SDL_PrivateAudioData, because it's never really used and removing unused ports from it would be PITA.
2018-06-01 19:43:53 -07:00
Sam Lantinga
03ff7dcf6b Added support for Android relative mouse mode on API 24 and above 2018-05-29 11:18:01 -07:00
Sam Lantinga
ff6aebc4a1 Added a new GUID for DS3 controller connected over bluetooth, for both Sony and Shanwan (thanks William!) 2018-05-29 08:03:44 -07:00
Ryan C. Gordon
3d3870982c metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
2018-05-27 20:30:03 -04:00
Sam Lantinga
8325df25aa Fixed bug 4169 - Crash due to audio session observer race condition
Jona

The following explains why this bug was happening:
This crash was caused because the audio session was being set as active [session setActive:YES error:&err] when the audio device was actually being CLOSED. Certain cases the audio session being set to active would fail and the method would return right away. Because of the way the error was handled we never removed the SDLInterruptionListener thus leaking it. Later when an interruption was received the THIS_ object would contain a pointer to an already released device causing the crash.

The fix:
When only one device remained open and it was being closed we needed to set the audio session as NOT active and completely ignore the returned error to successfully release the SDLInterruptionListener. I think the user assumed that the open_playback_devices and open_capture_devices would equal 0 when all of them where closed but the truth is that at the end of the closing process that the open devices count is decremented.
2018-05-24 07:30:24 -07:00
Sam Lantinga
b3173d9d3b Added support for the NVIDIA SHIELD handheld gaming device 2018-05-23 17:15:37 -07:00
Sam Lantinga
5d1d035705 Better fix for axis sorting with some Android controllers 2018-05-23 17:15:35 -07:00
Sam Lantinga
361043a5f6 Actually left trigger is motion axis 17 and right trigger is motion axis 18, which will map in that order to SDL axes. 2018-05-23 17:15:33 -07:00
Sam Lantinga
4d9a346927 Added additional supported Android controllers 2018-05-23 16:00:21 -07:00
Sam Lantinga
c07656dbcb Fixed default mapping for Android controller triggers (they were reversed) 2018-05-23 16:00:19 -07:00
Ryan C. Gordon
101544d6f0 audio: Needed to fix two more instances for Visual Studio. 2018-05-21 12:05:17 -04:00
Ryan C. Gordon
0ad4b0b697 thread: fixed compiler warnings on non-Linux systems that use pthread.
(static function rtkit_setpriority was unused, moved it in with rest of
__LINUX__ section.)
2018-05-21 12:00:21 -04:00
Ryan C. Gordon
49881861b1 audio: Patched to compile on Visual Studio.
(It gets upset at the -2147483648, thinking this should be an unsigned value
because 2147483648 is too large for an int32, so the negative sign upsets the
compiler.)
2018-05-21 11:54:09 -04:00
Ryan C. Gordon
b7e88aaae0 audio: Added ARM NEON versions of audio converters.
These are _much_ faster than the scalar equivalents on the Raspberry Pi that
I tested on. Often 3x to 4x as fast!
2018-05-16 02:03:06 -04:00
Ryan C. Gordon
cb0e614fb1 audio: SSE2 float-to-int converters should clamp input.
The scalar versions already do this.
2018-05-15 02:29:35 -04:00
Ryan C. Gordon
a07e5815a5 audio: Fix range on float-to-int data clamping.
I can't tell if there was a good reason for this or it was just me getting
numbers wrong due to exhaustion.
2018-05-15 01:40:05 -04:00
Ryan C. Gordon
7832cb652e audio: float to int converters should clamp inclusively.
If we have to test if a sample is > 1.0f anyhow, we might as well use this
to avoid the unnecessary multiplication when it's == 1.0f, too. (etc).
2018-05-15 01:35:53 -04:00
Ryan C. Gordon
ed4fe4c9a0 testresample: correctly output .wav files that have floating point audio. 2018-05-15 00:04:02 -04:00
Ryan C. Gordon
e2ec1eb12e audio: converting int32 to/from float shouldn't use doubles.
The concern is that a massive int sample, like 0x7FFFFFFF, won't fit in a
float32, which doesn't have enough bits to hold a whole number this large,
just to divide it to get a value between 0 and 1.
Previously we would convert to double, to get more bits, do the division, and
cast back to a float, but this is expensive.

Casting to double is more accurate, but it's 2x to 3x slower. Shifting out
the least significant byte of an int32, so it'll definitely fit in a float,
and dividing by 0x7FFFFF is still accurate to about 5 decimal places, and the
difference doesn't appear to be perceptable.
2018-05-15 01:04:11 -04:00
Ryan C. Gordon
4df859c586 cpuinfo: Added SDL_HasAVX512F().
This checks for the "foundation" AVX-512 instructions (that all AVX-512
compatible CPUs support).
2018-05-21 11:35:42 -04:00
Ryan C. Gordon
4718791f11 cpuinfo: Make CPU flags easier to read and add to. 2018-05-14 00:03:39 -04:00
Ryan C. Gordon
8543ad7df1 cpuinfo: Added some internal SIMD-aligned allocation functions.
Fixes Bugzilla #4150 (sort of).
2018-05-21 11:34:57 -04:00
Sam Lantinga
999af8099b Merged latest changes from Steam Link app 2018-05-18 13:09:30 -07:00
Ryan C. Gordon
e2619f1dcf dynapi: don't let system loader resolve the initializer to the wrong version.
Fixes problems launching Firewatch on Linux (which statically links SDL but
also dynamically loads a system-wide copy from a plugin shared library) with
a newer SDL build.
2018-05-17 12:50:46 -04:00
Ozkan Sezer
425149f47b remove testvulkan.vcproj (was a VS2008 left-over.) 2018-05-11 09:37:00 +03:00
Ozkan Sezer
652d59fb3b make sure SDL_vsnprintf() nul terminates if it is using _vsnprintf
The change makes sure that SDL_vsnprintf() nul terminates if it is
using _vsnprintf() for the job.

I made this patch for Watcom, whose _vsnprintf() doesn't guarantee
nul termination.  The preprocessor check can be extended to windows
in general too, if required.

Closes bug #3769.
2018-05-10 09:02:39 +03:00
Ozkan Sezer
c11ae93aed SDL_stdinc.h: move the alloca() includes before begin_code.h 2018-05-10 08:28:00 +03:00
Ozkan Sezer
fe032ff4c9 do the direct3d tap dance for overscan hint only if SDL_VIDEO_RENDER_D3D == 1 2018-05-10 08:25:23 +03:00
Sam Lantinga
a4d0571e4a Reverted change for bug 4152 - restrict the win10 mouse bug workaround to win10 v1709 only
Daniel Gibson

Sorry, but it seems like Microsoft didn't fix the issue properly.

I just updated my Win10 machine, it now is Version 1803, Build 17134.1

I tested with SDL2 2.0.7 (my workaround was released with 2.0.8) and still got
lots of events that directly undid the prior "real" events - just like before.
(See simple testcase in attachement)
By default it sets SDL_HINT_MOUSE_RELATIVE_MODE_WARP - which triggered (and on my machine still triggers) the buggy behavior. You can start it with -raw, then it'll not set that hint and the events will be as expected.
The easiest way to see the difference is looking at the window title, which shows accumulated X and Y values: If you just move your mouse to the right, in -raw mode the number just increases. In non-raw mode (using mouse warping) it stays around 0.

I also had a WinAPI-only testcase: https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68
It just calls SetCursorPos(320,240); on each WM_MOUSEMOVE event, and it also
logs all those events to a mouseevents.log textfile.
This log indeed looks a bit different since the latest Win10 update: It seems like all those events with x=320 y=240 do arrive - but only after I stopped moving the mouse - even though the cursor seems to be moved back every frame (or so).
So moving the mouse to the right gives X coordinates like
330, 325, 333, 340, 330, ...
and then when stopping movement I get lots of events with X coordinate 320
2018-05-07 20:10:12 -07:00
Sam Lantinga
eb14b635cd Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus

If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
2018-05-07 19:52:25 -07:00
Sam Lantinga
c04dca0dad Fixed bug 4159 - Windows headers are included after packing alignment change
lectem

The SDL_syswm.h header includes the windows.h header after including begin_code.h which changes the structure packing alignment.

It seems this is not safe as suggested by the following warning :
warning C4121: 'JOBOBJECT_IO_RATE_CONTROL_INFORMATION_NATIVE_V2': alignment of a member was sensitive to packing
2018-05-07 19:26:02 -07:00
Sam Lantinga
0bade9b411 Fixed bug 4154 - Fix three empty variable tests in configure
Zack Middleton

Running top-level SDL configure on macOS 10.11 resulted in the errors below because automake removed the brackets about the tests.

./configure: line 15756: : command not found
./configure: line 15759: -Iinclude -I/Users/zack/SDL/include -idirafter /Users/zack/SDL/src/video/khronos : No such file or directory
./configure: line 15763: : command not found
2018-05-05 10:31:03 -07:00
Sam Lantinga
606c5a585c Fixed bug 4152 - Windows 10 v1803 update seems to have fixed the jumping mouse bug (see bug #3931.) 2018-05-05 10:27:53 -07:00
Sam Lantinga
386790efbf Improved error messages when Vulkan isn't configured (thanks Daniel Gibson!) 2018-04-23 22:29:14 -07:00
Sam Lantinga
8f780e76e1 Fixed build 2018-04-23 22:17:56 -07:00
Sam Lantinga
f521b22eb5 Added SDL_THREAD_PRIORITY_TIME_CRITICAL 2018-04-23 22:07:56 -07:00
Sam Lantinga
db94dfb1d5 Fixed bug 4144 - CMake complains about trailing spaces in sdl2.pc
Azamat H. Hackimov

When you try use SDL2 2.0.8 in CMake project in Linux, it complains about trailing spaces in sdl2.pc:

CMake Error at CMakeLists.txt:147 (add_executable):
  Target "TestSimpleMain" links to item "-L/usr/lib64 -lSDL2 " which has
  leading or trailing whitespace.  This is now an error according to policy
  CMP0004.
2018-04-23 21:55:59 -07:00
Sam Lantinga
a1b8fa6071 TryLockMutex: Fix error handling for TryLockMutex
Christian Herzig

pthread_mutex_trylock() and by the way, pthread_mutex_lock() do not set errno.
Pthread-methods directly return error code as int. See related man-pages for
details.
2018-04-23 21:50:03 -07:00
Sam Lantinga
a9ae1b508d Handle NULL return from SDL_DBus_GetContext() 2018-04-23 20:24:12 -07:00
Sam Lantinga
b5d231eede Handle NULL return from SDL_DBus_GetContext() 2018-04-23 19:20:12 -07:00
Sam Lantinga
432312561f Added SDL_LinuxSetThreadPriority() to directly set the priority of a Linux thread (tid)
This function tries using RealtimeKit connecting over DBUS as needed.
2018-04-23 19:18:52 -07:00
Sam Lantinga
816a6e68e5 Added support for adjusting thread priorities using Linux RealtimeKit
Michael Sartain

This is a quick pass at adding Linux RealtimeKit thread priority support to SDL.

It allows me to bump the thread priority to high without root privileges or setting any caps, etc.

rtkit readme here:
    http://git.0pointer.net/rtkit.git/tree/README
2018-04-23 17:10:36 -07:00
Ryan C. Gordon
dc8b55e50b coreaudio: Use the standard SDL audio thread instead of spinning a new one.
Fixes corner cases, like the audio callback not firing if the device is
disconnected, etc.
2018-04-16 02:11:09 -04:00
Ryan C. Gordon
2df59062dc wayland: zxdg_shell_v6 needs a configure event before using a surface at all.
Fixes Bugzilla #4109.
Fixes Bugzilla #4119.
2018-04-15 17:42:09 -04:00
Sam Lantinga
5e8c81673f Fixed bug 4135 - Broken symlink libSDL2.so since rev11940
Tiago O.

Symlink points to the wrong folder, and target will always have debug postfix, so it'll be broken for other build types.
2018-04-15 09:37:51 -07:00
Sam Lantinga
b7228bc51f Added support for the GameSir G3w 2018-04-11 18:28:03 -07:00
Bastien Bouclet
9856d96777 Fix the include path in the installed CMake target import file
Previously the include path was {INSTALL_PREFIX}/include,
it is now {INSTALL_PREFIX}/include/SDL2 to be consistent with
the other build and package configuration systems.

Fixes #4128.
2018-04-11 06:16:23 +02:00
Saad Khattak
6b5ed0fd49 Added debug postfix to install command and fixed library path 2018-04-10 08:03:54 -07:00
Sam Lantinga
6a0ef0cdbc SDL:
On Windows, have SDL_ShowWindow() not activate the window if the window has the WS_EX_NOACTIVATE window flag.
2018-04-09 10:37:31 -07:00
Sam Lantinga
4d78a99544 Fixed bug where an SDL window that was activated while hidden could never be shown.
Test code:
{
	SDL_Window *win = SDL_CreateWindow( "Dummy", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 128, 128, SDL_WINDOW_HIDDEN );
	SDL_SysWMinfo info;
	SDL_VERSION( &info.version );
	SDL_GetWindowWMInfo( win, &info );
	SetActiveWindow( info.info.win.window );
	{
		DWORD then = SDL_GetTicks();
		while ( ( SDL_GetTicks() - then ) < 3000 )
		{
			SDL_Event evt;
			SDL_PollEvent( &evt );
		}
		SDL_ShowWindow( win );

		then = SDL_GetTicks();
		while ( ( SDL_GetTicks() - then ) < 3000 )
		{
			SDL_Event evt;
			SDL_PollEvent( &evt );
		}
	}
	SDL_DestroyWindow( win );
}
2018-03-26 12:38:29 -07:00
Sam Lantinga
e14278ef6f Fixed bug 3804 - Message box on Windows truncates button ID
Simon Hug

I just wanted to fix a simple compiler warning in SDL_ShowMessageBox on Windows (which Sam fixed recently) and ended up finding some issues.

Attached patch fixes these issues:

- Because Windows only reports the lower 16 bits of the control identifier that was pushed, the button IDs used by SDL (C type int, most likely 32 bits) can get cut off.

- The documentation states (somewhat ambiguously) that the button ID will be -1 if the dialog was closed, but the current code sets 0. For SDL 2.1, I think this should be a return code of SDL_ShowMessageBox itself. That will free up the button ID and it seems a more appropriate place for signaling this event.

- Ampersands in controls will create mnemonics on Windows (underlined letters that, if combined with the Alt key, will push the button). I was thinking of adding a hint or flag to let the users enable it, but that might have unexpected results.

- When the size of the text gets calculated, it doesn't use the same parameters as the static control. This can cut off text or wrap it weirdly.

- On Windows, the Tab key is used to switch between control groups and sometimes between buttons in dialogs. This didn't seem to work correctly.

Attached patch also adds:

- Icons. Just the system ones that can be loaded with the ordinals IDI_ERROR, IDI_WARNING and IDI_INFORMATION.

- A button limit of 2^16 - 101.

- Some more specific error messages, but they never reach the user because how SDL_ShowMessageBox handles them if an implementation returns with an error.
2018-03-24 10:26:40 -07:00
Sam Lantinga
b41b9d34c7 Fixed return value 2018-03-19 14:52:53 -07:00
Sam Lantinga
8e062f6925 Generalized the handling of instantaneous guide button presses so there's a minimum of 100 ms between guide button press and release.
This happens with at least the following controllers: All Apple MFI controllers, ASUS Gamepad, XiaoMi Bluetooth Controller
2018-03-19 14:42:51 -07:00
Sam Lantinga
d529b001bc Added mapping for the ASUS Gamepad removing the guide button, which doesn't generate events even though it's reported in the Android APIs. 2018-03-19 13:16:11 -07:00
Sam Lantinga
f536fbea71 Reimplemented Android cursor API support using reflection so it builds with older SDKs 2018-03-16 11:08:53 -07:00
Sam Lantinga
e20d4173bf Added Android custom cursor implementation
This is commented out in SDLActivity.java, with the note #CURSORIMPLEENTATION because it requires API 24, which is higher than the minimum required SDK
2018-03-15 18:22:48 -07:00
Sam Lantinga
1cfbe664f5 Added Mac OpenGL ES configure support 2018-03-12 18:41:06 -07:00
Sam Lantinga
d401a77eff Fixed bug 4102 - define _WIN32_WINNT_WIN7 if not already defined
Ozkan Sezer

The following patch defines _WIN32_WINNT_WIN7 if it is not already
defined in core/windows/SDL_windows.c,  similar to what is already
there for _WIN32_WINNT_VISTA.
2018-03-10 21:22:42 -08:00
Sam Lantinga
6d39e67bad Fixed bug 4103 - SDL_cpuinfo.h provokes warnings with -Wundef on non-x86 hosts
Felix Geyer

Forwarding from https://bugs.debian.org/892087 quoting verbatim:

The SDL2 header SDL_cpuinfo.h generates gcc warnings if the program using
it compiles with the -Wundef warning. (In particular, this means that QEMU
builds using it fail on at least sparc hosts, since QEMU dev builds
use both -Wundef and -Werror.).

/usr/include/SDL2/SDL_cpuinfo.h:63:5: warning: "HAVE_IMMINTRIN_H" is not defined, evaluates to 0 [-Wundef]
 #if HAVE_IMMINTRIN_H && !defined(SDL_DISABLE_IMMINTRIN_H)
2018-03-10 21:20:25 -08:00
Micha? Janiszewski
0a5c10654c Fix ARM builds with MSVC 2018-03-10 21:16:14 -08:00
Sam Lantinga
cc7b2fc512 Temporary fix for bug 3432 - macOS 10.12: small scrolls (1 wheel notch) don't generate events
Eric Wasylishen

This bug was reintroduced by https://hg.libsdl.org/SDL/rev/fcf24b38a28a

The steps to reproduce are the same: run the "testrelative" SDL demo with "--info all",
connect a USB mouse with a scroll wheel, and roll the scroll wheel one "notch". You'll get log output like:

testdraw2[1644:67222] INFO: SDL EVENT: Mouse: wheel scrolled 0 in x and 0 in y (reversed: 1) in window 1

As far as I can tell macOS doesn't have an API for getting the number of "wheel notches"; I get a deltaY of 0.100006 for one "notch", and it's heavily accelerated (if you roll the wheel quickly you'll get large deltas). So NSEvent's deltaY is only meant to be used for scrolling a scroll view, with the given distance in points, not something like selecting an item in a game.

Here's a temporary patch that at restores the foor/ceil in Cocoa_HandleMouseWheel.
Not ideal, but at least it restores the ability to scroll one notch of a mousewheel.
2018-03-10 21:13:50 -08:00
Sam Lantinga
129431b4f4 Delay delivery of the pause button release on MFI controllers so it doesn't happen in the same frame as the button press 2018-03-08 16:32:22 -08:00
Sam Lantinga
92847022f5 Added a mapping for the latest firmware for the Xbox One S controller on Android 2018-03-07 18:10:01 -08:00
Sam Lantinga
a2c1d83c02 Include a USB VID/PID for Apple MFI controllers
This is just placeholder VID/PID, but allows code that works with VID/PID to identify the MFI controllers easily.
2018-03-07 18:09:58 -08:00
Sam Lantinga
a8ac588549 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened 2018-03-07 13:30:40 -08:00
Sam Lantinga
9e651b6915 Try to dynamically create a default Android game controller mapping based on the buttons and axes on the controller.
Include the controller USB VID/PID in the GUID where possible, as we do on other platforms.
2018-03-06 14:51:50 -08:00
Sam Lantinga
2419d26724 Progress fixing bug 4100 - errors and warnings after changeset 11917
Ozkan Sezer 2018-03-02 20:02:37 UTC
http://hg.libsdl.org/SDL/rev/d702b0c54e52 resulted in an error and
two warnings when compiled with mingw.

1.  Error from SDL_windowstaskdialog.h:
In file included from src/video/windows/SDL_windowsmessagebox.c:29:0:
src/video/windows/SDL_windowstaskdialog.h:23:54: error: expected ')' before 'HWND'

This is fixed by removing unnecessary annotations:

2.  Warning from SDL_assert.c:
src/SDL_assert.c: In function 'SDL_ExitProcess':
src/SDL_assert.c:138:1: warning: 'noreturn' function does return

Indeed ExitProcess() is prototyped with DECLSPEC_NORETURN, but
TerminateProcess() is not.  This can be rectified by adding an
exit() call in there. Do NOTE, however, that requires building
with a libc:

3.  Warning from SDL_windowsmessagebox.c:
src/video/windows/SDL_windowsmessagebox.c: In function 'WIN_ShowMessageBox':
src/video/windows/SDL_windowsmessagebox.c:513:9: warning: 'nCancelButton' may be used uninitialized in this function

My lazy solution was manually initializing nCancelButton to 0.
2018-03-02 22:53:25 -08:00
Sam Lantinga
e9b29ed007 Fixed bug 4101 - configure needs regenerating after changeset 11894 2018-03-02 22:48:15 -08:00
Sam Lantinga
ac2d1f6773 Fixed setting the layer drawable size
Without this change the drawable had a size of 0 and the metal renderer asserted because the projection matrix wasn't set.
2018-03-02 12:08:18 -08:00
Ryan C. Gordon
cef1c1c2ee windows: Restore patches for Task Dialogs and TerminateProcess().
2.0.8 has shipped, these can live in revision control now!
2018-03-02 14:10:25 -05:00
Sam Lantinga
003c0dce9c Use the real controller name for game controllers on iOS and Apple TV 2018-03-02 10:56:21 -08:00
Sam Lantinga
4f695bc5e5 Added tag release-2.0.8 for changeset dfbae17e87ac 2018-03-01 09:32:53 -08:00
Sam Lantinga
e9fc66a038 Added patch note for Android Studio support 2018-03-01 08:26:10 -08:00
Sam Lantinga
0df7fe8404 Temporarily disabled fullscreen switching code on Android, until we can resolve bug 4096 - Enabling fullscreen on Android causes the app to toggle fullscreen mode continuously in a loop 2018-03-01 08:22:56 -08:00
Sam Lantinga
eac3766698 Added a patch note for OpenGL ES support on Mac 2018-03-01 08:08:20 -08:00
Ryan C. Gordon
3537c3e7a9 Back out Task Dialog and TerminateProcess patches for 2.0.8.
These can return to revision control once we ship.
2018-02-28 10:39:41 -05:00
Ryan C. Gordon
6a1cfccef8 windows: dos2unix'd messagebox code, and (hopefully) fixed on MingW. 2018-02-28 02:14:15 -05:00
Ryan C. Gordon
a749035f10 windows: Message boxes use Task Dialogs if possible (thanks, Jack!).
This lets the message box have an icon. Unless the app has opted-in to using
the v6 common controls, though, this will fall back to the usual SDL message
boxes.
2018-02-28 01:54:22 -05:00
Ryan C. Gordon
8536130aa2 assert: Use TerminateProcess() on Windows, vs ExitProcess (thanks, Jack!).
"What I have done is use TerminateProcess rather than ExitProcess.
ExitProcess will cause Microsoft's leak detection to continue, TerminateProcess
won't. It is also technically wrong to use ExitProcess in the case of aborting
the application.

Jack Powell
Twitter @jack9267"
2018-02-28 01:23:49 -05:00
Sam Lantinga
99683f7c04 Added patch note about the Vulkan Mac SDK 2018-02-26 08:39:25 -08:00
Mark Callow
be6ca785e3 Support official Vulkan SDK for macOS.
This tries to load vulkan.framework or libvulkan.1.dylib before MoltenVK.framework
or libMoltenVK.dylib. In the previous version, layers would not work for applications
run-time loading the default library.
2018-02-25 23:02:09 -08:00
Sam Lantinga
f9f45d0bf5 Fixed bug 4097 - Segmentation fault by SDL_CreateThreadWithStackSize
Dongsun Kim

Normal case
1. [thread 1] SDL_CreateThreadWithStackSize calls SDL_SYS_CreateThread.
2. [thread 1] If successful, it calls SDL_SemWait.
3. [thread 2] SDL_RunThread calls SDL_SYS_SetupThread, SDL_ThreadID, SDL_SemPost.
4. [thread 1] SDL_CreateThreadWithStackSize calls SDL_DestroySemaphore, SDL_free.

Crash case (Segmentation fault)
1. [thread 1] SDL_CreateThreadWithStackSize calls SDL_SYS_CreateThread.
2. [thread 1] If successful, it calls SDL_SemWait.
--> Error return due to SIGNAL(SYSTEM or Real Time) at sem_wait(pthread).
3. [thread 1] SDL_CreateThreadWithStackSize calls SDL_DestroySemaphore, SDL_free.
4. [thread 2] SDL_RunThread calls SDL_SYS_SetupThread, SDL_ThreadID, SDL_SemPost.
--> Segmentation fault at strlen or sem_post.
2018-02-25 19:51:34 -08:00
Olli Kallioinen
5cbb90da02 cmake: Set debug library name suffix per target instead of setting it globally. Don't add a suffix on android 2018-02-25 19:22:47 +02:00
Ozkan Sezer
3ea093cc85 SDL_test_fuzzer.c: fix strict aliasing warnings by using a union. 2018-02-25 10:15:00 +03:00
Sam Lantinga
cbfee82dff Moved Android patch note into the Android section 2018-02-24 09:09:20 -08:00
Sam Lantinga
6cf4d0e43b Fixed bug 4092 - CMake support for building everything in the "test" directory
Eric Wasylishen

Patch to support building the tests with cmake.
Disabled by default, use: "cmake .. -DSDL_TEST=YES" to enable the tests.

Tested on macOS 10.13 with the ninja, makefile, and Xcode generators, and Windows 10 with the Visual Studio 2017 generator.
2018-02-24 08:59:58 -08:00
Sam Lantinga
849d042fa4 Fixed bug 4091 - Undefined references to Android audio functions when SDL_AUDIO_DISABLED is on
Manuel Sabogal

If SDL is compiled with the Audio subsystem disabled there are some undefined references to the functions ANDROIDAUDIO_ResumeDevices and ANDROIDAUDIO_PauseDevices in the file src/video/android/SDL_androidevents.c.
2018-02-24 08:58:22 -08:00
Sam Lantinga
8e4afb556a Added patch note for Ryan's work 2018-02-24 08:42:04 -08:00
Sam Lantinga
b33dbd2769 Added missing file to tvOS build 2018-02-24 08:40:30 -08:00
Sam Lantinga
99a0c0f0e2 Fixed MinGW-w64 build 2018-02-24 08:23:44 -08:00
Sam Lantinga
5adc1b7d3e Updated documentation with API changes in SDL 2.0.8 2018-02-24 08:18:09 -08:00
Brandon Schaefer
0626486e2e Backout the vulkan change in d449dea10fc8 breaks Mir builds 2018-02-23 19:12:04 -05:00
Brandon Schaefer
e17c3219d3 mir: Disable Mir by default as Mir supports Wayland clients
Also remove enabling VK support for Mir
2018-02-23 11:24:26 -05:00
Ryan C. Gordon
8891f5919f Backed out changeset 6c8521d53507
Apparently this still triggers a compiler warning, have to dig further.
2018-02-21 22:53:52 -05:00
Ryan C. Gordon
fd8f12d2a1 android: apparently they fixed this header at some point. 2018-02-21 22:35:17 -05:00
Ryan C. Gordon
ac309df7b4 vulkan: Possibly fix a compiler warning (-Wstrict-prototypes). 2018-02-21 22:27:09 -05:00
Ryan C. Gordon
c7e4366530 wasapi: let Windows do the resampling for us if possible. 2018-02-21 21:34:06 -05:00
Ryan C. Gordon
7e1fa0ce53 wasapi: fixed typo in an assert message. 2018-02-21 21:34:35 -05:00
Ryan C. Gordon
ed64d54dfd windows: added WIN_IsWindows7OrGreater(). 2018-02-21 21:36:10 -05:00
Ethan Lee
6e3d0a133c Use new XInput mapping for Win10+ (Bugzilla #3960) 2018-02-21 12:42:30 -05:00
Mark Callow
69958441be Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale.
So it is sufficient to set the *layer's* scale to the desired value.
2018-02-21 09:58:21 -08:00
Sam Lantinga
a0687a9ccb Fixed bug 4034 - Don't include _DllMainCRTStartup() if SDL_STATIC_LIB is defined. 2018-02-21 09:40:47 -08:00
Sam Lantinga
c00858bfb1 Fixed bug 4088 - Fix Metal link errors with test programs in SDLTest.xcodeproj
Eric Wasylishen

The following patch adds Metal.framework to the "link binary with libraries" section of each test program, with "status" set to "optional", which fixes link errors on all of the test programs. I'm not sure if this is a correct fix - the fact that this was necessary might indicate the static SDL2.a library has a hard dependency on Metal.framework (?) - but it gets the test programs working in Xcode again.

It also adds testyuv_cvt.c to the testoverlay2 target, fixing a link error.
2018-02-20 09:04:31 -08:00
Sam Lantinga
58f9be1257 Actually, this is needed for building with Visual Studio with both /MT and /MD.
With the previous change, I get:
1>     Creating library C:\projects\SDL\VisualC\Win32\Debug\SDL2.lib and object C:\projects\SDL\VisualC\Win32\Debug\SDL2.exp
1>LINK : error LNK2001: unresolved external symbol __DllMainCRTStartup@12
2018-02-18 09:09:56 -08:00
Sam Lantinga
3c9d33361c Fixed bug 4034 - Do we really need _DllMainCRTStartup() in every Windows build?
Andreas Falkenhahn

In src/SDL.c there is this code:

_DllMainCRTStartup(HANDLE hModule,

...

The comment says that this is needed on Watcom C for some reason but why is it included then when building with Visual C as well? Shouldn't it be only included when compiling on Watcom C then?

I'm asking because this code caused me a lot of headaches because I'm building a DLL that contains SDL and I link using /MT and the _DllMainCRTStartup() symbol obviously led to lots of trouble but it wasn't clear to me where the problem was because all I got from the linker was:

LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup

So I had to got through each and every object to see what the culprit was. See here for the full story:
https://stackoverflow.com/questions/25067151/lnk2019-unresolved-external-symbol-main-referenced-in-function-tmaincrtstar/48177067#48177067

So if it isn't necessary on Visual C, please just leave that symbol out on Visual C so that it no longer leads to any trouble. Thanks.
2018-02-18 08:57:01 -08:00
Ryan C. Gordon
75a58303a0 pthread: fix error code checks (thanks, Andreas!).
Most pthread functions return 0 on success and non-zero on error, but those
errors might be positive or negative, so checking for return values in the
Unix style, where errors are less than zero, is a bug.

Fixes Bugzilla #4039.
2018-02-17 23:57:57 -05:00
Ryan C. Gordon
2ea4419a57 yuv: patched to compile. 2018-02-17 20:18:48 -05:00
Ryan C. Gordon
7c0c2c22a8 yuv: fixed variable declaration shadowing warnings.
Fixes Bugzilla #4062.
2018-02-17 20:10:13 -05:00
Ryan C. Gordon
97494f5374 pulseaudio: Just read/dump captured data in FlushCapture.
Apparently pa_stream_flush() doesn't work as expected:

https://lists.freedesktop.org/archives/pulseaudio-discuss/2012-April/013328.html

Fixes Bugzilla #4087.
2018-02-17 18:30:21 -05:00
Ryan C. Gordon
6867f6189f video: put a spinlock around a global linked list.
This should only contend if you're allocating or freeing surfaces from
multiple threads at once, and then just for a short time.

Fixes Bugzilla #4084.
2018-02-16 14:56:28 -05:00
Sam Lantinga
8ddebfa06e Fixed bug 4085 - X11: Allow configuring _NET_WM_BYPASS_COMPOSITOR through SDL hints
Callum McGing

This patch allows the user to disable the behaviour that blocks the compositor through a new hint: SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR. This allows tools or other windowed applications to behave properly under KWin.
2018-02-16 10:23:10 -08:00
Ozkan Sezer
926d803f83 bug #3739: handle %lu, %li and %ld in SDL_SetError. 2017-10-29 14:15:00 +03:00
Sam Lantinga
5abd7d16d7 Don't attempt WM_NCCALCSIZE adjustment when in fullscreen window transition 2018-02-13 22:58:20 -08:00
sezero
ba0ecc6712 fix building SDL_audiotypecvt.c with gcc < 4.0 2018-02-12 10:47:00 +03:00
sezero
40b27fd51b revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
Sam Lantinga
ba9ede12fb Fixed bug 4027 - CheckLibSampleRate macro in sdlchecks.cmake never defines HAVE_LIBSAMPLERATE{,_SHARED}, so they're always reported as disabled by MESSAGE_TESTED_OPTION macro in macros.cmake 2018-02-13 13:25:59 -08:00
Sam Lantinga
f6366c09e2 Fixed bug 3920 - IBus not work with SDL 2.0.7
cjacker

After updating from 2.0.5 to 2.0.7, Ibus not work anymore(fcitx still works).

Compare with 2.0.5, there are two issues in SDL_ibus.c.

1, SetupConnection always return SDL_FALSE in 2.0.7.

2, 'SetCapabilities' method should be called on 'ibus_conn'.

Patch attached.
2018-02-13 08:15:39 -08:00
Sam Lantinga
3b4c2fdf5d Fixed bug 3947 - replace strlcpy with memcpy in SDL_strdup() 2018-02-13 08:13:29 -08:00
Sam Lantinga
714085d327 Fixed bug 3950 - Don't always call dbus_shutdown in SDL_DBus
Alexander Larsson

dbus_shutdown() is a debug feature which closes all global resources in the dbus library. Calling this should be done by the app, not a library, because if there are multiple users of dbus in the process then SDL could shut it down even though another part is using it.

For example, i had an issue with this in mGBA, which uses both Qt and SDL, both using libdbus. I had a session bus, but no system bus (this was in a flatpak sandbox), and when SDL_DBus_Init() failed to init the system bus it called dbus_shudown() and continued on. This caused issues for Qt when running due to its session bus connections having disappeared beneath it.
2018-02-13 08:07:52 -08:00
Sam Lantinga
4ff16ba3a4 Fixed bug 4081 - sdlchecks.cmake: typo introduced by rev11848 breaks building with wayland support 2018-02-13 07:59:45 -08:00
sezero
8a1ae708d4 kill C99'ism in SDL_waylandvulkan.c 2018-02-12 10:00:00 +03:00
Sam Lantinga
6e01fbb763 On Android show the system UI when an SDL window is windowed, hide the system UI when it's fullscreen, like we do on iOS.
We're increasing the Android SDK minimum version to API 19, this doesn't increase the minimum target API, which is API 14.
2018-02-11 18:23:37 -08:00
Sam Lantinga
66f9492b69 Fixed bug 4075 - configury adds Metal.framework to linkage even if it is not available
Ozkan Sezer

Configury adds Metal.framework to linkage even if it is not available.
My solution is setting enable_render_metal to no when Metal.framework
is not found
2018-02-11 17:25:51 -08:00
Sam Lantinga
873141acb1 ISO C correct fix for casting void* to function pointer 2018-02-11 15:29:36 -08:00
Ryan C. Gordon
882215e138 vulkan: Fix assignment of vkGetInstanceProcAddr on Windows.
"*(void**)pfn = LoadAddress()" would cast the NULL pointer in pfn to a
void**, and then dereference it, which wasn't what we wanted. Replaced with
a clearer cast operation.
2018-02-11 18:16:01 -05:00
Sam Lantinga
1143857d76 Fixed bug 4073 - Unquoted Unicode argument parsing broken on Windows due to incorrect usage of SDL_isspace() 2018-02-10 12:43:11 -08:00
Sam Lantinga
d5f293a777 Fixed compile warning 2018-02-09 16:31:57 -08:00
Sam Lantinga
7c36002739 Fixed compiler warning on Android 2018-02-09 16:01:11 -08:00
Sam Lantinga
2fc71d879d Windows Phone 8.0 is no longer supported 2018-02-09 08:03:03 -08:00
Sam Lantinga
7b50aee932 Fixed min/max window size handling for borderless resizable windows 2018-02-08 18:07:14 -08:00
sezero
4c2a444e3a add SDL_log10 and SDL_log10f to include and dynapi 2018-02-08 17:07:47 +03:00
Sam Lantinga
54340ab9de Fixed bug 4021 - Android, hard-coded Keycode value
Sylvain

There is an hard-coded keycode value in SDLActivity.java
2018-02-07 15:10:50 -08:00
Cole Campbell
b401cfd915 Allow Android Java shim to be built as an AAR 2018-01-09 19:11:34 -05:00
Sam Lantinga
940933d892 Fixed bug 4054 - Raspberry Pi refresh rate detection
Viacheslav Slavinsky

SDL_rpivideo driver has 60 frames per second hardcoded in it, this is a problem for games that need to keep pace using VSYNC. I believe that I have found a solution to this. It is based on code in tvservice.c in rpi userland:

a1b89e91f3/host_applications/linux/apps/tvservice/tvservice.c (L433)
2018-02-07 15:05:30 -08:00
Ethan Lee
11c348b4d7 SDL_log10 2018-01-17 11:53:09 -05:00
Guillermo A. Amaral
bd0def06ee Set rpath instead of changing environment for RPi
Credit goes to Adrian Perez de Castro for the improvement.

Signed-off-by: Guillermo A. Amaral <g@maral.me>
2018-02-07 14:12:26 -08:00
Sam Lantinga
965c11f38a Fixed bug 4060 - Alternative DualShock 4 v2 controller GUID
ayer.3d

I have a DualShock 4 v2 controller with a GUID that's not in the database. There is an existing GUID that is almost identical, with the only difference that I can tell being the reported version string (mine being 8001, database is 8100).

Existing GUID: 050000004c050000cc09000000810000
     New GUID: 050000004c050000cc09000001800000

When connected via USB, the GUID matches an existing entry: 030000004c050000cc09000011810000
2018-02-07 14:07:54 -08:00
Sam Lantinga
c329381f4c Description: fix installation of shared library for Android
Author: Boris Pek <tehnick-8@yandex.ru>
Last-Update: 2018-01-10
2018-02-07 14:03:24 -08:00
Ryan C. Gordon
cd53220749 wayland: Add support for xdg-shell protocol (unstable v6).
This is meant to be the desktop-enhanced version of wl_shell. Right now we
just match what the existing wl_shell code does, but there are other areas of
functionality available to us now, that we can fill in later.

This uses the "unstable" API, since this is what ships in Ubuntu 17.10 (as
part of Wayland 1.10), but Wayland 1.12 promotes this to stable with extremely
minor changes. We will add support for the stable version when it makes sense
to do so.
2018-02-07 13:13:55 -05:00
Ryan C. Gordon
32d421d490 cmake: Minor cleanup (reuse a string we already calculated). 2018-02-07 13:07:59 -05:00
Sam Lantinga
73c26c204c Send Apple TV remote input as key events unless it's opened as a joystick, to match Android behavior. 2018-02-06 16:43:31 -08:00
Sam Lantinga
f59b9c8b13 Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys. 2018-02-06 15:03:38 -08:00
Sam Lantinga
6ed184ec69 Added SDL_IsAndroidTV() 2018-02-06 15:03:35 -08:00
Sam Lantinga
2b441ec6c4 SDL Changes to support clean reads
CR: saml
2018-02-05 11:40:39 -08:00
Sam Lantinga
35322ed847 Fixed building on tvOS 2018-02-01 15:46:51 -08:00
Sam Lantinga
85c34e9a39 Added SDL_HINT_IOS_HIDE_HOME_INDICATOR to determine how the home indicator on the iPhone X is handled.
This variable can be set to the following values:
   "0"       - The indicator bar is not hidden (default for windowed applications)
   "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
   "2"       - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
2018-02-01 15:21:01 -08:00
Sam Lantinga
330b19c968 Fixed building on platforms without __sighandler_t 2018-01-30 18:12:25 -08:00
Sam Lantinga
90e72bf4e2 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga
e1d85985b2 Fixed misleading indentation 2018-01-30 16:53:24 -08:00
Sam Lantinga
fab2e2463f Removed armeabi from the SDL build API list, since it's not supported by the latest Android SDK 2018-01-27 12:07:05 -08:00
Sam Lantinga
2ceeb99336 Fixed bug 4065 - SDL_wave.c fail to compile in armeabi with ndk r16b
Sylvain

armeabi is almost deprecated for android-ndk higher that r13b.
either it doesn't compile (ICE), or it executes wrongly (using long long for instance).

android people advices to use armeabi-v7a (or use r13b).
2018-01-27 12:05:26 -08:00
Sam Lantinga
2d7420f238 Fixed bug 3985 - SDL_CreateWindow() has stopped changing screen mode when SDL_WINDOW_FULLSCREEN is used
Anthony

This worked in 2.0.5 as normal, but stopped working in 2.0.7. The monitor's resolution doesn't change, a window is created in full screen mode at the virtual desktop resolution instead.
2018-01-25 11:12:20 -08:00
Ryan C. Gordon
af498591df testoverlay2: use SDL_atoi, not atoi. 2018-01-22 09:46:48 -05:00
Ryan C. Gordon
e99daaf8b5 android: Fixed compiler warning about nested '/*' comments. 2018-01-22 09:45:16 -05:00
Ryan C. Gordon
488824017a wasapi: Fixed some compiler warnings. 2018-01-22 09:36:40 -05:00
Sam Lantinga
9338a619f8 Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events 2018-01-17 17:24:15 -08:00
Dawid Gan
61261e59bc EGL: Request sRGB framebuffer in correct place.
The EGL_GL_COLORSPACE_KHR is an attribute for eglCreate*Surface.

As written in EGL_KHR_gl_colorspace documentation:

    Accepted as an attribute name by eglCreateWindowSurface,
    eglCreatePbufferSurface and eglCreatePixmapSurface

        EGL_GL_COLORSPACE_KHR                   0x309D
    (...)
2018-01-16 21:29:32 +01:00
Guillermo A. Amaral
35554caf16 Make rpi video cross-compiler friendly.
* Stops using fixed path to find GLES/EGL libs.
* Tries pkg-config to locate bcm_host.

Signed-off-by: Guillermo A. Amaral <g@maral.me>
2018-01-17 13:17:10 -08:00
Sam Lantinga
509db8afbd Fixed formatting, added actual count to SDL error message 2018-01-17 13:12:39 -08:00
John Bartholomew
f9bdce61e1 Vulkan: Allow SDL_Vulkan_GetInstanceExtensions to be called with a larger array than necessary. 2018-01-14 13:34:50 +00:00
Marius Gripsgard
7cd39b7d15 Mir: Handle close window events 2018-01-13 01:58:11 +01:00
Sam Lantinga
0cba684794 Fixed bug 4043 - SDL_windowswindow.c incorrect icon height
Needed to allocate space for the mask in the ICONIMAGE structure
2018-01-15 10:29:53 -08:00
Sam Lantinga
a0c4eb2aa3 Restored borderless window behavior where DOTA created a borderless window the size of the desktop and expected it to behave like a fullscreen desktop window.
A future SDL release will change the borderless window to act more like a normal window that happens to have no chrome, to support windows that draw their own chrome. In the meantime, those applications should set the "SDL_BORDERLESS_WINDOWED_STYLE" hint.
2018-01-10 18:00:51 -08:00
Alex Szpakowski
3bfada2e02 Android: resolve symlinks in SDL_AndroidGetInternalStoragePath (thanks Henrique Gemignani and cigumo!)
Fixes issues on modern Android versions when the path is used in code that explicitly doesn't follow symlinks (such as PHYSFS_mkdir).
2018-01-10 19:56:51 -04:00
Sam Lantinga
72d4507918 Added availability check to fix compiler warning for symbol only available on tvOS 11.0 and newer 2018-01-10 10:42:40 -08:00
Alex Szpakowski
7d5437bb31 metal: set max texture size based on device capability. 2018-01-07 22:00:37 -04:00
Alex Szpakowski
a8c0532c08 metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format. 2018-01-07 16:57:32 -04:00
Alex Szpakowski
740a90af37 metal: Add support for YUV/NV12 texture formats. 2018-01-06 18:54:12 -04:00
Alex Szpakowski
9a8683b275 metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
2018-01-04 22:16:42 -04:00
Alex Szpakowski
990ebba55a metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens. 2018-01-04 19:29:33 -04:00
Sam Lantinga
66baf7363e Fixed spacing in copyright headers 2018-01-03 11:31:42 -08:00
Sam Lantinga
7c60bec493 Fixed bug 4018 - Implement SDL_GetWindowBordersSize() under Windows/Win32/WinAPI
Ismael Ferreras Morezuelas (Swyter)

As a new year gift I have implemented the Windows version of SDL_GetWindowBordersSize(). I needed it for auto-selecting a cozy window size for the game I'm currently working on and noticed that it only worked under X11, so I thought it could be a good excuse to contribute back more stuff. The Mercurial patch is attached as a .diff file. Let me know what you think.

Happy 2018 to all the SDL2 devs and users!

--

PS: Keep in mind that Windows 10 includes the 8px invisible grip borders as part of the frame. There's a way of detecting if Aero/DWM is being used and ask only for the visible rect, but I believe that GetWindowRect() is doing that for a reason and working as intended, so I haven't changed it. (See [2])


References:
[1]: http://www.firststeps.ru/mfc/winapi/r.php?72
[2]: https://stackoverflow.com/a/34143777/674685
[3]: https://stackoverflow.com/a/431548/674685
[4]: https://wiki.libsdl.org/SDL_GetWindowBordersSize
2018-01-03 10:58:58 -08:00
Sam Lantinga
8111a632be Fixed bug 4013 - Wayland: fix videoquit on multimonitor system
Vladimir

On multimonitor system Wayland_VideoQuit invalid deiniting.

Tested in Centos7 + Weston
2018-01-03 10:49:26 -08:00
Sam Lantinga
1fa4bcca6a Fixed bug 4012 - Wayland: invalid direction on mouse wheel
Vladimir

Invalid direction on mouse wheel

Patch tested in Centos 7 + Weston
2018-01-03 10:43:01 -08:00
Sam Lantinga
6bc3873729 Fixed bug 4011 - Wayland: fix free cursor
Vladimir

Sometimes SDL application crashes on cursor free.

Patch tested under Centos 7 + weston
2018-01-03 10:07:27 -08:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski
888198ee31 metal: Misc. improvements.
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
2018-01-03 00:43:01 -04:00
Alex Szpakowski
f9cd765020 metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Alex Szpakowski
ef1014ac68 configure script: Implement testing for build-time Metal SDK support. 2018-01-02 19:06:14 -04:00
Sam Lantinga
b3b5c47366 Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga
fa86807ceb Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski
07f08b47ff metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski
1cc6603378 metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Ryan C. Gordon
7c667a6f7a windows: Remove references to GetVersionExA (thanks, Andrew Pilley!).
"GetVersionExA is deprecated in windows 8.1 and above's SDK, causing a warning
when building against the win10 SDK. Attached patch cleans up the usage for a
warning-free build.

GetVersionExA was being used to test to see if SDL was running on win9x or
winnt. A quick chat with Ryan on twitter suggested that SDL doesn't
officially support win9x anymore, so the call to this can be outright removed.

As an aside, replacing the call to GetVersionExA with VerifyVersionInfoA (the
recommended path) would have been pointless, as VerifyVersionInfoA only
supports VER_PLATFORM_WIN32_NT and doesn't officially support any other value
for dwPlatformId currently. (And it's probable that win9x SDKs didn't have
VerifyVersionInfo* in them anyway.)"

Fixes Bugzilla #4019.
2018-01-01 19:16:51 -05:00
Alex Szpakowski
a452a08458 iOS: fix build 2018-01-01 19:40:29 -04:00
Alex Szpakowski
639ea9fdbc metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
2018-01-01 19:37:16 -04:00
Alex Szpakowski
cf45cf70e5 metal: Add support for custom blend modes. 2018-01-01 18:06:27 -04:00
Alex Szpakowski
85470a2f95 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture. 2017-12-31 21:06:16 -04:00
Alex Szpakowski
047d387b2e metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski
48fea0cee4 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Ryan C. Gordon
6d32ebdbc9 winrt: Add mmdevapi.lib dependency to WinRT8.1 builds, for WASAPI support. 2017-12-31 03:51:17 -05:00
Ryan C. Gordon
027d63bc01 winrt: workaround for pre-UWP builds.
There's probably a better way to do this for legacy platforms, though.
2017-12-31 03:36:54 -05:00
Ryan C. Gordon
140cc46004 windows: Use WaitForSingleObjectEx() always
This is available since Windows XP, so it's safe to use always, not just in
a WinRT ifdef.
2017-12-31 03:35:41 -05:00
Ryan C. Gordon
77bb49b7a7 wasapi: Patched to compile on non-UWP WinRT builds. 2017-12-31 03:34:16 -05:00
Ryan C. Gordon
c0c3056948 winrt: Disabled Windows Phone 8.0 builds.
It lacks APIs we need for WASAPI and probably no one will miss it. 8.1 is
still supported.
2017-12-31 03:17:18 -05:00
Ryan C. Gordon
791c0dd8ab winrt: bumped SDL's shipping version number in winrtbuild.ps1 2017-12-31 03:13:33 -05:00
Alex Szpakowski
42b19c9749 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -04:00
Alex Szpakowski
e24dc9053b metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU. 2017-12-30 20:32:22 -04:00
Alex Szpakowski
49df65c25a metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing. 2017-12-30 18:48:07 -04:00
Ryan C. Gordon
d027f3602f xcode: Add Metal and QuartCore to everything as a weak_framework. 2017-12-30 14:40:39 -05:00
Alex Szpakowski
64ec4c3334 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Sam Lantinga
616827ae64 Fixed bug 4001 - Android, prevent error message box to crash
Sylvain

Prevent the error message box to crash after being clicked.
Because of "SDLActivity.mSingleton.finish();"
2017-12-19 11:19:10 -08:00
Sam Lantinga
b7be5bce33 Fixed bug 4000 - SDL2 on raspberry: mouse displayed at 0,0 after SDL_ShowCursor
Laurent Merckx

I have a problem with the SDL_ShowCursor method on Raspberry.

Depending on the context, my application hides or show the mouse cursor with SDL_ShowCursor.
But when calling SDL_ShowCursor(true), the cursor is displayed at 0,0 (and not at last position).

After debugging sources by myself, it seems that the problem is in SDL_rpimouse.c - RPI_ShowCursor:

vc_dispmanx_rect_set( &dst_rect, 0, 0, curdata->w, curdata->h);
should be
vc_dispmanx_rect_set( &dst_rect, mouse->x, mouse->y, curdata->w, curdata->h);

For me, it solves the problem.
2017-12-19 11:17:37 -08:00
Sam Lantinga
70082db849 Fixed bug 4003 - HAVE_POLL undefined in SDL_poll.c, making it impossible to use.
tomwardio

HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
2017-12-19 11:14:06 -08:00
Sam Lantinga
b92e2f027a Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	6ce3bb5e38a5.
2017-12-19 10:57:21 -08:00
Sam Lantinga
fee2469c65 Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain

On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
2017-12-19 10:48:29 -08:00
Sam Lantinga
e5cfa24182 Fixed default Android D-PAD mapping so the back button is treated as B 2017-12-16 10:40:47 -08:00
Sam Lantinga
255362a3ed Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
2017-12-16 10:40:45 -08:00
Sam Lantinga
cc30e1eb3d Added support for the ASUS TV500BG Android gamepad 2017-12-16 10:40:43 -08:00
Sam Lantinga
95d8396e9d Added Android build script for SDL 2017-12-16 10:40:41 -08:00
Ryan C. Gordon
ab4695f48f wasapi: switched to event-driven interface.
This reduces latency and improves battery life.
2017-12-13 14:35:55 -05:00
Ryan C. Gordon
988034fcc7 windows: Fixed a comment. 2017-12-12 22:25:39 -05:00
Sam Lantinga
684c5847ad Moved deployment target values to project settings 2017-12-12 22:30:21 -08:00
Sam Lantinga
35a2eed3c1 Parameterized the All (target platform) build target scripts so they can be used in other projects 2017-12-12 21:59:39 -08:00
Sam Lantinga
18577a70dd Fixed bug 3992 - SDL_GetColorKey doesn't set error message
Luke A. Guest

SDL_GetColorKey does not set an error message on failure. The current source just returns -1.

The documentation https://wiki.libsdl.org/SDL_GetColorKey?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29 says to call SDL_GetError but that is useless in this case.
2017-12-12 16:37:23 -08:00
Sam Lantinga
87894224b6 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga
0597bf6e99 Fixed bug 3993 - altivec.h include in SDL_cpuinfo.h breaks compilation with -std=c++11
bastien.bouclet

According to this GCC bug report, altivec.h requires building with the gnu extensions: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=78263.

As an application developer, I don't want SDL to force me to enable the gnu extensions.
2017-12-12 16:25:43 -08:00
Sam Lantinga
ca7297668a Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock)
Andrew

This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
2017-12-12 16:10:20 -08:00
Sam Lantinga
2afc0b7fa5 Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!) 2017-12-12 12:52:23 -08:00
Sam Lantinga
e8bbbb37f1 Added support for Android video textures 2017-12-12 12:52:17 -08:00
Sam Lantinga
bed7fd8066 Merged latest changes from rel/streaming_client 2017-12-12 12:52:09 -08:00
Sam Lantinga
527a8eb058 Renamed Xcode build targets so it's easier to copy files out of build directories on the command line
Also enabled bitcode, which is needed for App Store builds
2017-12-12 12:14:55 -08:00
Sam Lantinga
638d4fe3f8 Added SDL_uikitmetalview.m to the tvOS project 2017-12-12 11:29:00 -08:00
Sam Lantinga
e0d0184f09 Fixed bug 3999 - Build failed when try to build with configure script for Android 2017-12-11 14:44:34 -08:00
Sam Lantinga
f1ec8a5f4c Check for immintrin.h before using it in SDL_cpuinfo.h 2017-12-11 12:00:12 -08:00
Sam Lantinga
1b16618b13 Fixed Windows gcc build 2017-12-11 11:47:52 -08:00
Sam Lantinga
7ac46a7449 The newer compilers generate the property boilerplate automatically 2017-12-11 11:34:53 -08:00
Sam Lantinga
358e4d9c7e Fixed Mac OS X build 2017-12-11 11:02:51 -08:00
Sam Lantinga
ab06f570a8 Workaround for bug 3931 - spurious SDL_MOUSEMOTION events with SDL_HINT_MOUSE_RELATIVE_MODE_WARP 1 since Windows 10 Fall Creators update
Elis?e Maurer

The attached minimal program sets the SDL_HINT_MOUSE_RELATIVE_MODE_WARP to 1, enables relative mouse mode then logs all SDL_MOUSEMOTION xrel values as they happen.

When moving the mouse exclusively to the right:

 * On a Windows 10 installation before Fall Creators update (for instance, Version	10.0.15063 Build 15063), only positive values are reported, as expected
 * On a Windows 10 installation after Fall Creators update (for instance, Version 10.0.16299 Update 16299), a mix of positive and negative values are reported.

3 different people have reproduced this bug and have confirmed it started to happen after the Fall Creators update was installed. It happens with SDL 2.0.7 as well as latest default branch as of today.

It seems like some obscure (maybe unintended) Windows behavior change? Haven't been able to pin it down more yet.

(To force-upgrade a Windows installation to the Fall Creators update, you can use the update assistant at https://www.microsoft.com/en-us/software-download/windows10)

Eric Wasylishen

Broken GetCursorPos / SetCursorPos based games on Win 10 fall creators are not limited to SDL.. I just tested winquake.exe (original 1997 exe) and it now has "jumps" in the mouse input if you try to look around in a circle. It uses GetCursorPos/SetCursorPos by default. Switching WinQuake to use directinput (-dinput flag) seems to get rid of the jumps.

Daniel Gibson

A friend tested on Win10 1607 (which is before the Fall Creators Update) and the  the bug doesn't occur there, so the regression that SetCursorPos() doesn't reliably generate mouse events was indeed introduced with that update.
I even reproduced it in a minimal WinAPI-only application (https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68), the weird thing is that if you don't do anything each "frame" (i.e. the mainloop only polls the events and does nothing else), there are a lot of mouse events with the coordinates you passed to SetCursorPos(), but when sleeping for 10ms in each iteration of the mainloop, those events basically don't happen anymore. Which is bad, because in games the each iteration of the mainloop usually takes 16ms..

I have a patch now that I find acceptable.
It checks for the windows version with RtlGetVersion() (https://msdn.microsoft.com/en-us/library/windows/hardware/ff561910.aspx) and only if it's >= Win10 build 16299, enables the workaround.
All code is in video/windows/SDL_windowsevents.c
and the workaround is, that for each WM_MOUSEMOVE event, "if(isWin10FCUorNewer && mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp)", an addition mouse move event is generated with the coordinates of the center of the screen
(SDL_SendMouseMotion(data->window, mouseID, 0, center_x, center_y);) - which is exactly what would happen if windows generated those reliably itself.
This will cause SDL_PrivateSendMouseMotion() to set mouse->last_x = center_x; and mouse->last_y = center_y; so the next mouse relative mouse event will be calculated correctly.

If Microsoft ever fixes this bug, the IsWin10FCUorNewer() function would have to
be adjusted to also check for a maximum version, so the workaround is then disabled again.
2017-12-10 09:17:33 -08:00
Sam Lantinga
baae74c857 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!) 2017-12-10 09:10:02 -08:00
Sam Lantinga
3ae9768935 Added the Metal framework to several iOS tests 2017-12-10 09:09:27 -08:00
Sam Lantinga
c2cc9c166c Backed out using pixel texture coordinates, it had weird visual side effects 2017-12-09 19:48:38 -08:00
Sam Lantinga
8aad49238b Fixed normalized coordinates when the viewport is set 2017-12-09 19:41:08 -08:00
Sam Lantinga
441d309551 Added support for linear sampling and pixel coordinates in the metal renderer 2017-12-09 15:00:41 -08:00
Sam Lantinga
1c43705bab Fixed compiler warning 2017-12-09 13:05:56 -08:00
Sam Lantinga
f55c998891 Fixed pixel positioning and size for the Metal renderer 2017-12-09 12:58:41 -08:00
Ryan C. Gordon
7dac177cd1 metal: fixed render target support. 2017-12-09 03:28:23 -05:00
Ryan C. Gordon
85d12d8f21 metal: Added some comments and FIXMEs. 2017-12-09 03:27:52 -05:00
Ryan C. Gordon
dbce1341d5 audio: fixed typo in Doxygen comment. 2017-12-09 03:24:01 -05:00
Sam Lantinga
bcf1e62289 Removed duplicate entry for SDL_wasapi.h 2017-12-08 16:12:53 -08:00
Ryan C. Gordon
686fc0937e metal: Cleaned up some reference count politics. 2017-12-08 18:26:26 -05:00
Ryan C. Gordon
7cb8b50ad8 hints: Add "metal" to the list of SDL_RENDER_DRIVER hints. 2017-12-08 17:43:57 -05:00
Sam Lantinga
cf3d450313 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga
c403c0fa9a Fixed Metal renderer memory leak 2017-12-08 13:20:20 -08:00
Ryan C. Gordon
81a33985e1 metal: Don't check if Metal is available if targeting modern macOS versions. 2017-12-08 14:03:36 -05:00
Sam Lantinga
b733dcc208 Minor cleanup 2017-12-08 12:02:23 -08:00
Sam Lantinga
5182c23c6b Fixed minor memory leak in the Metal renderer 2017-12-08 11:35:19 -08:00
Sam Lantinga
cac4e31261 Added check for failure of D3D_ActivateRenderer() 2017-12-08 11:34:32 -08:00
Sam Lantinga
127841f315 Fixed compiler warning 2017-12-08 11:33:27 -08:00
Sam Lantinga
1a1cd8c143 Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.
Yuri K. Schlesner

When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)

The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.
2017-12-08 11:09:05 -08:00
Ryan C. Gordon
7472963805 configure: List Metal in video drivers. 2017-12-08 00:49:35 -05:00
Sam Lantinga
dc04f290a3 Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
2017-12-08 08:58:02 -08:00
Sam Lantinga
104decd16d Fixed runtime errors on iOS 2017-12-07 18:08:51 -08:00
Sam Lantinga
ba9c336e04 Fixed building for simulators or older iOS SDKs 2017-12-07 17:47:01 -08:00
Sam Lantinga
6deb1e7595 Fixed compiling Metal renderer on iOS 2017-12-07 17:12:03 -08:00
Sam Lantinga
1ae73a2be8 Added iOS and OSX versions of the Metal shaders 2017-12-07 16:08:47 -08:00
Sam Lantinga
b2859af6df Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
2017-12-07 16:08:09 -08:00
Ryan C. Gordon
2a2c8d42ca Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.

This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
2016-04-21 03:16:44 -04:00
Sam Lantinga
cadf3e44ca The Metal view is a full SDL_uikitview to support multi-touch 2017-12-07 09:35:28 -08:00
Ryan C. Gordon
ef6e629d39 cocoa: Added two missing files from hg changeset da7ba330ec68.
Fixes Bugzilla #3975.
2017-12-06 16:37:55 -05:00
Ryan C. Gordon
351d6d4784 audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
2017-12-06 12:24:32 -05:00
Ryan C. Gordon
083fe066d5 winrt: Patched to compile on Ryan's workstation. :)
I'm not sure why I needed this, but it appears to fix the build on VS2015 here.
2017-12-06 13:48:51 -05:00
Sam Lantinga
47506fe1de Fixed bug 3974 - Fix SDL_WarpMouseInWindow on both KMSDRM and RaspberryPi drivers
Manuel Alfayate Corchete

This patch fixes SDL_WarpMouseInWindow() in both the KMSDRM and Raspberry Pi graphic backends.
2017-12-04 20:37:01 -08:00
Sam Lantinga
57ebc72714 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey

Seems latest google angle library successfully built & tested under macOS'es.

https://github.com/google/angle

We need to use GLES2 to implement true cross-platform code.
2017-12-04 20:35:01 -08:00
Sam Lantinga
7914725bfc Removed spurious debug output 2017-12-04 20:26:09 -08:00
Olli Kallioinen
5a735da968 Fixed SDL_Log not working on windows if the output is being redirected. 2017-12-04 19:28:03 +02:00
Sam Lantinga
14452e9550 Fixed typos (thanks Martin!) 2017-12-04 20:21:52 -08:00
Sam Lantinga
67950e101e Fixed name of eglCreatePbufferSurface function 2017-12-03 20:27:08 -08:00
Sam Lantinga
e943d1ce5a Fixed bug 3945 - Add eglCreatePbufferSurface function
tomwardio

Proposed patch loads eglCreatePbufferSurface in same manner as other 1.1 functors. This allows custom video drivers to create pbuffer surfaces.
2017-12-03 20:25:55 -08:00
Sam Lantinga
25df5a5ac9 Non-resizable windows need to have their window rect set to the client rect 2017-11-28 18:31:18 -08:00
Sam Lantinga
88e3562ba0 Use the included Khronos headers on Android so we can create Core OpenGL contexts when building with older SDK 2017-11-27 15:07:07 -08:00
Sam Lantinga
8758b7bf15 Fixed bug 3980 - Fix for KMSDRM driver where cursor would not be shown on some gfx hardware because of unsupported cursor size
Manuel Alfayate Corchete

This fixes a problem with KMSDRM on some graphics hardware where only bigger cursor sizes are supported, such as current Intel gfx. (The kernel-side driver is what limits this: had to look for failing IOCTLs...)
That caused SDL_SetCursor() to fail silently, and we were left with a missing cursor without further explanation.
With this patch, different "standard" sizes are tried and a bigger one is used (with an intermediate and clean buffer only used to write the new cursor to the BO where it will live after) if we get, let's say, 16x16 which is pretty common but our hardware does not support that.
2017-11-24 12:03:28 -08:00
Sam Lantinga
5f38b5d705 Fixed bug 3979 - Failed to link with "multiple definition of `scalbln'" error on both MinGW and MinGW-w64 by CMake
Vitaly Novichkov

Once I ran build of my codecs collection on AppVeyor where my CMake script downloads latest SDL2 from HG repo, failed to link because of math functions conflict:

https://ci.appveyor.com/project/Wohlstand/audiocodecs/build/1.0.44
The revision is b9ff5f8b2303

There are both vanilla MinGW and MinGW-w64 are failed to build.


```
[100%] Linking C shared library libSDL2.dll
c:/mingw/bin/../lib/gcc/mingw32/5.3.0/../../../libmingwex.a(scalbn.o):(.text+0x0): multiple definition of `scalbln'
CMakeFiles\SDL2.dir/objects.a(s_scalbn.c.obj):C:/projects/audiocodecs/build-MinGW-Release-Win32/external/SDL2/src/SDL2HG/src/libm/s_scalbn.c:30: first defined here
2017-11-24 03:01:07 -08:00
Sam Lantinga
f776997afc Fixed some compiler warnings 2017-11-21 21:58:27 -08:00
Sam Lantinga
ac4b491b20 Disabled spurious Visual Studio warnings in the uClibc math code 2017-11-21 21:51:33 -08:00
Sam Lantinga
1c0c90323c Fixed bug 3976 - SDL drivers may leak driverdata memory due to ignoring return value of SDL_AddDisplayMode
C Snover

SDL_AddDisplayMode returns an SDL_bool corresponding to whether or not the given display mode was added or not. It will return SDL_FALSE if a matching display mode already exists in the display's list of display modes, which causes ownership of the mode driverdata to remain with the caller. Some video drivers ignore the return value of SDL_AddDisplayMode, so leak the driverdata memory when SDL_AddDisplayMode returns SDL_FALSE.
2017-11-21 21:30:47 -08:00
Ethan Lee
688bc2858a Steam Virtual GamePad config for macOS 2017-11-20 13:59:43 -05:00
Sam Lantinga
3ac8adbae3 Fixed bug 3973 - Include of stdint is needed to build on linux, mingw and possibly android
Stuart Axon

https://discourse.libsdl.org/t/stdint-h-removed/23426

https://discourse.libsdl.org/t/debuild-fails-to-build-the-last-few-days/23429/4

Currently SDL2 is not building in Linux (x86 and ARM), Android and MingW because include stdint.h has been removed from yuv_rgb.h
2017-11-20 00:06:37 -08:00
Sam Lantinga
a4b33d7451 Fixed bug 3959 - cmake build broken by commit 11702 (7fdbffd47c0e) due to typo
Mate Nagy
There is a typo in CMakeLists.txt that makes CMake exit with failure.

Change that causes the problem: (Notice the double ending brackets)
   ${SDL2_SOURCE_DIR}/src/video/*.c)
+  ${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)

Fix:
Just remove the first ending bracket resulting in:
   ${SDL2_SOURCE_DIR}/src/video/*.c
   ${SDL2_SOURCE_DIR}/src/video/yuv2rgb/*.c)
2017-11-20 00:03:23 -08:00
Sam Lantinga
dba9979f44 Added support for aarch64 memory barrier instruction 2017-11-19 23:36:54 -08:00
Sam Lantinga
8fb3885c3c Fixed bug 3964 - YUV to RGB in video/SDL_yuv.c is broken for any output format of type ABGR8888 or BGR888
raist66676

Here is the bug in latest SDL 2.0.8 development repo. It is obvious and simple to fix by correcting typos on six lines of code.

In src/video/SDL_yuv.c on lines 217, 249, 280, 321, 353, and 384 the wrong conversion functions are called for SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_BGR888. Instead of ABGR functions, BGRA functions are called. These are typos.
2017-11-17 11:03:02 -08:00
Sam Lantinga
cd89efb8b9 Fixed building yuv_rgb.h when stdint.h isn't available (thanks Ozkan!) 2017-11-17 10:55:58 -08:00
Sam Lantinga
4764f7a45c Fixed building YUV test programs (thanks Ozkan!) 2017-11-17 10:54:46 -08:00
Sam Lantinga
a6a4e27ae8 Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
	SDL_SetYUVConversionMode()
	SDL_GetYUVConversionMode()
	SDL_GetYUVConversionModeForResolution()

SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.

Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
2017-11-12 22:51:12 -08:00
Sam Lantinga
c317ab978f Fixed Android build error on older SDK 2017-11-12 10:59:05 -08:00
Sam Lantinga
20364769e0 Fixed typo in comment 2017-11-11 17:21:47 -08:00
Sam Lantinga
846d008036 Only include Intel intrinsics header on x86 and x64 2017-11-11 16:20:00 -08:00
Sam Lantinga
4026db8c7e Replaced the intrinsics header with the single header that includes all intrinsics so we can use AVX, etc. 2017-11-10 14:22:21 -08:00
Alex Szpakowski
5501bcc834 macOS: Fix an OS-generated warning printed to stdout on launch in bundled apps. 2017-11-09 22:24:09 -04:00
Sam Lantinga
fcb77f9848 Back out the following commits which are causing Dota 2 Exclusive Fullscreen to fail on AMD-based Macs. The details of why this is being reverted are at: https://bugzilla.libsdl.org/show_bug.cgi?id=3949
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:28 -0300
macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag.
http://hg.libsdl.org/SDL/rev/cfb3ddf796c3

Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:32 -0300
Fix a potential crash in macOS 10.7 and earlier.
http://hg.libsdl.org/SDL/rev/4941c8867075
2017-11-08 14:17:23 -08:00
Brandon Schaefer
9f4e4be8e0 Fixed bug 3943 - General SDL_HINT_VIDEO_DOUBLE_BUFFER hint support 2017-11-07 09:10:32 -08:00
Ryan C. Gordon
5cc46f3d30 mouse: remove assert for unimplemented platforms (thanks, tomwardio!).
Fixes Bugzilla #3946.
2017-11-06 15:29:24 -05:00
Sam Lantinga
bbb22a75c8 Updated version to 2.0.8 since SDL_image depends on it 2017-11-05 01:17:24 -07:00
Sam Lantinga
c5429bd975 Fixed bug 3939 - Remove static vm_error and vm_event from SDL_x11modes.c
tomwardio

Remove static int vm_error and vm_event, use local variables instead.

This fixes unused variable errors when compiling with SDL_VIDEO_DRIVER_X11_XINERAMA undefined.

src/video/x11/SDL_x11modes.c:505:22: error: unused variable 'vm_error' [-Werror,-Wunused-variable]

src/video/x11/SDL_x11modes.c:505:12: error: unused variable 'vm_event' [-Werror,-Wunused-variable]
2017-11-04 22:06:40 -07:00
Sam Lantinga
50e422adfe Fixed bug 3917 - Android, issues with getManifestEnvironmentVariable
Sylvain

What about getting some return code instead of creating another native function.
2017-11-04 22:03:28 -07:00
Sam Lantinga
2c5724ef5d Updated version to 2.0.8 since SDL_image depends on it 2017-11-04 21:58:48 -07:00
Sam Lantinga
afbba1822c Fixed compiling on Windows with HAVE_LIBC enabled 2017-11-04 18:01:03 -07:00
Sam Lantinga
34a8cf767c Fixed compiler warnings after uClibc code update 2017-11-04 17:39:28 -07:00
Sam Lantinga
bcdf8b916b Added SDL_fmod() and SDL_fmodf() 2017-11-04 17:35:03 -07:00
Sam Lantinga
6cf065753c Updated math code from the uClibc 0.9.33 release 2017-11-04 15:53:19 -07:00
Sam Lantinga
34502143d9 Added float versions of SDL's math functions 2017-11-04 15:34:14 -07:00
Sam Lantinga
bba90a6562 Fixed using libunwind on iOS, where it's only available on the simulator (thanks Vit!) 2017-11-04 09:44:29 -07:00
Sam Lantinga
758156a765 Fixed bug 3917 - Android, issues with getManifestEnvironmentVariable
We're going to push the manifest environment variables from the Java side instead of continually querying for them from the native side.
2017-11-04 09:37:29 -07:00
Sam Lantinga
7334a2a1b5 Fixed bug 3940 - Add support for EGL_SURFACE_TYPE
tomwardio

Add support to be able to set EGL_SURFACE_TYPE bits when creating an EGL config. This is usefule when wanting to create pixel buffer surfaces in custom video drivers.
2017-11-04 09:07:33 -07:00
Conn O'Griofa
bf3e363d4b Raspberry Pi: fix ES 1/PVR support & autodetect Mesa driver
* The brcmGLESv2 vendor library also supports ES PVR/1 profiles
* Fallback to standard Mesa libraries if the VC4 driver is loaded
2017-11-04 09:04:19 -07:00
Conn O'Griofa
547448df6f SDL_video: try to bootstrap KMSDRM before RPI video driver
Allow better coexistence between RPI's vendor libraries and VC4 mesa driver.
2017-11-04 09:03:20 -07:00
Sam Lantinga
7abef33c5b Android configure-based build fixes (thanks Vit!) 2017-11-04 09:00:40 -07:00
Johannes Bader
1724313349 Emscripten: use cursor hotspot
the cursor's hotspot simply wasn't translated to it's CSS equivalent, yet
see https://developer.mozilla.org/en-US/docs/Web/CSS/cursor?v=example#Syntax. no explicit hotspot if (0|0) for compatibility with Edge and IE, which indeed don't support custom hot spots
2017-11-04 11:16:49 +00:00
Sam Lantinga
bb8c3a9cc2 Make SDL fullscreen windows on Android actually fullscreen 2017-11-02 10:41:55 -07:00
Sam Lantinga
c954b53830 Fixed bug 3935 - Not find joysticks if android run 24-48 days.
Alexander Orefkov

In src\joystick\android\SDL_sysjoystick.c in SDL_SYS_JoystickDetect when SDL_GetTicks return number grater 2147483648 (after 24.85 days uptime) SDL_TICKS_PASSED(SDL_GetTicks(), timeout) return FALSE and Android_JNI_PollInputDevices is never calling.
And in JoystickByDeviceId - when search for newly added joystic - after SDL_SYS_JoystickDetect item not reinitilized, and always stay NULL, cause return NULL instead of added joystick.
2017-11-02 08:48:14 -07:00
Sam Lantinga
522901b88d Fixed bug 3933 - Android, no need of the listener thread
Sylvain

A listener thread has been added to know when the native thread would end.
But now, it is more easy to only check that after the main function has returned. It's one thread less.
2017-11-02 08:46:14 -07:00
Sam Lantinga
1475e6984a Fixed bug 3917 - Android, issues with getManifestEnvironmentVariable
Sylvain

Some issue with this commit:
https://hg.libsdl.org/SDL/rev/97387a8b88d3

There is a memory allocation missing.
2017-11-01 19:19:21 -07:00
Sam Lantinga
8c46580231 Allow the activity to persist through connecting or disconnecting a keyboard 2017-11-01 18:41:11 -07:00
Sam Lantinga
62c3acaf9f Moved the meta-data into the right section 2017-11-01 18:40:11 -07:00
Sam Lantinga
54a0245b70 Fixed bug 3926 - SDL_main export
e_pluschauskas

I noticed that after updating SDL to 2.0.6 my application now exports SDL_main.

At GitHub SDL mirror (branch 2.0.5) SDL_main prototyped as
extern C_LINKAGE int SDL_main(int argc, char *argv[]);
but at branch 2.0.6 prototype is
extern C_LINKAGE DECLSPEC int SDL_main(int argc, char *argv[]);
2017-11-01 17:41:25 -07:00
Sam Lantinga
9192c93e90 Fixed bug 3932 - Android, GetDisplayDPI release local reference
Sylvain

When writing JNI code, one has to make sure all local references are released otherwise the app end up crashing.
2017-11-01 17:30:02 -07:00
Sam Lantinga
a7d2d12c64 Fixed building on non-Android platforms 2017-11-01 10:07:04 -07:00
Sam Lantinga
a90be440e8 Added controller mapping for Android TV remotes
Also fixed the back button on the remote exiting the application
2017-11-01 10:06:58 -07:00
Sam Lantinga
4478707b0a Add SDL_GetDisplayDPI implementation on Android. (thanks Rachel!) 2017-10-31 13:49:59 -07:00
David Ludwig
0e032d5860 WinRT: Move Windows::Foundation::Initialize to SDL2.dll, from SDL_main.
This allows C# UWP applications to use SDL2's SDL_WinRTRunApp function.

Kudos to Ethan Lee (flibitijibibo@flibitijibibo.com) for the patch.  Thanks!
2017-10-24 13:21:11 -04:00
Sam Lantinga
6d23ea4bf0 Fixed Java string comparison with "" 2017-10-29 21:09:09 -07:00
Sam Lantinga
fa5db3a931 Added the old ant Android build project structure 2017-10-28 12:11:25 -07:00
Brandon Schaefer
2ac567b715 Fixed bug 3902 - Add a specific KMSDRM hint for low latency video 2017-10-26 16:37:20 -07:00
Sam Lantinga
f24c6672a7 Updated SDL iOS project for tvOS 2017-10-26 10:49:33 -07:00
Sam Lantinga
213b249094 Added missing keyinfotable.h 2017-10-26 10:42:14 -07:00
Sam Lantinga
8e37bed3b6 android: Fix softkeyboard issue in SDL on Android. 2017-10-26 10:41:38 -07:00
Ryan C. Gordon
9bbf92e3da cocoa: Don't change the NSWindow background color.
Changing the background color causes the titlebar to blend against it on
modern macOS releases, making all SDL windows look wrong by default. This was
set to make the window not flash white before a GL context is ready, but we
can accomplish this in our window's view's drawRect implementation, too.
2017-10-25 18:02:11 -04:00
Sam Lantinga
8fd0c22adc Added the ability to set SDL hints from AndroidManifest.xml (thanks Rachel!)
This is especially useful for things like the accelerometer hint which could be needed before application main().
2017-10-24 00:17:07 -07:00
Sam Lantinga
45536710f3 Fixed crash if mSurface isn't set up when we pause the application 2017-10-24 00:04:40 -07:00
Sam Lantinga
81f7e0c1f7 Removed unneeded file automatically generated by Android Studio 2017-10-23 23:35:04 -07:00
Sam Lantinga
b8d8a1f122 Updated the minimum and target SDK versions in AndroidManifest.xml 2017-10-23 23:26:40 -07:00
Sam Lantinga
edf0fae139 Updated Android build tools version, which bumped minimum deployment target to API 14
Also added native code to the Android gradle project, which allows using gradle or Android Studio to build the entire SDL application without a separate ndk-build step.
2017-10-23 23:23:47 -07:00
Sam Lantinga
76cdce440c Fixed build with older Android SDK 2017-10-23 23:23:34 -07:00
Sam Lantinga
f08480af78 Switched to new style gradle Android application build process 2017-10-23 15:23:43 -07:00
Sam Lantinga
862da6ff19 Added tag release-2.0.7 for changeset f69c9f74a857 2017-10-23 12:33:18 -07:00
Sven Hesse
b89cac6761 Don't X error in SDL_CreateWindow with unsupported GL attributes 2017-10-22 20:24:58 +02:00
Sam Lantinga
adc64f922f Added Visual Studio solution files for WinRT projects 2017-10-21 22:26:24 -07:00
Sam Lantinga
10376eb926 Fixed bug 3901 - Fix vsync-ed pageflips on the KMSDRM video driver
Manuel

I noticed that, at least on Intel GPU hardware, passing SDL_RENDERER_PRESENTVSYNC would result on a static console instead of the program graphics.
That was due to the fact that calling drmModePageFlip() only works if we have previously set up CRTC to one of the GBM buffers with a drmModeSetCrtc() call, so now it's done and things work as expected.

The KMSDRM_GLES_SetupCrtc() call is done only one time, only when needed (when egl_swapinterval is not 0: when it's 0, there's no need for it because we flip by calling drmModePageFlip() anyway).
The place where KMSDRM_GLES_SetupCrtc() call is done may look strange, but it's right: it needs EGL completely ready because it needs to call eglSwapBuffers() internally to work (see more comments about it in the code).
2017-10-21 04:20:57 -07:00
Sam Lantinga
e830ef3458 Fixed typo converting 4 channel audio to 2 channel 2017-10-20 16:53:42 -07:00
Sam Lantinga
9a291c1e59 Added a note about adjusting channel weights when converting to fewer channels 2017-10-20 14:51:22 -07:00
Sam Lantinga
fe2b5fec61 Document the SDL audio channel mapping 2017-10-20 14:48:10 -07:00
Sam Lantinga
7a6cf53aea Added SDL_AudioStreamFlush() to the list of new audio stream functions 2017-10-20 10:45:38 -07:00
Sam Lantinga
c339d9ed6d Reverted changes 6acdea394736 and 1448a2ac30fe
I don't want to introduce any regressions with Android TV remote support
2017-10-20 10:29:22 -07:00
Sam Lantinga
2001898dce Fixed Android joystick detection 2017-10-19 15:37:52 -07:00
Ryan C. Gordon
729329068b audio: Added SDL_AudioStreamFlush(). 2017-10-19 18:05:42 -04:00
Sam Lantinga
9d9be45682 Don't use DPAD devices as joystick input on Android 2017-10-19 13:54:56 -07:00
Ryan C. Gordon
e98920f5f3 Check correct variable for malloc() results. 2017-10-18 23:49:46 -04:00
Sam Lantinga
afefcbfeba Fixed bug 3876 - Resampling of certain sounds adds heavy distortion
Simon Hug

Patch that adds [-1, 1] clamping to the scalar audio type conversions.

This may come from the SDL_Convert_F32_to_X_Scalar functions. They don't clamp the float value to [-1, 1] and when they cast it to the target integer it may be too large or too small for the type and get truncated, causing horrible noise.

The attached patch throws clamping in, but I don't know if that's the preferred way to fix this. For x86 (without SSE) the compiler (I tested MSVC) seems to throw a horrible amount of x87 code in it. It's a bit better with SSE, but probably still quite the performance hit. And SSE2 uses a branchless approach with maxss and minss.
2017-10-18 19:30:47 -07:00
Sam Lantinga
653ab5d9c4 Added a staging buffer to the audio stream so that we can accumulate small amounts of data if needed when resampling 2017-10-18 19:26:36 -07:00
Sam Lantinga
80f8464d97 Added audio stream conversion functions:
SDL_NewAudioStream
    SDL_AudioStreamPut
    SDL_AudioStreamGet
    SDL_AudioStreamAvailable
    SDL_AudioStreamClear
    SDL_FreeAudioStream
2017-10-18 15:54:05 -07:00
Sam Lantinga
9fd0d6191c Fixed bug 3821 - Allow SDL_CreateWindow and SDL_CreateRenderer with OpenGL ES 3.0 (GLES3) for Angle (Windows)
Carlos

Angle supports GLES3 but when using these functions (SDL_CreateWindow and SDL_CreateRenderer), defaults again to GLES2.0.

A current workaround (hack) to retrieve a GLES3.0 context with Angle is:

1) set

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);

after InitSDL AND after calling SDL_CreateWindow  (before SDL_CreateRenderer)

2) Comment lines 2032-2044 in SDL_render_gles2.c, funtion GLES2_CreateRenderer

    window_flags = SDL_GetWindowFlags(window);
    if (!(window_flags & SDL_WINDOW_OPENGL) ||
        profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {

        changed_window = SDL_TRUE;
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);

        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
            goto error;
        }
    }

This retrives a GLES3 context as confirmed using glGetString(GL_VERSION). This should be fixed by modifying a few if's.
2017-10-18 08:52:04 -07:00
Sam Lantinga
556a854438 Fixed compiler warning on iOS 2017-10-16 15:22:40 -07:00
Sam Lantinga
e4ef1885d9 Fixed bug 3890 - Incomplete fix for CVE-2017-2888
Felix Geyer

http://hg.libsdl.org/SDL/rev/a31ee4d64ff6 tries to fix CVE-2017-2888.
Unfortunately compilers may optimize the second condition "(size / surface->pitch) != surface->h" away.
See https://bugzilla.redhat.com/show_bug.cgi?id=1500623#c2
I've verified that this is also the case on Debian unstable (gcc 7.2).
2017-10-16 14:57:42 -07:00
Sam Lantinga
a225ffc1d7 Added min/max macros for the sized SDL datatypes 2017-10-16 14:39:56 -07:00
Sam Lantinga
8e98bdaa6f Fixed bug 3883 - SDL_assert / SDL_PromptAssertion in TTY mode does not accept options ("abriA")
shoerbaffen

fgets can read a newline and SDL_strcmp will never return zero.
2017-10-15 21:21:19 -07:00
Sam Lantinga
f658a737f6 Fixed bug 3882 - cmake fix for osx
Ozkan Sezer

In my cross-build environment with cmake-2.8.12.1, cmake does not add
SDL_coreaudio.m to its makefiles and the result is a failure. The fix
is simple: set the language to C for it as it is done at other places
in CMakeLists.txt.
2017-10-15 21:07:01 -07:00
Sam Lantinga
dff56c3497 Android Studio code analyzer fixes 2017-10-13 19:55:07 -07:00
Sam Lantinga
a223560a7f Fixed bug 3880 - X Error upon quit since rev. 11607
Ozkan Sezer

Since changeset 11607:60cd425a2f14, I am getting the following
error upon quit.  Running testsprite2, clicking the mouse, and
quiting it is enough to trigger it.  This is on my old Fedora9
x86-Linux:

X Error of failed request:  BadCursor (invalid Cursor parameter)
  Major opcode of failed request:  2 (X_ChangeWindowAttributes)
  Resource id in failed request:  0xb057340
  Serial number of failed request:  905
  Current serial number in output stream:  906

Reverting  https://hg.libsdl.org/SDL/rev/60cd425a2f14  removes
the error.
2017-10-13 19:30:34 -07:00
Sam Lantinga
cf9236488a Fixed bug 3879 - add missing SDLCALL to SDLTest_TrackedMalloc & co.
Ozkan Sezer

The attached trivial patch adds missing SDLCALL to SDLTest_TrackedMalloc & co.
2017-10-13 09:50:04 -07:00
Ryan C. Gordon
fa15674134 coreaudio: changed device close procedure to prevent long hangs in some cases.
The audioqueue thread needs to keep running, and processing the CFRunLoop
until the AudioQueue is disposed of, otherwise CoreAudio will hang waiting for
final data to feed the device.

At least, I think this is how it all works. It definitely fixes the bug here!

Since AudioQueueDispose() calls AudioQueueStop() internally, there's no need
for our thread to handle this, either, which is good because the AudioQueue
would be disposed by this point. So now the AudioQueue is disposed first, and
then our thread is joined, and everything works out okay.

Just in case, we mark the device "paused" before setting everything in motion,
so any further callbacks from CoreAudio will write silence and not fire the
app's audio callback again.

Fixes Bugzilla #3868.
2017-10-13 01:15:29 -04:00
Sam Lantinga
0506d4fc42 Build both 32 and 64-bit architectures in the OSX Framework 2017-10-12 17:21:57 -07:00
Sam Lantinga
fc60db86b3 Fixed compiler warning 2017-10-12 17:17:09 -07:00
Sam Lantinga
22b6df511b Use the lower-case hex output to match other stack trace printouts 2017-10-12 14:46:28 -07:00
Sam Lantinga
7079195697 Fixed compiler warning 2017-10-12 14:44:54 -07:00
Sam Lantinga
5fc2017661 Fixed bug 3877 - missing SDLCALL in SDLTest_ExampleHitTestCallback
Ozkan Sezer

Following trivial patch adds missing SDLCALL to SDLTest_ExampleHitTestCallback()
2017-10-12 14:25:07 -07:00
Sam Lantinga
4b28429882 Android doesn't have libunwind.h in API 16 2017-10-12 14:21:21 -07:00
Sam Lantinga
41a60394d0 Added missing file 2017-10-12 14:20:17 -07:00
Sam Lantinga
21cd2df694 Fixed compiler warning 2017-10-12 14:02:24 -07:00
Sam Lantinga
ba10d2b654 Fixed compiler warning 2017-10-12 13:55:35 -07:00
Sam Lantinga
9c580e14c9 Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
    SDL_SetMemoryFunctions()
    SDL_GetNumAllocations()
2017-10-12 13:44:28 -07:00
Sam Lantinga
1887c54c68 Fixed memory leak in Cocoa mouse code
The video quit call cleans up the mouse cursor driver data, which happens after mouse quit
2017-10-12 13:28:48 -07:00
Sam Lantinga
f4cd68a537 Fixed bug 3866 - CMake error when trying to make the 'uninstall' target when it already exists
Steve Robinson

In my project, the 'uninstall' target is already created by the glew library.  I get this error when SDL2 tries to create it:

CMake Error at _build/3rdparty/SDL2/SDL2-2.0.6/CMakeLists.txt:1816 (add_custom_target):
  add_custom_target cannot create target "uninstall" because another target
  with the same name already exists.  The existing target is a custom target
  created in source directory
  "D:/Code/sdl2-tutorial/_build/3rdparty/glew/glew-2.1.0/build/cmake".  See
  documentation for policy CMP0002 for more details.

To fix it, go to the bottom of the SDL2 CMakeLists.txt file.  Add an if statement to check for the existence of the target before creating it.  The end result looks like this:

if(NOT TARGET uninstall)
  configure_file(
      "${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
      "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake"
      IMMEDIATE @ONLY)

  add_custom_target(uninstall
      COMMAND ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
endif()

This is how the glew library deals with this possibility in their CMakeLists.txt file.
2017-10-12 08:47:02 -07:00
Sam Lantinga
4f38db1735 Fixed bug 3867 - Can't find install_manifest.txt when running 'uninstall' target
Steve Robinson

When I try to build the 'uninstall' target in CMake when SDL2 is added to a subdirectory of my project, I get this error:

1>CMake Error at cmake_uninstall.cmake:2 (message):
1>  Cannot find install manifest:
1>  "D:/Code/sdl2-tutorial/_build/3rdparty/SDL2/SDL2-2.0.6/install_manifest.txt"

The install_manifest.txt is actually in the top-level binary directory, not the project-specific binary directory.

To fix it, change all instances of:
CMAKE_CURRENT_BINARY_DIR

To:
CMAKE_BINARY_DIR

In:
cmake_uninstall.cmake.in
2017-10-12 08:44:45 -07:00
Sam Lantinga
f4f9e39f62 Fixed bug 3874 - Compiler warnings SDL_Surface.c and SDL_cocoakeyboard.m 2017-10-12 08:41:11 -07:00
Sam Lantinga
a7c79c5e25 Normalize touch events to the render viewport (thanks Sylvain!) 2017-10-12 08:37:55 -07:00
Sam Lantinga
5bed4ca92e Fixed divide by zero with a 1x1 sized window 2017-10-12 08:27:22 -07:00
Ozkan Sezer
bef0fec121 make sure that SDL_malloc(0) or SDL_calloc(0,x) doesn't return NULL. 2017-10-12 14:28:05 +03:00
Sam Lantinga
0ce23a5498 Updated version to 2.0.7 2017-10-12 08:08:04 -07:00
Ethan Lee
84fb4893cf Check SDL_UDEV_DYNAMIC first, then SDL_UDEV_LIBS separately 2017-10-10 20:22:15 -04:00
Sam Lantinga
c0019b7f49 Fixed bug 3871 - Touch events are not normalised on X11
Trent Gamblin

The documentation for SDL_TouchFingerEvent says that the x and y coordinates are normalised between 0-1. I've found that to be true on Windows, Android and iOS but on X11 they are in pixel coordinates. This patch fixes the issue. This was the cleanest way I could do it with what was available without changing things around a lot but you may know a better way.
2017-10-11 13:31:21 -07:00
Sam Lantinga
b53c35df43 Fixed size in realloc 2017-10-11 13:26:58 -07:00
Ryan C. Gordon
5e5f2290f2 audio: Turns out the accumulation errors sound better. :/
Moving to double fixed the overflows, but using "time = i * incr" instead of
"time += incr" causes clicks in the output.
2017-10-11 12:07:43 -04:00
Ryan C. Gordon
9bd2c6b491 audio: Moved the resampler state up to double precision.
Fixes more buffer overflows.
2017-10-11 11:51:14 -04:00
Ryan C. Gordon
b2f5123b65 audio: calculate resampling time directly, don't increment (thanks, Eric!).
Fixes buffer overruns as floating point errors accumulate.

Partially fixes Bugzilla #3848.
2017-10-11 11:43:35 -04:00
Ryan C. Gordon
763c387149 audio: clamp resampler interpolation values to prevent buffer overflow.
Partially fixes Bugzilla #3848.
2017-10-11 02:33:55 -04:00
Ryan C. Gordon
0085f917e0 audio: Moved unchanging variable out of loop. 2017-10-11 02:31:58 -04:00
Ryan C. Gordon
cb8bf6bbaf audio: Make sure audio stream resampling doesn't overflow buffers. 2017-10-11 02:03:05 -04:00
Ryan C. Gordon
459e2b0bbe audio: Fixed check for minimum audio stream put size. 2017-10-11 01:37:11 -04:00
Sam Lantinga
0e495e83dd Updated WhatsNew.txt for 2.0.7 changes 2017-10-10 20:16:52 -07:00
Sam Lantinga
8446d4a05a Changed overlapping memcpy to memmove 2017-10-10 20:11:05 -07:00
Sam Lantinga
eb9e6938cc Fixed potentially calling a callback after it has been removed (and userdata possibly deleted) 2017-10-10 19:44:33 -07:00
Ryan C. Gordon
903ff6414e audio: SDL_ResampleCVT() should use memmove instead of memcpy.
This copy can overlap.

Fixes Bugzilla #3849.
2017-10-10 22:31:02 -04:00
Ryan C. Gordon
42fff7ce2b audio: Don't stack-allocate resampler padding.
(I thought padding size ranged from 5 frames to ~30 frames (based around
RESAMPLER_ZERO_CROSSINGS, which is 5), but it's actually between 512 and
several thousands (based on RESAMPLER_SAMPLES_PER_ZERO_CROSSING)). It gets
big fast when downsampling.
2017-10-10 22:18:46 -04:00
Sam Lantinga
b647bd0692 The event filter and event watch functions are now thread-safe 2017-10-10 17:41:41 -07:00
Ryan C. Gordon
37d89aa10f audio: reworked audio streams to have right-hand resampling padding available.
Fixes Bugzilla #3851.
2017-10-10 16:12:56 -04:00
Ryan C. Gordon
28149e11c8 Added SDL_PeekIntoDataQueue(). 2017-10-10 11:56:54 -04:00
Sam Lantinga
d90fce3c9e Exposed the joystick locking functions for multi-threaded access to the joystick API 2017-10-10 11:10:15 -07:00
Sam Lantinga
2657dfae49 Fixed crash in SDL_IsGameController() on Windows if called when a controller is being removed 2017-10-09 11:45:15 -07:00
Sam Lantinga
b120fb879a Fixed bug 3865 - [PATCH] Support for GreenAsia Inc. PSX to USB converter as SDL_GameController
Manuel

I would like this small patch merged that adds support for my GreenAsia Inc. PSX to USB converter, so SDL_IsGameController() returns true when using this adaptor.
It's interesting because PSX/PS2 controllers connected using this model won't be detected as gamecontrollers otherwise, only as joysticks.
2017-10-08 10:59:03 -07:00
Sam Lantinga
d2a2b0c139 Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain

There are various YUV-RGB conversion coefficients, according to https://www.fourcc.org/fccyvrgb.php
I choose the first (from Video Demystified, with integer multiplication),
but the current SDL2 Dither functions use in fact the next one, which follows a specifications called CCIR 601.

Here's a patch to use the second ones and with previous warning corrections.
There are less multiplications involved because Chroma coefficient is 1.
Also, doing float multiplication is as efficient with vectorization.
In the end, the YUV decoding is faster: ~165 ms vs my previous 195 ms.

Moreover, if SDL2 is compiled with -march=native, then YUV decoding time drops to ~130ms, while older ones remains around ~220 ms.


For information, from jpeg-9 source code:
jpeg-9/jccolor.c

   * YCbCr is defined per CCIR 601-1, except that Cb and Cr are
   * normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
   * The conversion equations to be implemented are therefore
   * Y  =  0.29900 * R + 0.58700 * G + 0.11400 * B
   * Cb = -0.16874 * R - 0.33126 * G + 0.50000 * B  + CENTERJSAMPLE
   * Cr =  0.50000 * R - 0.41869 * G - 0.08131 * B  + CENTERJSAMPLE

jpeg-9/jdcolor.c

   * YCbCr is defined per CCIR 601-1, except that Cb and Cr are
   * normalized to the range 0..MAXJSAMPLE rather than -0.5 .. 0.5.
   * The conversion equations to be implemented are therefore
   *
   * R = Y                + 1.40200 * Cr
   * G = Y - 0.34414 * Cb - 0.71414 * Cr
   * B = Y + 1.77200 * Cb
2017-10-07 15:26:55 -07:00
Sam Lantinga
1bfe6d6026 Fixed restoring window size when coming out of fullscreen desktop mode.
Use the style of the window as it will be, not as it currently is at the
time of the AdjustWindowRect call.
2017-10-06 21:43:59 -07:00
Sam Lantinga
e9652b1987 Fixed bug 3857 - SDL_ConvertPixels misses YUV conversions
Sylvain

Few issues with YUV on SDL2 when using odd dimensions, and missing conversions from/back to YUV formats.

1) The big part is that SDL_ConvertPixels() does not convert to/from YUV in most cases. This now works with any format and also with odd dimensions,
  by adding two internal functions SDL_ConvertPixels_YUV_to_ARGB8888 and SDL_ConvertPixels_ARGB8888_to_YUV (could it be XRGB888 ?).
  The target format is hard coded to ARGB888 (which is the default in the internal of the software renderer).
  In case of different YUV conversion, it will do an intermediate conversion to a ARGB8888 buffer.

  SDL_ConvertPixels_YUV_to_ARGB8888 is somehow redundant with all the "Color*Dither*Mod*".
  But it allows some completeness of SDL_ConvertPixels to handle all YUV format.
  It also works with odd dimensions.

  Moreover, I did some benchmark(SDL_ConvertPixel vs Color32DitherYV12Mod1X and Color32DitherYUY2Mod1X).
  gcc-6.3 and clang-4.0. gcc performs better than clang. And, with gcc, SDL_ConvertPixels() performs better (20%) than the two C function Color32Dither*().
  For instance, to convert 10 times a 3888x2592 image, it takes ~195 ms with SDL_ConvertPixels and ~235 ms with Color32Dither*().
  Especially because of gcc vectorize feature that optimises all conversion loops (-ftree-loop-vectorize).

  Nb: I put no image pitch for the YUV buffers. because it complexify a little bit the code and the API :
  There would be some ambiguity when setting the pitch exactly to image width:
  would it a be pitch of image width (for luma and chroma). or just contiguous data ? (could set pitch=0 for the later).


2) Small issues with odd dimensions:
  If width "w" is odd, luma plane width is still "w" whereas chroma planes will be "(w + 1)/2". Almost the same for odd h.
  Solution is to strategically substitute "w" by "(w+1)/2" at the good places ...

- In the repository, SDL_ConvertPixels() handles YUV only if yuv source format is exactly the same as YUV destination format.
  It basically does a memcpy of pixels, but it's done incorrectly when width or height is odd (wrong size of chroma planes). This is fixed.

- SDL Renderers don't support odd width/height for YUV textures.
  This is fixed for software, opengl, opengles2. (opengles 1 does not support it and fallback to software rendering).
  This is *not* fixed for D3D and D3D11 ... (and others, psp ?)
  Only *two* Dither function are fixed ... not sure if others are really used.

- This is not possible to create a NV12/NV12 texture with the software renderer, whereas other renderers allow it.
  This is fixed, by using SDL_ConvertPixels underneath.

- It was not possible to SDL_UpdateTexture() of format NV12/NV21 with the software renderer. this is fixed.

Here's also two testcases:
- that do all combination of conversion.
- to test partial UpdateTexture
2017-10-06 16:50:24 -07:00
Sam Lantinga
827e985041 Fixed bug 3862 - Install is broken when adding SDL2 to an existing CMake project
Steve Robinson

In my existing CMake project, I use add_subdirectory to add the source for SDL2.  This worked fine in 2.0.5, but now in 2.0.6 when I build the INSTALL CMake target, I get this error:

file INSTALL cannot find "D:/path/to/SDL2Config.cmake".
Call Stack (most recent call first):
  3rdparty/SDL2/cmake_install.cmake:32 (include)
  3rdparty/cmake_install.cmake:36 (include)
  cmake_install.cmake:32 (include)

To fix this, I changed line 1770 from this:
${CMAKE_SOURCE_DIR}/SDL2Config.cmake

To this:
${CMAKE_CURRENT_SOURCE_DIR}/SDL2Config.cmake
2017-10-06 16:42:43 -07:00
Sam Lantinga
d9e1036e0f Fixed potential overflow in surface allocation (thanks Yves!) 2017-10-06 16:17:50 -07:00
Sam Lantinga
312da2623a Fixed bug 3854 - arguments to dbus_type_is_basic() were incorrect
Aaron

As of 2.0.6, all of my games are failing with the following error:

process 31778: arguments to dbus_type_is_basic() were incorrect, assertion "dbus_type_is_valid (typecode) || typecode == DBUS_TYPE_INVALID" failed in file dbus-signature.c line 322.
This is normally a bug in some application using the D-Bus library.
  D-Bus not built with -rdynamic so unable to print a backtrace

(patch by  Ozkan Sezer)
2017-10-05 09:37:28 -07:00
Brandon Schaefer
db20e71d54 Fixed bug 3855 - Memory leak in SDL_FreeSurface 2017-10-02 10:50:33 -07:00
Brandon Schaefer
e564da78b7 revert files I didnt mean to commit! 2017-09-29 10:15:44 -07:00
Brandon Schaefer
e27f12e0da wayland: Fix bug 3814 -Wmissing-field-initializers 2017-09-29 10:07:37 -07:00
Sam Lantinga
aad58c622c Fixed bug 3852 - SDL_FreeSurface deallocates surface->map even if the surface is not yet freed
Evgeny Kapun

Commit 490bb5b49f11 [1], which was a fix for bug #3790, introduced a new bug: now, calling SDL_FreeSurface(surface) deallocates surface->map even if there are other references to the surface. This is bad, because some functions (such as SDL_ConvertSurface) assume that surface->map is not NULL.
2017-09-29 07:44:30 -07:00
Sam Lantinga
bd5c984ac0 Fixed bug 3850 - incorrect numbering in docs/README-ios.md
Michal

the numbering of the bulletpoints in:
docs/README-ios.md

has been mangled with:
changeset 11365	efd3bc8e5a9b

fix:
    12 2.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
    13 4.  Select your desired target, and hit build.

remove:
    28 1. Follow step 1 above.

adapt:
    29 2. cd (PATH WHERE THE SDL CODE IS)/build-scripts
    30 3. ./iosbuild.sh
2017-09-26 16:27:24 -07:00
Sam Lantinga
54685787ca Fixed bug 3847 - Hit Test x coordinate wrong on secondary monitor
Robert Turner

SDL_windowsevents.c contains code to retrieve the x and y coordinate for a requested hit test. It does this as follows:

    POINT winpoint = { (int) LOWORD(lParam), (int) HIWORD(lParam) };

LOWORD(lParam) does not correctly mask off high bits that are set if the point is on a second (or third, etc.) monitor. This effectively offsets the x-coordinate by a large value.

MSDN documentation suggests that LOWORD() and HIWORD() are the wrong macros for the task, instead suggesting we should be doing something like the following:

    POINT winpoint = { GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam) };

Testing this change on my Windows 10 machine with 2 monitors gives the correct results.
2017-09-26 15:07:35 -07:00
Alex Szpakowski
fb071a4cd9 Mac: Fix the menu bar not always working for non-.app-bundled apps. Fixes bug #3051. 2017-09-25 20:49:31 -03:00
Sam Lantinga
c44e741bd9 Fixed bug 3842 - fix SDL_thread.h for emx
Ozkan Sezer

EMX declares _beginthread() / _endthread() in stdlib.h, not process.h.
The attached patch updates the OS/2 case of SDL_thread.h for it.  (It
also tidies the unreadable whitespace in win32 case.)
2017-09-23 12:38:47 -07:00
Sam Lantinga
14ed0d24c8 Fixed bug 3843 - Android missing some code in SDLHapticHandler
Sylvain

Some check for android SDK version are missing from https://hg.libsdl.org/SDL/rev/3d7a29a369a0
here's a patch
2017-09-23 12:37:09 -07:00
Ryan C. Gordon
099ae43e81 audio: Fixed compiler warning on Visual Studio. 2017-09-22 22:28:21 -04:00
Sam Lantinga
58d1c54d06 Fixed spacing 2017-09-22 17:32:05 -07:00
Sam Lantinga
0fea9164eb Added an example for SDL_SetWindowHitTest() when you create a borderless resizable window. 2017-09-22 17:29:32 -07:00
Sam Lantinga
e763dac6dd Good bye, Visual Studio 2008 2017-09-22 17:02:18 -07:00
Sam Lantinga
260db92cbb Added stub Steam Controller sources to Android and iOS command line builds 2017-09-22 16:33:34 -07:00
Sam Lantinga
2fd5235145 Added stubs for simple Steam Controller support 2017-09-22 08:32:31 -07:00
Sam Lantinga
82557750b0 Separated out SDL Android java code so audio, controller, and filesystem APIs can be used independently of the SDL activity, in Qt apps for example. 2017-09-22 08:31:56 -07:00
Sam Lantinga
4187b3d760 Removed non-existent files 2017-09-22 08:31:02 -07:00
Sam Lantinga
2079ec992a Removed non-existent files 2017-09-22 08:30:58 -07:00
Sam Lantinga
d828647944 Added stubs for simple Steam Controller support 2017-09-22 08:30:52 -07:00
Sam Lantinga
53b2c91d26 Separated out SDL Android java code so audio, controller, and filesystem APIs can be used independently of the SDL activity, in Qt apps for example. 2017-09-22 08:30:46 -07:00
Sam Lantinga
ad86eff1a8 Guarded EGL code with SDL_VIDEO_OPENGL_EGL 2017-09-22 08:30:37 -07:00
Sam Lantinga
499f928c33 borderless windows will have WM_NCCALCSIZE return 0 for the non-client area. When this happens, it looks like windows will send a resize message expanding the window client area to the previous window + chrome size, so shouldn't need to adjust the window size for the set styles. 2017-09-22 07:15:41 -07:00
Sam Lantinga
3176a7f5e9 sdl
- Fixing rendering borderless window. Need to force windows to send a WM_NCCALCSIZE then return 0 for non-client area size.

- Adding WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX to borderless windows, for reasons noted in comments.

- Fix SetupWindowData() setting SDL_WINDOW_BORDERLESS. This was being cleared at window creation, causing hanlding for the first WM_NCCALCSIZE message to fail
2017-09-22 07:11:36 -07:00
Sam Lantinga
cc023b6b81 Fixed bug 3837 - Change project settings for Xcode 9?
Mark Callow

Xcode 9 emits a warning to validate project settings. The changes it proposes are

1. [iOS] Update the iOS deployment target to 8.0 since Xcode does
   not support anything older.

2. [macOS] Target 'Framework' - Automatically Select Archectures.

3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS.

4. [iOS & macOS] Turn on "Missing Localizability".

I want to confirm if it is ok to accept these changes and submit updated project files.

Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem.

2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries.

3 shouldn't be a problem either provided any newly emitted warnings are fixed.

4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
2017-09-22 12:26:54 -07:00
Sam Lantinga
f0111b6ac9 Added tag release-2.0.6 for changeset 8e2bab21d23b 2017-09-22 11:57:35 -07:00
Sam Lantinga
fe6b8f1c31 Fixed Mac OS X build 2017-09-22 11:25:52 -07:00
Sam Lantinga
28602b1235 The volume was too high, clamp to SDL_MIX_MAXVOLUME 2017-09-22 11:15:57 -07:00
Sam Lantinga
407e1693ae Fixed audio being silent on older iOS devices
Tested on an iPod running iOS 6.1
2017-09-22 11:15:14 -07:00
Sam Lantinga
12efabcbf0 Added instructions for deploying to older iOS devices (thanks Sylvain!) 2017-09-22 11:13:34 -07:00
Sam Lantinga
5ab5c9b767 Avoid duplicate joystick axis events 2017-09-22 08:56:09 -07:00
Sam Lantinga
d74c00e67d Fixed memory leak when HAVE_ALLOCA isn't defined 2017-09-22 08:51:45 -07:00
Mark Callow
59d17bdee0 Avoid hitting ERR_MAX_STRLEN limit. 2017-09-22 22:30:02 +09:00
Ryan C. Gordon
6d206a7b28 audio: Stream resampling now saves some samples from previous run for padding.
Previously, the padding was silence, which was a problem when streaming since
you would sample a little bit of this silence between each buffer.

We still need a means to get padding data for the right hand side, but this
patch makes the resampler output more correct.
2017-09-22 07:42:24 -04:00
Brandon Schaefer
466ba57d42 [egl/mir] Need eglGetProc to find gl 4.5 core profile extensions 2017-09-21 18:38:07 -07:00
Alex Szpakowski
e5cfb58f4a iOS MoltenVK code style cleanup. 2017-09-21 20:30:25 -03:00
Alex Szpakowski
80f9e2f199 iOS: Fix compiling using the iOS 7 SDK, partially broken since MoltenVK support was added.
Note that apps submitted to the iOS App Store *must* use a modern iOS SDK (currently iOS 10 is probably the minimum), however the SDK used to build is separate from the minimum iOS version an app supports at runtime.
2017-09-21 20:11:44 -03:00
Sam Lantinga
b3ac0b6fb0 A hint with an empty string should be treated as the default value 2017-09-21 14:48:03 -07:00
Sam Lantinga
eaab6098eb Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched. 2017-09-21 10:29:17 -07:00
Sam Lantinga
5ae90ef67a Fixed bug 3788 - software renderer crashes in SDL_RenderCopyEx with rotation and dstrect w or h is 0
Anthony

This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:

SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
2017-09-21 01:22:40 -07:00
Sam Lantinga
8b660c5046 Added some missing "extern" declarations 2017-09-21 00:55:29 -07:00
Ryan C. Gordon
f40bd5ee24 audio: removed my perl experiment script. 2017-09-21 02:06:53 -04:00
Ryan C. Gordon
1a3b95a11e audio: Replaced the resampler. Again.
This time it's using real math from a real whitepaper instead of my previous
amateur, fast-but-low-quality attempt. The new resampler does "bandlimited
interpolation," as described here: https://ccrma.stanford.edu/~jos/resample/

The output appears to sound cleaner, especially at high frequencies, and of
course works with non-power-of-two rate conversions.

There are some obvious optimizations to be done to this still, and there is
other fallout: this doesn't resample a buffer in-place, the 2-channels-Sint16
fast path is gone because this resampler does a _lot_ of floating point math.
There is a nasty hack to make it work with SDL_AudioCVT.

It's possible these issues are solvable, but they aren't solved as of yet.
Still, I hope this effort is slouching in the right direction.
2017-09-21 02:51:14 -04:00
Mark Callow
3c45e662f5 macOS: remove unneeded #includes. 2017-09-21 14:01:12 +09:00
Sam Lantinga
f0a324f8eb Reverted Alex's commit 131cba1768a5 - we're about to release 2.0.6, don't remove support for the iOS 7 SDK yet. 2017-09-20 19:59:34 -07:00
Alex Szpakowski
d452b89f9b iOS: I don't think SDL compiles with the iOS 7 SDK anymore, so we might as well drop the #ifdefs trying to guard for that. 2017-09-20 11:01:32 -03:00
Alex Szpakowski
12fb004fba iOS: remove an unused static variable 2017-09-20 10:53:41 -03:00
David Ludwig
e365968a4c WinRT: minor formatting tweak in README-winrt 2017-09-19 10:33:08 -04:00
David Ludwig
f57ef6ff97 WinRT: noted UWP's inability to work with some game controllers 2017-09-19 10:31:22 -04:00
Sam Lantinga
c08a7a74a5 Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
2017-09-15 17:27:32 -07:00
Patrice Mandin
46ec130528 Fix for 3829. Revert adding GameSir G4s, uses same GUID as PS3 controller. 2017-09-14 21:45:14 +02:00
Patrice Mandin
73c85e986c Readd support for GameSir G4s, lost with changeset 11431 2017-09-14 19:33:32 +02:00
Sam Lantinga
e8187a3f78 Updated iOS keyboard test to cover text input rect and orientation changes 2017-09-14 09:56:16 -07:00
Sam Lantinga
cfe72c76e2 Fixed iOS keyboard positioning, based on the final position rather than the initial one 2017-09-14 09:55:27 -07:00
Ryan C. Gordon
76176486ce surface: Make sure SDL_ConvertSurface() deals with palettes (thanks, Sylvain!).
Fixes Bugzilla #3826.
Fixes Bugzilla #2979.
2017-09-14 08:37:27 -04:00
Sam Lantinga
ac782d7122 Added support for the PDP Battlefield One Xbox One controller on Linux 2017-09-12 05:53:47 -07:00
David Ludwig
78b83d3a6d WinRT: build fix when using recent versions of the Windows 10 SDK 2017-09-11 18:20:56 -04:00
Sam Lantinga
e98fc8972d Fixed bug 3812 - Fallthrough warnings gcc-7 2017-09-10 12:54:40 -07:00
Sam Lantinga
5f48ce0b64 Fixed bug 3815 - implicit-fallthrough warning - DUFFS_LOOP4 and friends 2017-09-10 12:49:41 -07:00
Sam Lantinga
19114b0378 Fixed bug 3813 - gcc7 fallthrough warnings in SDL_iconv.c and SDL_pixels.c 2017-09-10 12:42:38 -07:00
Sam Lantinga
849c4c1472 Fixed tabs to spaces 2017-09-10 12:40:45 -07:00
Sam Lantinga
8ed16ea465 Fixed compile warning 2017-09-10 10:43:04 -07:00
Sam Lantinga
16b8c4ea43 Fixed bug 3811 - change HAVE_COPYSIGN to HAVE__COPYSIGN in SDL_config_windows.h
Ozkan Sezer

The patch below changes HAVE_COPYSIGN macro in SDL_config_windows.h to
HAVE__COPYSIGN, so that _copysign() can be used in SDL_stdlib.h which
is available in many more windows-targeting toolchains such as MinGW,
MSVC >= 6, etc, and not just  MSVC >= 2013. SDL_stdlib.c already has a
specific check for HAVE__COPYSIGN, so I believe this is reasonable.
2017-09-10 10:30:25 -07:00
Sam Lantinga
2cdb967435 Fixed the include path for khronos with Visual Studio 2017-09-10 10:25:36 -07:00
Sam Lantinga
be1caece4a Correction: copysign has been supported by windows several toolchains
for a very long time, including MSVC6, MinGW, LCC-Win32, (no released
watcom versions though, but that's of no concern.)

Patch from Ozkan Sezer
2017-09-10 09:19:10 -07:00
Ryan C. Gordon
93583d461c alsa: removed snd_pcm_wait() call before writing to playback device.
This would cause playback problems in certain situations, such as on the
Raspberry Pi. The device that the wait was added for seems to not benefit from
it in modern times, and standard desktop Linux seems to do the right thing
when a USB device is unplugged now, without this patch.

Fixes Bugzilla #3599.
2017-09-09 21:17:46 -04:00
Sam Lantinga
569c222ca8 Updated documentation so it's clear you should use SDL_SetWindowDisplayMode() to change the size of fullscreen windows. 2017-09-09 11:04:35 -07:00
Sam Lantinga
b2ba8963b3 Fixed bug 3809 - Restore after maximize leads to wrong size
Andreas Falkenhahn

My app opens a 640x480 window. When I click on the window's maximize button, the window correctly fills the entire screen and loses its borders. But clicking on the restore button now doesn't restore the window to its original 640x480 size. Instead, the window size is identical to the screen size now. The only difference to the previous state is that the window now has borders again but it isn't restored to 640x480.
2017-09-09 11:00:25 -07:00
Sam Lantinga
676c3a9263 Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet

The window is now resized to its specified size, but it moves to the top left corner of the screen. That is unexpected because neither the user nor the program moved it there. Test program attached (the same one as before).
2017-09-09 10:31:44 -07:00
Sam Lantinga
fcd9c19022 Fixed window size when leaving fullscreen mode (thanks Eric!) 2017-09-09 09:31:12 -07:00
Sam Lantinga
f465f24d73 Fixed bug 3760 - RWops doesn't check for integer overflow when stdio_fseek only supports 32 bits
Simon Hug

When RWops seeks with fseek or fseeko it uses the types long or off_t which can be 32 bits on some platforms. stdio_seek does not check if the 64-bit integer for the offset fits into a 32-bit integer. Offsets equal or larger than 2 GiB will have implementation-defined behavior and failure states would be very confusing to debug.

The attached patch adds range checking by using the macros from limits.h for long type and some bit shifting for off_t because POSIX couldn't be bothered to specify min and max macros.

It also defines HAVE_FSEEKI64 in SDL_config_windows.h so that the Windows function gets picked up automatically with the default config.

And there's an additional error message for when ftell fails.
2017-09-09 08:36:37 -07:00
Sam Lantinga
125d8f59fc Make sure the libtool archives are installed 2017-09-09 08:34:46 -07:00
Sam Lantinga
9a73909bbd Fixed bug 3808 - fix a typo in SDL_stretch.c
Ozkan Sezer

The following patch fixes a minor _MSC_VER typo in SDL_stretch.c,
and also does a tiny tidy-up for assembly opcodes cpp checks.
2017-09-09 08:20:56 -07:00
Sam Lantinga
24a7495691 Updated config.guess and config.sub, added config.sub.patch for NaCl and Emscripten build support 2017-09-09 08:03:23 -07:00
Sam Lantinga
5c8bde4f7b Updated documentation to note that libvulkan-dev is no longer needed 2017-09-09 07:45:31 -07:00
Sam Lantinga
f33377802a Fixed bug 3807 - Remove restriction from DECLSPEC macro for OS/2
Ozkan Sezer

The following patch removes the unnecessary / wrong
Watcom restriction from the DECLSPEC macro for OS/2.
2017-09-09 07:42:29 -07:00
Sam Lantinga
8004be6449 We don't need libvulkan-dev to build Vulkan support 2017-09-09 07:35:55 -07:00
Sam Lantinga
47cb8815a3 Updated Debian changelog for 2.0.6 release 2017-09-09 07:30:25 -07:00
Sam Lantinga
222d25ad4b Fixed bug 3805 - Why is there no --enable-video-rpi option in configure?
Andreas Falkenhahn

When compiling SDL for the Raspberry Pi, I have to use the --host parameter to enable compilation of the native Raspberry Pi video driver, like so:

    --host=arm-raspberry-linux-gnueabihf

It took me a while to figure out that this was necessary in order to have the native Raspberry Pi video driver compiled in. I think it would be better if there was an option like --enable-video-rpi that could be passed to configure and that would also show up when saying configure --help. Currently, it?s rather difficult to figure out that you have to use the --host parameter with arm-raspberry-linux-gnueabihf in order to get Raspberry Pi video support. It?s also somewhat inconsistent because most other video drivers can in fact be enabled/disabled through specific configure parameters but there is no such parameter for the native Raspberry Pi video driver.
2017-09-08 22:21:01 -07:00
Sam Lantinga
e8059221bd Fixed bug 3806 - Fixes for MSVC compiler warnings
Simon Hug

These are the remaining compiler warnings I see in the current tip cb049cae7c3c.

- SDL_test_log.c defines _CRT_SECURE_NO_WARNINGS without checking if it was already set.

- SDL_windowskeyboard.c converts integers to pointers without going over the (U)INT_PTR types. That bothers MSVC.
2017-09-08 18:26:25 -07:00
Sam Lantinga
0ddac338b0 keep joystick thread from waking unnecessarily, and from possibly blocking for 300ms at shutdown if a joystick was just plugged in
CR: SamL
2017-09-08 07:15:47 -07:00
Sam Lantinga
cedbb3118c Fixed building with the first version of Visual Studio 2017, which doesn't have __has_include() (Thanks Simon!) 2017-09-08 15:08:50 -07:00
Sam Lantinga
1b2492ed8a Fixed 64-bit build warning 2017-09-08 15:08:03 -07:00
Sam Lantinga
4657d9f33c We don't need to pass the renderer into SDLTest_CleanupTextDrawing() 2017-09-08 04:53:31 -07:00
Sam Lantinga
65c55fdd84 Fixed build 2017-09-08 04:38:46 -07:00
Sam Lantinga
b0b3da7702 Added a function to clean up test text drawing 2017-09-08 04:14:05 -07:00
Ryan C. Gordon
ca15c7d67f wave: SDL_LoadWAV now supports 24-bit audio. 2017-09-07 10:56:08 -04:00
Ryan C. Gordon
fb28393200 vulkan: use "unsigned int" instead of "unsigned" 2017-09-06 19:35:36 -04:00
Ryan C. Gordon
0c892abcd0 raspberrypi: The latest Raspbian moved its EGL and GLES2 libs elsewhere.
Now we try the new (hardware-specific) pathnames first, and if those fail to
load, we'll try the more generic names that earlier versions of Raspbian used.

Fixes Bugzilla #3800.
2017-09-06 19:34:23 -04:00
Sam Lantinga
fa0eeff7f5 sdl:
Cleans up AdjustWindowEx calls
2017-09-06 07:29:34 -07:00
Sam Lantinga
20c5bc9135 You can have a borderless resizable window 2017-09-06 05:23:26 -07:00
Sam Lantinga
4ca5d8622a Fixed bug 3780 - GCC 7 implicit fallthrough warnings
Martin Gerhardy 2017-08-28 06:58:01 UTC

SDL_blit.h, SDL_fillrect.c and SDL_stdinc.h produces a lot of the (new) gcc-7 implicit fallthrough warnings.
2017-09-06 04:32:30 -07:00
Sam Lantinga
28bf56c12c Fixed bug 3801 - HAVE_LIBSAMPLERATE_H depending on HAVE_LIBC in current SDL_config.h.in
Ozkan Sezer

HAVE_LIBSAMPLERATE_H is depending on HAVE_LIBC in current config.h.in:
it shouldn't be.  HAVE_LIBUDEV_H, HAVE_DBUS_DBUS_H, HAVE_IBUS_IBUS_H,
HAVE_FCITX_FRONTEND_H, and HAVE_ALTIVEC_H have the same situation too.
I suggest something like the following, which moves them out of the
HAVE_LIBC confinement and also moves the windows dx header stuff along
side them. (Not ideal, but a bit cleaner I think.)
2017-09-06 10:31:05 -07:00
Sam Lantinga
d51dc7378b Fixed bug 3797 - configure check for float.h
Ozkan Sezer

Cmake checks for float.h, but configure does not:  the attached patch
adds float.h to checked headers in configury, and it adds the missing
HAVE_FLOAT_H macro to SDL_config.h.cmake and SDL_config.h.in.

In SDL_config_macosx.h and SDL_config_windows.h, defined HAVE_FLOAT_H
as 1, where I know that it's true.
2017-09-06 01:14:23 -07:00
Sam Lantinga
c8e3e0c414 Fixed bug 3799 - SDL_CreateWindow fails with SDL_WINDOW_VULKAN (libvulkan.so.1 not found)
Manuel Sabogal

Android NDK defines Vulkan as libvulkan.so, not libvulkan.so.1. This is causing the program to not being able to create a window using SDL_WINDOW_VULKAN.

To fix this issue just change the line http://hg.libsdl.org/SDL/file/bbaec41e93b5/src/video/android/SDL_androidvulkan.c#l53 from "libvulkan.so.1" to "libvulkan.so"
2017-09-06 01:10:10 -07:00
Ryan C. Gordon
c9e73c3e00 x11: make sure SDL_GetGlobalMouseState notices mouse warping through SDL APIs. 2017-09-05 16:15:54 -04:00
Sam Lantinga
0782f9be51 Fixed bug 3273 - Fix for slow video subsystem initialization when using XRandR.
Mart?n Golini

I'm having a very slow initialization of the video subsystem that locks the window creation for about 500 ms ( tested in at least 4 different systems ). What i found is that X11_InitModes_XRandR is using XRRGetScreenResources, that explicitly ask to poll the hardware for changes. This is not really necessary since if the data is already available you can use XRRGetScreenResourcesCurrent.
I attached a tentative patch that fix this issue. With the patch there's no lock when the subsystem is initialized and the window creation is instant in my applications. The patch only uses XRRGetScreenResourcesCurrent in X11_InitModes_XRandR but it could be potentially used in X11_GetDisplayModes and X11_SetDisplayMode.
2017-09-05 08:24:38 -07:00
Sam Lantinga
3261ca754f Fixed typos in 2.0.6 patch notes 2017-09-04 23:10:12 -07:00
Sam Lantinga
d2eda2671d Added SDL_vulkan.h to the Mac OS X framework headers 2017-09-04 22:51:28 -07:00
Sam Lantinga
c1fd0fbb32 Fixed compiler warning with mingw-w64 2017-09-04 22:14:57 -07:00
Sam Lantinga
657ad72ac4 Added some more big 2.0.6 changes 2017-09-04 21:16:28 -07:00
Sam Lantinga
d75fea89d2 Updated WhatsNew.txt for 2.0.6 2017-09-04 20:48:01 -07:00
Sam Lantinga
67f9348baa Fixed bug 3790 - Memory leak with surfaces blitting on each other
bastien.bouclet

When creating two surfaces and blitting them onto the other, SDL's internal reference counting fails, and one of the surfaces is not freed when calling SDL_FreeSurface.

Example code :

SDL_Surface *s1 = SDL_CreateRGBSurfaceWithFormat(0, 640, 480, 32, SDL_PIXELFORMAT_ARGB8888);
SDL_Surface *s2 = SDL_CreateRGBSurfaceWithFormat(0, 640, 480, 32, SDL_PIXELFORMAT_ARGB8888);

SDL_BlitSurface(s1, NULL, s2, NULL);
SDL_BlitSurface(s2, NULL, s1, NULL);

SDL_FreeSurface(s2);
SDL_FreeSurface(s1);

With this example, s1 is not freed after calling SDL_FreeSurface, its refcount attribute is still positive.
2017-09-04 11:46:14 -07:00
David Ludwig
532446a6bd macOS: bug-fix for #3793, "fullscreen toggle does not maintain SDL_Renderer's logical size"
This also seems to fix the follow-up issue in bug #3719, whereby the initial fix caused the SDL window to move, after transitioning from fullscreen to windowed-mode
2017-09-03 17:33:49 -04:00
David Ludwig
2ea09903e6 WinRT: listed VS 2017 optional-component requirements 2017-09-03 16:36:22 -04:00
Ryan C. Gordon
a12989f94c vulkan: Changed SDL_WINDOW_VULKAN value to match Tizen's fork. 2017-09-03 13:20:33 -04:00
Ryan C. Gordon
167398b363 video: Let video targets optionally decide their default OpenGL configs.
This is necessary because the Raspberry Pi is a strange beast, that believes
it has OpenGL support (through glX?) but generally has GLES2 support.

So when using the raspberry video target, we need to force this to default
to a GLES2 context, or by default SDL_CreateWindow() will fail, deep down
when it tries to load the proper GL library.

Fixes testsprite2 (and basically everything else that wasn't testgles2) when
run on a Raspberry Pi without a X server.

Please note that other targets might also need this filled in, the Raspberry
Pi is just the most prominent and readily-available System-On-A-Chip style
thing on my desk.  :)
2017-09-02 19:35:32 -04:00
Ryan C. Gordon
3267398d15 sndio: Patched to compile if SIO_DEVANY isn't defined.
(It isn't in whatever Raspbian is currently shipping.)
2017-09-02 16:41:14 -04:00
Sam Lantinga
c26946e9f2 Fixed bug 3792 - [KMS/DRM] Wrong GBM format
Romain Tisserand

Using KMS/DRM driver from WIP SDL2.0.6 on Linux/ARM SoC RockChip RK3328 (ARM Mali 450 MP2 GPU).

The current code is using GBM_BO_FORMAT_XRGB8888 as GBM buffer format specifier.

The Mali driver (it has been confirmed some other vendor implementations too) expects GBM_FORMAT_XRGB8888.

The Mesa implementation is actually handling both values as the same, but it's not implemented like this into every gbm.h vendor header.

https://github.com/ideak/mesa/blob/master/src/gbm/backends/dri/gbm_dri.c

So with stock SDL2 on my card (Mali vendor implementation), it does not work, eglCreateWindowSurface fails, and gbm_is_format_supported fails too (with the BO variant).
It runs fine with GBM_FORMAT_XRGB8888.

Here is a link of the gbm.h from Mali user-space driver :

https://github.com/rockchip-linux/libmali/blob/rockchip/include/gbm.h
2017-09-01 12:54:38 -07:00
Ryan C. Gordon
74043994b8 x11: Correctly restore previous GL context after sacrificial context is done. 2017-09-01 14:08:09 -04:00
Ryan C. Gordon
a3dda100f4 x11: don't try to make a NULL GL context current when we already did that. 2017-09-01 14:00:11 -04:00
Ryan C. Gordon
4649ac463c x11: Clean up sacrificial GL context code.
Check for failures, restore any previously-current context.
2017-09-01 13:57:40 -04:00
Ryan C. Gordon
507659c6ac x11: Make a sacrificial glX context to check for extensions during init.
This is necessary because we need to see if GLES compat extensions exist.

All of this code (including ShouldUseTextureFramebuffer()) should be
revisited after 2.0.6 ships; ideally we don't make throwaway contexts if
we can avoid it...but maybe we can't. I hear Vulkan is pretty cool.

Fixes Bugzilla #3725.
2017-09-01 13:27:53 -04:00
Alex Szpakowski
20207abf80 macOS: Update controller mapping of Steelseries Stratus XL to account for reversed thumbstick y-axis values (bug #3483). 2017-08-31 22:07:28 -03:00
Alex Szpakowski
d7ae313134 macOS: Fix menubar items being enabled when they shouldn't be. 2017-08-31 21:34:29 -03:00
Alex Szpakowski
b959be2569 Code style cleanup in the Cocoa and UIKit vulkan files. 2017-08-31 21:26:13 -03:00
Alex Szpakowski
cfd7a7fac6 macOS: Prevent unwanted native fullscreen (Spaces) toggles when the window is in fullscreen or isn't resizable. Fixes bug #3691. 2017-08-31 21:13:32 -03:00
Sam Lantinga
ff76f8e5b4 Fixed bug 3791 - SDL_bits.h: __builtin_clz is supported in gcc >= 3.4
Ozkan Sezer

__builtin_clz is supported in gcc >= 3.4. The following patchlet adjusts
SDL_bits.h for it.
2017-08-31 15:17:59 -07:00
Sam Lantinga
6c38c9007b Update Android SDK required to API level 16
Sylvain

Some API 16 methods are used (InputDevice: getDescriptor(), getVibrator()), so we need to compile at least with SDK API 16. Hence default.properties and project.properties have been modified to use android-16.

There are also some modification to SDLActivity.java not to use getVibrator() if we run under API 16. And not to check to presence of hasVibrator() if we are under API 11.
-some hard-coded constant can be expandend.
- rename a local variable (hasVibrator to hasVibratorService)
2017-08-31 15:12:08 -07:00
Sam Lantinga
b54bcb34d0 Fixed bug 3483 - Steelseries Nimbus MFi controller reversed Y-axis analog stick
benjamin.feng

Probable underlying cause: https://bugzilla.libsdl.org/show_bug.cgi?id=3124#c5

"If you download and build the HID Calibrator sample you can see that these are totally legitimate HID devices (except for inverting the Y-axis of joysticks, which is contrary to the HID specification but does make them more compatible with games compiled expecting XBOX controllers)."
2017-08-30 23:30:24 -07:00
Sam Lantinga
8e160a34a7 Convert tabs to spaces in game controller database entries 2017-08-30 23:02:39 -07:00
Sam Lantinga
347fe70432 Fixed bug 3789 - Android : small clean up
Sylvain

Since https://hg.libsdl.org/SDL/rev/6546daa45a02
SDL_android_main.c is empty and then produce a warning
nativeInit does not exist and dont need to be mark undefined
2017-08-30 14:25:01 -07:00
Sam Lantinga
b5f31c392d Moved haptic source files into the proper folder 2017-08-30 09:44:38 -07:00
Sam Lantinga
e53c5c5c50 Fix QNX build - prioritize system EGL headers over the Khronos ones 2017-08-30 00:40:06 -07:00
Sam Lantinga
9ca6292372 Added some missing render capability flags 2017-08-29 23:14:39 -07:00
Sam Lantinga
c3d428d402 Fixed line breaks in verbose test logging output 2017-08-29 23:12:26 -07:00
Sam Lantinga
94e0f3e95b Added some debug messaging for previously unhandled events 2017-08-29 22:52:17 -07:00
Sam Lantinga
2d10a3f2b9 The dummy video driver check is now covered by explicitly checking for cocoa above. 2017-08-29 22:24:59 -07:00
Sam Lantinga
92bf608527 Fixed bug 3616 - SDL_GL_CreateContext fails with SDL_GL_CONTEXT_DEBUG_FLAG and ANGLE/GLES 2.0
Colin Barrett

Using the pre-built x86 devel libs from here:
https://www.libsdl.org/release/SDL2-devel-2.0.5-VC.zip

If I have:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);

and I'm using ANGLE/(a GL driver that doesn't provide an ES2 context) such that SDL_EGL_CreateContext is called by SDL_GL_CreateContext, I get the error "Could not create EGL context (context attributes are not supported)" and no context is created.

Looking at the code in SDL_EGL_CreateContext - if gl_config.flags is non-zero, it looks like the code in the section guarded with "#ifdef EGL_KHR_create_context" should be executed - but it apparently isn't.

Is it possible this section hasn't been compiled into the pre-built libraries? If I build SDL2.dll myself using the Visual C++ solution (VS2015 Community Update 3) then the call succeeds as I expect
2017-08-29 22:04:43 -07:00
Sam Lantinga
8fc1fb0805 Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet

When exiting a "fullscreen space" on OS X, windows don't go to their defined "windowed mode size", but go back to their previous size.

Steps to reproduce:
1. Create a windowed mode SDL window
2. Toggle it to fullscreen with the SDL_WINDOW_FULLSCREEN_DESKTOP flag
3. While in fullscreen, change the windowed mode size using SDL_SetWindowSize
4. Toggle the window back to windowed mode

Expected result:
- The window has the size specified during step 3.

Actual result:
- The window has the size specified when creating the window in step 1.

Attached is a minimal reproduction test case.
The attached test case works as expected on X11 and Windows.
2017-08-29 21:42:22 -07:00
Ryan C. Gordon
846a9ab95e test: forgot to change a variable.
Fixes Bugzilla #3787.
2017-08-29 18:25:55 -04:00
Ryan C. Gordon
4fc0163853 test: Fix for negative int that was now a size_t (thanks, Ozkan!).
Fixes Bugzilla #3787.
2017-08-29 18:16:38 -04:00
Ryan C. Gordon
21e32bac10 egl: Cast to size_t, in case platform's NativeDisplayType isn't a pointer.
(fixes compiler warnings on QNX.)
2017-08-29 16:30:49 -04:00
Ryan C. Gordon
eb3c66d3c8 A few more compiler warnings fixed. 2017-08-29 16:05:03 -04:00
Ryan C. Gordon
ae667da638 Fixed a bunch of compiler warnings. 2017-08-29 15:52:49 -04:00
Sam Lantinga
629f8abab4 Updated documentation, you don't need to initialize the audio subsystem to do in-place format conversion. (Thanks Simon Hug!) 2017-08-29 09:02:04 -07:00
Sam Lantinga
abf8fc4c01 Fixed check for Mac OS X 10.11+ SDK (thanks Edward Rudd!) 2017-08-29 08:27:23 -07:00
Sam Lantinga
2d655cd814 MAC_OS_X_VERSION_MAX_REQUIRED isn't actually set in recent Xcode versions 2017-08-29 02:32:53 -07:00
Sam Lantinga
737ed973cb Removed Metal and QuartzCore frameworks which aren't needed for Vulkan support 2017-08-29 01:04:48 -07:00
Sam Lantinga
c684eb2cde Add a way to set the context when other activities are active so many SDL API functions still work. 2017-08-28 23:04:47 -07:00
Sam Lantinga
130138fa59 Fixed bug 3785 - fix windows build after revision 11382
Ozkan Sezer

fix windows build after revision 11382: commit 2026e42e377a renamed
_SDL_msctf_h to SDL_msctf_h_ . SDL_windowskeyboard.c relies on that
macro, so update it accordingly.
2017-08-28 22:44:48 -07:00
Sam Lantinga
c0530bcdf3 We removed QuartzCore link dependency in commit 5be6badaf7e1 2017-08-28 22:42:41 -07:00
Sam Lantinga
8ac85744cd Fixed Vulkan configure check for Android and added one for Mac OS X 2017-08-28 22:36:45 -07:00
Sam Lantinga
90b38a5d61 Fixed bug 3786 - building against a Mac OS X SDK < 10.11 fails since the vulkan merge
Ozkan Sezer

Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)

I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me.  Will this be fixed?
2017-08-28 22:13:45 -07:00
Sam Lantinga
d619d88560 Fixed bug 3662 - Error message when using the audio conversion setup without an initialized audio subsystem is a bit vague
Simon Hug

This issue actually raises the question if this API change (requirement of initialized audio subsystem) is breaking backwards compatibility. I don't see the documentation saying it is needed in 2.0.5.
2017-08-28 21:42:39 -07:00
Ryan C. Gordon
b128e8802d audio: A whole bunch of improvements to audio conversion (thanks, Solra!).
"Major changes, roughly in order of appearance:

- Use float math everywhere, instead of promoting to double and casting back
all the time.
- Conserve sound energy when downmixing any channel into two other channels.
- Add a QuadToStereo filter. (The previous technique of reusing StereoToMono
never worked, since it assumed an incorrect channel layout for 4.0.)
- Add a 71to51 filter. This removes just under half of the cases the previous
code would silently break in.
- Add a QuadTo51 filter. More silent breakage fixed.
- Add a 51to71 filter, removing another almost-half of the silently broken
cases.
- Add 8 to the list of values SDL_SupportedChannelCount will accept.
- Change SDL_BuildAudioCVT's channel-related logic to handle every case, and
to actually fail if it fails instead of silently corrupting sound data and/or
crashing down the road."

(Note that SDL doesn't otherwise support 7.1 audio yet, but hopefully it will
soon and the 7.1 converters are an important piece of that.  --ryan.)

Fixes Bugzilla #3727.
2017-08-29 00:41:45 -04:00
Ryan C. Gordon
620f5342b5 stdlib: An implementation of SDL_scalbn using ldexp() (thanks, Ozkan!).
Fixes Bugzilla #3767.
2017-08-29 00:36:17 -04:00
Ryan C. Gordon
a0cd7d6bce audio: Converting audio samples from int to float was using wrong equation.
Fixes Bugzilla #3775.
2017-08-29 00:02:04 -04:00
Sam Lantinga
1067b528d3 Fixed building with an older Mac OS X SDK 2017-08-28 20:52:05 -07:00
Sam Lantinga
e8b114ecfc Vulkan support on Mac OS X introduces a link time dependency (CAMetalLayer) on 10.11 and newer 2017-08-28 19:32:08 -07:00
Sam Lantinga
309474765b We don't need the VULKAN_SDK to build SDL with Vulkan support anymore 2017-08-28 19:30:59 -07:00
Sam Lantinga
09e43d450f Added missing Visual Studio 2010 project for testvulkan 2017-08-28 17:28:09 -07:00
Sam Lantinga
aa85436ec7 Fixed compile warning 2017-08-28 14:45:19 -07:00
Sam Lantinga
da84c3bf6e Added a log message for nativeRunMain() 2017-08-28 14:44:21 -07:00
Sam Lantinga
60182eb71b Allow overriding the main entry point on Android 2017-08-28 14:40:21 -07:00
Sam Lantinga
dbb0a2aa74 Removed the need for libSDL2main.a on Android, and separated JNI initialization out for other integrations 2017-08-28 14:34:15 -07:00
Sam Lantinga
9341589925 Removed unneeded Vulkan symbol definitions 2017-08-28 13:40:32 -07:00
Sam Lantinga
2a945b44cb Fixed bug 2361 - [Android] Joysticks do not have unique IDs
David Brady

When I attempted to make a mapping file for Android gamepads, I quickly discovered that most of the ones that I have here show up as the same device (Broadcom Bluetooth HID), meaning that it was impossible to make mappings on Android, since every device looked the same.

This patch will check for the existence of the getDescriptor function added in Jelly Bean, and use it if it's there.  The Android Dashboard says that the majority of Android phones should support this function, and doing it this way will not force us to bump up our API version.
2017-08-28 10:03:39 -07:00
Sam Lantinga
c45932ba7e Fixed bug 2277 - Hardware keyboard control key sequences don't get reported
chw

Control key sequences from hardware keyboards (wireless/USB/bluetooth) get not properly reported on Android devices.
The attached patch uses the idea from http://stackoverflow.com/questions/12337117/capture-all-ctrl-under-android to make control key sequences appear as normal SDL_KEYDOWN events instead of cooked text input.
2017-08-28 09:54:16 -07:00
Sam Lantinga
0560544d1c Fixed 3783 - Default libGL path for directFB on Linux differs from x11 path
Clayton Craft

The default path used by directfb for libGL is different than the default path used by x11 in SDL2:

./src/video/directfb/SDL_DirectFB_opengl.c:
path = "libGL.so";

./src/video/x11/SDL_x11opengl.c:
#define DEFAULT_OPENGL  "libGL.so.1"

On at least one distro (Alpine Linux), libGL.so is not created (or more accurately the symlink to libGL.so.1 is not created). For consistency, the 'path' variable in SDL_DirectFB_opengl.c should patch the DEFAULT_OPENGL in SDL_x11opengl.c ("libGL.so.1")
2017-08-28 09:51:25 -07:00
Sam Lantinga
d28cb702e4 Fixed bug 3781 - unbalanced #pragma pack(pop) in close_code.h
Ozkan Sezer

Revision 288 (http://hg.libsdl.org/SDL/rev/2f5a6062db86) excluded the
Watcom compiler from forcing 4 byte structure packing in begin_code.h.
However, it missed updating close_code.h, which now has an unbalanced
#pragma pack(pop) if the compiler is Watcom.  The issue seems to have
crawled into SDL2, too.
2017-08-28 09:41:00 -07:00
Sam Lantinga
959ae9019d Instantiate the CAMetalLayer so SDL_Vulkan_CreateSurface() doesn't fail
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
2017-08-28 02:30:41 -07:00
Sam Lantinga
6dd3f55d55 Fixed WinRT build after changing the header guard preprocessor symbol 2017-08-28 01:59:53 -07:00
Sam Lantinga
ff8d2e1493 Fixed build when Wayland is dynamically loaded 2017-08-28 01:42:18 -07:00
Sam Lantinga
edaa0ef53f Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes" 2017-08-28 00:54:02 -07:00
Sam Lantinga
3c7f9d692a Fixed redefinition of typedef warnings and errors on BSD 2017-08-28 00:51:14 -07:00
Sam Lantinga
50efbda736 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h 2017-08-28 00:43:14 -07:00
Sam Lantinga
0d011ec66d Renaming of guard header names to quiet -Wreserved-id-macro 2017-08-28 00:22:23 -07:00
Sam Lantinga
ce2b16445e Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration 2017-08-28 00:11:38 -07:00
Sam Lantinga
5cd1a95910 Fixed Android build with Vulkan support 2017-08-27 23:53:09 -07:00
Sam Lantinga
0cebef607b Fixed code style for new Vulkan API functions 2017-08-27 23:39:55 -07:00
Sam Lantinga
ea91908e95 Fixed Android ABI check to match vulkan/vk_platform.h 2017-08-27 23:39:38 -07:00
Sam Lantinga
34bdee53c6 Make the androidbuildlibs.sh script executable 2017-08-27 23:31:31 -07:00
Sam Lantinga
37ce9f2773 Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
2017-08-27 23:13:15 -07:00
Sam Lantinga
9da4717d12 Fixed Windows warning 2017-08-27 22:36:03 -07:00
Sam Lantinga
82ffabc86a Fixed Android build 2017-08-27 22:34:15 -07:00
Sam Lantinga
24a0d3bc6d Don't define Vulkan types if vulkan.h has already been included 2017-08-27 22:27:45 -07:00
Sam Lantinga
1f2e151b44 Added Vulkan support to the Visual Studio 2010 solution 2017-08-27 22:20:17 -07:00
Sam Lantinga
213356cd6f Don't need the Vulkan SDK for the Visual Studio 2008 project anymore 2017-08-27 21:55:31 -07:00
Sam Lantinga
ded5b3a4b4 Fixed crash at shutdown if the window couldn't be created 2017-08-27 21:05:18 -07:00
Sam Lantinga
071e101837 We use the SDL Vulkan headers 2017-08-27 20:41:48 -07:00
Sam Lantinga
eb5392ad61 Added the new Vulkan API functions to exported functions 2017-08-27 20:41:29 -07:00
Ryan C. Gordon
c722e58d1f vulkan: Include a copy of vulkan.h and vk_platform.h.
Now we can provide Vulkan support in the build even if the build box doesn't
have a Vulkan SDK, since we dynamically link to the library anyhow.
2017-08-27 23:25:12 -04:00
Sam Lantinga
803fd6d526 Use SDL_Vulkan_GetDrawableSize() instead of SDL_GL_GetDrawableSize() 2017-08-27 19:32:08 -07:00
Ryan C. Gordon
25e3a1ec90 vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
2017-08-27 22:15:57 -04:00
Sam Lantinga
8e7998e19d Fixed bug 3710 - SDL_OpenAudio(desired, obtained) doesn't update desired's size when obtained is NULL
David Ludwig

I've created a new set of patches.  I am happy to create more, if it would help.

One version only copies 'size'.

A second version copies both 'size' and 'silence'.  When looking over the documentation for SDL_OpenAudio in SDL_audio.h, it mentioned that both 'size' and 'silence' were things that SDL_OpenAudio would calculate.

Regarding *both* patches, I did notice that SDL 1.2 appears to have always modified desired's size and silence fields.  The SDL wiki, at https://wiki.libsdl.org/SDL_OpenAudio#Remarks , does note:
2017-08-27 19:10:30 -07:00
Sam Lantinga
003d491f86 Fixed bug 3724 - Allow Angle Static Link
Carlos

We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.

Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here

https://github.com/native-toolkit/sdl/pull/10/files

The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10

We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).

Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
2017-08-27 19:05:57 -07:00
Sam Lantinga
aad997fc9f Fixed bug 3740 - atexit() in test/testime.c 2017-08-27 19:00:03 -07:00
Sam Lantinga
b7c5d15152 SDL_dynapi.c: add missing SDLCALL to macros. 2017-08-27 18:53:30 -07:00
Sam Lantinga
a38f127e88 Swapped conditional arguments for standard SDL readability 2017-08-27 18:52:43 -07:00
Sam Lantinga
30fe9a6799 SDL_dynapi.h: revert commit ee88fe3e353e in order to enable dynapi
[ optional ]
2017-08-27 18:49:36 -07:00
Sam Lantinga
50d3fe21aa SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2 2017-08-27 18:49:11 -07:00
Sam Lantinga
bf1268287d SDL_thread.h: fix os/2 defines (rev 11340:2688d85b817c was a missing patch) 2017-08-27 18:48:51 -07:00
Sam Lantinga
fe21a74763 Fixed bug 2266 - please add notifications for clipboard updates on Android
Sylvain

Hi! here's a patch for that with two class loaded regarding API level.
Test both case : before API 11 and after.

I also remove now unused GetSystemServiceFromUIThread() and minor clean-up (haptic warning prototype).
2017-08-27 18:43:52 -07:00
Sam Lantinga
6885bc88bf Fixed bug 2265 - Voice to text feature on Android repeats some text via SDL_TEXTINPUT
Sylvain

Small patch for this issue. I tested it and it seems to work.

- it can send several backspaces (instead of only 1).
- it calls directly "sendKeyEvent()" instead of "super.sendKeyEvent()".
  otherwise, it would go through the android internals, calling again "onKey()".
  and then the "backspace" would arrive after the next "commitText()".
2017-08-27 18:36:54 -07:00
Sam Lantinga
5ca0152218 Fixed bug 3774 - Cmake build fails for Android
sfalexrog

Android haptic code was not added to CMakeLists.txt, leading to build failures when targeting Android platform.

Attached patch adds Android haptic driver to source sets and adds configuration parameter to SDL_config.h.cmake.
2017-08-26 21:17:12 -07:00
Patrice Mandin
bbd9acdddb Add support for GameSir G4s 2017-08-26 21:20:20 +02:00
Ryan C. Gordon
73f866cf0a windows: Attempt to make Visual Studio not hardcode a call to memset(). 2017-08-25 15:16:39 -04:00
Ryan C. Gordon
e58c7920bf x11: Patched to compile with DEBUG_XEVENTS defined. 2017-08-25 12:51:42 -04:00
Ryan C. Gordon
8c39d1d0b5 OS/2: fixed inverted logic bug (thanks, Ozkan!). 2017-08-25 12:27:18 -04:00
Ryan C. Gordon
2213077a95 OS/2: proper fix for dynapi (thanks, Ozkan!). 2017-08-25 11:31:12 -04:00
Ethan Lee
685890a229 Fix KHR_no_error support 2017-08-24 22:57:42 -04:00
Ryan C. Gordon
d8fc70ea1e opengl: add support for GL_KHR_no_error.
This is completely untested!

Fixes Bugzilla #3721.
2017-08-24 21:30:53 -04:00
Ryan C. Gordon
a3890ff6d7 dynapi: fill in OS/2 loading code (thanks, Ozkan!).
Partially fixes Bugzilla #3765.
2017-08-22 15:50:39 -04:00
Brandon Schaefer
17453d495a x11: Move screen_w/h inside the only ifdef they are referenced in to avoid compiler warnings 2017-08-21 23:44:46 -07:00
Brandon Schaefer
a6dc4ed568 kmsdrm: Remove moved file 2017-08-21 17:22:00 -07:00
Brandon Schaefer
1171718473 kmsdrm: Cleanup unused headers, rename SDL_kmsdrmevents_c.h -> SDL_kmsdrmevents.h 2017-08-21 17:20:50 -07:00
Sam Lantinga
fcf83e7908 Fixed bug 3768 - provide a quick copysign() solution for watcom
Ozkan Sezer

The following patch provides a quick copysign solution for Watcom/x86
2017-08-21 16:30:24 -07:00
Sam Lantinga
9b3ec6a570 SDL_thread.h: add missing os/2 defines.
(essentially replicates the windows case || SDL1.2 case.)
2017-08-21 13:01:22 -07:00
Sam Lantinga
f6ad070b82 SDL_dynapi.h: disable dynapi for os/2. 2017-08-21 13:00:58 -07:00
Sam Lantinga
b821ded96c SDL_cpuinfo.c: add os/2 support to SDL_GetCPUCount() and SDL_GetSystemRAM(). 2017-08-21 13:00:40 -07:00
Sam Lantinga
f807655b7d Fixed bug 3761 - Windows non-MinGW cmake build defines HAVE_WCSLCPY and HAVE_WCSLCAT
Tom Seddon

0f0ad62237 (git head at the time of writing); Visual Studio 2015, toolset v140, Platform 10.0.14393.0, building for x64

Windows non-MinGW cmake build sets defines implying wcslcpy and wcslcat are available, but Windows doesn't have these functions.

Ryan C. Gordon

That's weird, these are the exact two functions that Emscripten incorrectly believed it had until we upgraded the buildbot's emsdk install.

Not sure what's up with this, but it's possibly not a MingW-specific thing!
2017-08-21 11:25:04 -07:00
Sam Lantinga
834ab350e5 Fixed bug 3644 - Wayland touch event support
Moritz Bitsch

Attached is a small patch which enables multitouch events on Wayland.
2017-08-21 11:19:38 -07:00
Sam Lantinga
a78c20ae19 configury: check mmdeviceapi.h and audioclient.h before enabling wasapi. 2017-08-21 11:17:38 -07:00
Ryan C. Gordon
f5a38f234b x11: specify event mask for buttons when grabbing pointer (thanks, Stas!).
This fixes a strange corner case (notes appended below), and should be
safe to do anyhow.

Fixes Bugzilla #3674.

"I did more tests.
It appears the bug only happens if there is
another window on the screen that has "always
on top" property. For me it is xawtv - it is
always opened in a screen corner. Closing
xawtv or removing "always on top" property
from it makes the problem to go away.
Plus, it doesn't appear like the buttons are
not delivered at all. It appears that instead
the button presses are delivered on some mouse
positions, but not delivered when you move the
mouse to other part of the window... So this is
really weird and is likely somewhere deep in the
Xorg.
Maybe somehow it happens that the cursor is
actually above the xawtv window, but, because
my app uses grab, it is not visible there, and
in that case the events are not delivered to
my app?
But with my patch the button events are
always delivered flawlessly, it seems.

Hmm, and that indeed seems to explain my problem:
if the mask is set properly and my app uses
grab, then, even if the mouse is above some
other window, the events would still be delivered
to the grabbing app, which is what actually wanted
because my app uses relative mouse mode, so it
doesn't know the pointer can cross some other window
(my app draws the pointer itself).
So my current theory is that my patch only enforces
the mouse grab, which otherwise can be tricked by
some other window preventing the button events
delivery (but motion events are still delivered
via xinput2, which makes it all look very obscure)."
2017-08-21 00:42:06 -04:00
Ryan C. Gordon
5574b43376 x11: Pass generic XEvents by pointer instead of copying to stack for XInput2. 2017-07-31 12:22:18 -04:00
Ryan C. Gordon
01e0d8fc85 opengl: Add support for [GLX|WGL]_ARB_create_context_robustness.
This patch was originally written by Marc Di Luzio for glX and enhanced by
Maximilian Malek for WGL, etc. Thanks to both of you!

Fixes Bugzilla #3643.
Fixes Bugzilla #3735.
2017-08-19 15:02:03 -04:00
Sam Lantinga
18a6538507 add missing os/2 apientry defs to SDL_opengl.h 2017-08-19 11:15:58 -07:00
Sam Lantinga
30d554e3d6 Fixed building SDL applications with Visual Studio and the clang toolset
Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
2017-08-19 03:07:44 -07:00
Sam Lantinga
12d33b33ca Fixed building with Visual Studio 2017 and the Windows XP toolset if _USING_V110_SDK71_ accidentally gets undefined 2017-08-19 02:23:50 -07:00
Sam Lantinga
148ac5b3cf Added Matt Styles' tutorial on building SDL for Android with Visual Studio 2017-08-19 00:27:11 -07:00
Alex Szpakowski
3d0f521be5 iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505. 2017-08-18 23:23:30 -03:00
Sam Lantinga
2dc5d32fab Updated version to 2.0.6 2017-08-18 18:16:37 -07:00
Sam Lantinga
bcf0e07107 Added WASAPI audio target to autoconf build process 2017-08-18 17:29:44 -07:00
Ryan C. Gordon
5c4a45f1cc cmake: some iOS fixes (don't link to Cocoa or Carbon frameworks).
Fixes Bugzilla #3625.
2017-08-18 20:25:14 -04:00
Ryan C. Gordon
f4011bf081 cmake: added a FIXME for later.
Have to figure out what cmake version fixed this and bump the minimum to that.
2017-08-18 20:00:29 -04:00
Ryan C. Gordon
8816bb08f9 configure: Apple platforms don't need to build with -fpascal-strings anymore. 2017-08-18 19:53:40 -04:00
Ryan C. Gordon
677b2e5713 configure: mac and iOS should compile core/unix/*.c
macOS currently needs this if you build with X11 support. iOS doesn't
(currently), but it doesn't hurt to compile it in case we do something
Unixy on that platform later on.
2017-08-18 19:52:58 -04:00
Ryan C. Gordon
f75caa2ff6 cmake: Fix building for macOS with Xcode generator (thanks, dungaipara!).
Fixes Bugzilla #3625.
2017-08-18 18:52:25 -04:00
Ryan C. Gordon
e3e6b4fd35 audio: better docs on conversion APIs, error if not init'd (thanks, Simon!).
Fixes Bugzilla #3662.
2017-08-18 16:52:19 -04:00
Ozkan Sezer
500378eb52 Add atomics for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
2017-08-18 16:35:55 -04:00
Ozkan Sezer
c68d3ab785 Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__)
Partially fixes Bugzilla #3758.
2017-08-17 21:35:46 -04:00
Ozkan Sezer
bdb7bfd79b SDL_assert.h: add inline asm (int $3) as SDL_TriggerBreakpoint for Watcom/x86
(also disable SIGTRAP case to !watcom, because watcom doesn't have SIGTRAP.)

Partially fixes Bugzilla #3758.
2017-08-17 21:32:42 -04:00
Ozkan Sezer
fbda68ea7b SDL_endian.h: add SDL_Swap16 and SDL_Swap32 for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
2017-08-17 21:32:00 -04:00
Ozkan Sezer
eccbe366bc SDL_bits.h: add __builtin_clz equivalent for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
2017-08-17 21:30:29 -04:00
Ryan C. Gordon
7a9b9e05e0 SDL_mouse.c doesn't need default_cursor.h. 2017-08-17 20:47:16 -04:00
Ryan C. Gordon
47beda9767 cmake: add core/unix sources to the build.
Fixes Bugzilla #3757.
2017-08-17 15:44:47 -04:00
Ryan C. Gordon
00905c98be filesystem: Patched to compile on QNX. 2017-08-17 03:22:44 -04:00
Ryan C. Gordon
e50d3cdf8e filesystem: QNX should use SDL_LoadFile() instead of rolling it from scratch. 2017-08-17 02:58:46 -04:00
Ryan C. Gordon
c13c45c7be qnx: Implemented SDL_GetBasePath(). 2017-08-17 01:25:48 -04:00
Ryan C. Gordon
adecda5080 cpuinfo: Add SDL_HasNEON() support for ARM-based QNX. 2017-08-16 21:31:03 -04:00
Alex Szpakowski
efc43a1d88 More cleanup of the iOS keyboard demo. 2017-08-15 23:00:54 -03:00
Alex Szpakowski
a0a09f646c Improve iOS keyboard demo code a bit. 2017-08-15 22:53:57 -03:00
Alex Szpakowski
2e4248ed44 Address a compiler warning. 2017-08-15 18:29:47 -03:00
Ryan C. Gordon
c7b4f2b92e rwops: Fixed 64-bit file i/o on QNX. 2017-08-15 16:30:26 -04:00
Sam Lantinga
e83764a5e0 Fixed bug 2137 - SDL Message Boxes don't cope with fixed width fonts (in windows at least)
Pegasus Epsilon

With the system dialog font set to Arial or Tahoma or another variable-width font, everything works just as expected. When using a fixed-width font, like Courier or DejaVu Sans Mono, the text gets cut off. Example screenshots attached.
2017-08-14 23:45:06 -07:00
Sam Lantinga
fb14cb7425 Fixed bug 2263 - Event timestamp members are undocumented
Charles Huber

The event timestamp members should be documented to indicate their meaning and units.

Currently the timestamps are populated using SDL_GetTicks() in SDL_PushEvent() in SDL_events.c.
2017-08-14 21:40:40 -07:00
Sam Lantinga
1d0584d558 Hopefully fixed Wayland build 2017-08-14 21:35:16 -07:00
Sam Lantinga
a4cfa93670 Fixed bug 2293 - Precise scrolling events
Martijn Courteaux

I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.

The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.

I believe this is pretty solid way of doing it, although I'm not the expert here.

There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
2017-08-14 21:28:04 -07:00
Sam Lantinga
72b195d27c Fixed Android build warning 2017-08-14 20:45:14 -07:00
Sam Lantinga
04e76499ea Fixed build warning 2017-08-14 20:37:07 -07:00
Sam Lantinga
e086a1c183 Added missing files from the previous commit 2017-08-14 20:25:53 -07:00
Sam Lantinga
fb835f9e3b Fixed bug 2330 - Debian bug report: SDL2 X11 driver buffer overflow with large X11 file descriptor
manuel.montezelo

Original bug report (note that it was against 2.0.0, it might have been fixed in between):  http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=733015

--------------------------------------------------------
Package: libsdl2-2.0-0
Version: 2.0.0+dfsg1-3
Severity: normal
Tags: patch

I have occasional crashes here caused by the X11 backend of SDL2. It seems to
be caused by the X11_Pending function trying to add a high number (> 1024)
file descriptor to a fd_set before doing a select on it to avoid busy waiting
on X11 events. This causes a buffer overflow because the file descriptor is
larger (or equal) than the limit FD_SETSIZE.

Attached is a possible workaround patch.

Please also keep in mind that fd_set are also used in following files which
may have similar problems.

src/audio/bsd/SDL_bsdaudio.c
src/audio/paudio/SDL_paudio.c
src/audio/qsa/SDL_qsa_audio.c
src/audio/sun/SDL_sunaudio.c
src/joystick/linux/SDL_sysjoystick.c


--------------------------------------------------------

On Tuesday 24 December 2013 00:43:13 Sven Eckelmann wrote:
> I have occasional crashes here caused by the X11 backend of SDL2. It seems
> to be caused by the X11_Pending function trying to add a high number (>
> 1024) file descriptor to a fd_set before doing a select on it to avoid busy
> waiting on X11 events. This causes a buffer overflow because the file
> descriptor is larger (or equal) than the limit FD_SETSIZE.


I personally experienced this problem while hacking on the python bindings
package for SDL2 [1] (while doing make runtest). But it easier to reproduce in
a smaller, synthetic testcase.
2017-08-14 20:22:19 -07:00
Sam Lantinga
9451cd81ae Fixed compiler warnings 2017-08-14 20:07:30 -07:00
Sam Lantinga
aebe17d34f Fixed bug 2344 - CHECK_WINDOW_MAGIC should include __FILE__ and __LINE__
Martin Gerhardy

just for easier debugging issues in the own code...

SDL_CreateRenderer should maybe also use this macro

Ryan C. Gordon

I'll go one better: it should have an SDL_assert().
2017-08-14 16:34:54 -07:00
Sam Lantinga
96e15fa7f6 Fixed Windows build due to an implicit memcpy generated by the optimizer 2017-08-14 16:09:44 -07:00
Sam Lantinga
e9d4e31044 Fixed bug 3753 - Android : load methodID during initialization
Sylvain

Small patch to load some java methodID at start-up (and avoid a potential crash at run-time).
2017-08-14 14:14:45 -07:00
Sam Lantinga
1da2c1bb36 Fixed bug 2360 - Wrong -rpath setting includes DESTDIR rather that only the libdir
Marcus von Appen

The LT_LDFLAGS in Makefile.in contain the $(DESTDIR) in -rpath, which instructs libtool to take a wrong path into account for linking.

The issue arises, if DESTDIR is passed at build time and installation time.
-rpath only should use $(libdir) for both SDL 1.2 and SDL 2.x.
2017-08-14 14:10:48 -07:00
Sam Lantinga
64dd829b0a Fixed bug 2418 - Structure SDL_gestureTouch leaking
Leonardo

Structure SDL_gestureTouch gets reallocated for every new added gesture but its never freed.

Proposed patch add the function SDL_GestureQuit() that takes care of doing that and gets called when TouchQuit is called.

Gabriel Jacobo

Thanks for the patch. I think it needs a bit of extra work though, looking at the code in SDL_gesture.c , I see that SDL_numGestureTouches only goes up, I think the right fix here involves adding SDL_GestureDelTouch (hooked into SDL_DelTouch) as well as SDL_GestureQuit (as you posted in your patch).
2017-08-14 13:48:13 -07:00
Sam Lantinga
f142a7961e Fixed bug 2441 - SDL_DuplicateSurface
Rainer Deyke

I've written a small patch that adds a small SDL_DuplicateSurface function to SDL.  I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
2017-08-14 13:37:14 -07:00
Sam Lantinga
362d549690 Fixed bug 2500 - X11: SDL tries (and fails) to hide foreign windows
Alvin

I'm interested in this bug as well. I have experienced it when trying to embed an SDL_Window into a FLTK application. To do this, I create a FLTK window (window inside a window - think video player) and then use SDL_CreateWindowFrom() on the inner most window's Xlib Window*. After which, I create a renderer.

In my situation I am using the FLTK GUI toolkit.

What I have experienced is that the SDL_CreateRender() will recreate the window in order to properly setup OpenGL capability. As part of this process, the window is hidden and a call is executed that waits indefinitely for an acknowledgement that the window was indeed unmapped. This is where my program hangs.

Please correct me if I am wrong, but should SDL2 not make Xlib calls that effect the Xlib Window in this situation (e.g. When SDL_CreateWindowFrom() is used)? The toolkit being used typically assumes responsibility and, I presume, tracks all Xlib Windows it creates.

On line src/video/SDL_video.c:1372 the comment associated with setting SDL_WINDOW_FOREIGN reads:

  /* Can't destroy and re-create foreign windows, hrm */

Since I do not know the reason for hiding the window in the first place, the attached patch simply does not wait for a response when X11_XWithdrawWindow() and X11_XMapRaised() are issued by X11_HideWindow() and X11_ShowWindow(), respectively. I presume that the GUI toolkit (GTK, FLTK, etc.) has or will consume the acknowledging event as it is managing the Xlib Window (or it thinks it is).

I have tested the patch against hg 5c645d037de2 and I have successfully tested:
* Embedding the SDL_Window inside a FLTK application.
* Calling SDL_SetWindowSize() when FLTK resizes the window (e.g. dragging cursor on the edge of the window).
* Filling the renderer's default target blue and drawing a red fill square at the centre (exciting, I know!)
* Calling SDL_Quit() when the application terminates

I do not receive any Xlib erorr messages (BadWindow, etc.) in any of those situations.
2017-08-14 10:28:47 -07:00
Sam Lantinga
c350d91a6a Fixed bug 3752 - minor os2 defines
Ozkan Sezer

Attached three patches, so these minor os/2 bits get registered mainstream:

1. SDL_syswm.h: add SDL_SYSWM_OS2 to SDL_SYSWM_TYPE enum
2. SDL_platform.h: recognize __EMX__ too as __OS2__
3. begin_code.h: set SDLCALL as _System for OS/2.
2017-08-14 10:15:38 -07:00
Sam Lantinga
2bf7bf2cbf Fixed compiler warning with enum 2017-08-14 10:14:07 -07:00
Sam Lantinga
36ba92485c Fixed setting the texture blend mode in the OpenGL ES2 renderer 2017-08-14 10:04:59 -07:00
Sam Lantinga
de91b1248f Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
2017-08-14 06:28:21 -07:00
Sam Lantinga
d03409e118 Fixed bug 3191 - haptic system on android?
Sylvain

- add vibrator service in the list of haptic devices. I use an hard-coded device_id for it ...
2017-08-14 06:18:08 -07:00
Sam Lantinga
c59d9923b3 Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_ADD);

This fixes bug 2828 - Subtractive Blending

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT,
	                                       SDL_BLENDFACTOR_ZERO,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDOPERATION_SUBTRACT);


This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode

	blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD,
	                                       SDL_BLENDFACTOR_ONE,
	                                       SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
	                                       SDL_BLENDOPERATION_ADD);
2017-08-14 05:51:44 -07:00
Sam Lantinga
f8e1874d01 Fixed bug 2646 - Problems with software renderer when SDL_SetRenderLogicalSize set
Fixed setting the software renderer clip rectangle when a viewport is set
2017-08-13 22:50:23 -07:00
Sam Lantinga
f8de064c0a Added wchar.h to fix build on some platforms with new wcs* functions 2017-08-13 22:26:44 -07:00
Sam Lantinga
7af3786def Fixed bug 2755 - SDL2 fails to build on Solaris 10 u3
UX-admin

I am compiling with the Sun Studio 12 u2 compiler. There are multiple issues with the build, but this particular issue appears to be that it is illegal to declare a union of a struct of floats and a float. While GCC 4.8.1 does not flag this as an error, Sun Studio is much more standards compliant and strict, halting further compilation with an error.
2017-08-13 21:55:42 -07:00
Sam Lantinga
72ab258812 Fixed bug 2764 - Timer is not rescheduled with the returned interval
afwlehmann

Sorry for re-opening, but it turns out that the current interval is indeed not updated. I've just checked the source code of the 2.0.3 release again:

   163	    if (current->canceled) {
   164	        interval = 0;
   165	    } else {
   166	        interval = current->callback(current->interval, current->param);
   167	    }
   168
   169	    if (interval > 0) {
   170	        /* Reschedule this timer */
   171	        current->interval = interval; // <-- this line is missing
   172	        current->scheduled = tick + interval;
   173	        SDL_AddTimerInternal(data, current);
   174	    } else {

According to the documentation: "The callback function is passed the current timer interval and the user supplied parameter from the SDL_AddTimer() call and returns the next timer interval. If the returned value from the callback is 0, the timer is canceled."

If I understand the text correctly, then the current interval should in fact be updated according to the returned value. Otherwise there would be a discrepancy between the next time for which the timer is actually re-scheduled and the value that's passed to the callback once the timer fires again.

This could be fixed by adding line #171.
2017-08-13 21:48:40 -07:00
Sam Lantinga
0112f61889 Fixed bug 3743 - make testautomation_sdltest.c to compile
Ozkan Sezer

The attached patch makes testautomation_sdltest.c more compatible wrt
LLONG_{MIN|MAX} macros and makes it to compile on older systems  (e.g.
glibc-2.8) too, by replacing LLONG_{MIN|MAX} with INT64_{MIN|MAX}.

c.f.: bug #3494, where the same issue was described for SDL_test_fuzzer.c
2017-08-13 21:18:59 -07:00
Sam Lantinga
eb06aba8ae Fixed bug 3742 - minor warning fixes 2017-08-13 21:16:58 -07:00
Sam Lantinga
2da830a909 Fixed bug 3741 - more compatible initializers for arrays
Ozkan Sezer

An array defined like  int xPositions[] = {-1, 0, 1, w-1, w, w+1 };
errors with Open Watcom: it strictly wants constants.  Small patch
like below makes things more compatible.
2017-08-13 21:15:44 -07:00
Sam Lantinga
93a520b385 Fixed bug 3605 - Software renderer no longer renders after Android screen orientation change
Sylvain

This still happens with the current trunk version.  (software renderer of testdrawchessboard.c)

When there is a rotation, the window size changed and the internal surface is marked as "surface_valid == SDL_FALSE".
And all further call fails.

SDL_video.c :

2478 void
2479 SDL_OnWindowResized(SDL_Window * window)
2480 {
2481     window->surface_valid = SDL_FALSE;
2482     SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SIZE_CHANGED, window->w, window->h);
2483 }

some error set to :
2233         return SDL_SetError("Window surface is invalid, please call SDL_GetWindowSurface() to get a new surface");


So, this seems to be the behavior of the API ...


In the loop() function of testdrawchessboard.c, we can recreate the surface/renderer :

 65        if (e.type == SDL_WINDOWEVENT)
 66        {
 67             if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
 68             {
 69                surface = SDL_GetWindowSurface(window);
 70                renderer = SDL_CreateSoftwareRenderer(surface);
 71             }
 72             /* Clear the rendering surface with the specified color */
 73             SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
 74             SDL_RenderClear(renderer);
 75        }

And it displays correctly.
2017-08-13 21:12:14 -07:00
Sam Lantinga
3cae0c38d2 Fixed bug 3746 - remove SDLCALL attribute from SDL_BlitFunc() funcptr
Ozkan Sezer

The attached patch removes SDLCALL attribute from SDL_BlitFunc() funcptr.

As far as I can see, *SDL_BlitFunc() is completely internal to SDL with
no specific calling convention requirements.  The actual functions assigned
to SDL_BlitFunc seem to not have any calling conventions specified. So,
easy solution is simply removing the strict calling convention from the
type.
2017-08-13 21:09:00 -07:00
Sam Lantinga
ca5c304814 Fixed bug 3744 - missing SDLCALL in several functions
Ozkan Sezer

The attached patch adds missing SDLCALL to several functions, so that
they properly match the headers as intended.
2017-08-13 21:06:52 -07:00
Sam Lantinga
e54eede265 Provide the correct state of the on-screen keyboard to the API (patch from Sylvain) 2017-08-13 21:05:15 -07:00
Sam Lantinga
6ee661398d Fixed bug 3235 - Make the Android window creation similar to iOS' window creation
Sylvain

Here's a patch.
It tries to get the hint first. Resizable will allow any orientation. Otherwise it uses width/height window.

setOrientation method is splitted in static and non-static, so that it can be overloaded in a user subclass.

Some artefact observed :
surfaceChanged() can be called twice at the beginning. When the phone starts in portrait and run a landscape application.
2017-08-13 20:55:59 -07:00
Sam Lantinga
6ef1a25d18 Fixed bug 3751 - DirectFB linux_input disabled by default
Clayton Craft

linux_input module is disabled by default, despite the comments in source code that it is otherwise:

src/video/directfb/SDL_DirectFB_video.c:
    devdata->use_linux_input = readBoolEnv(DFBENV_USE_LINUX_INPUT, 0);       /* default: on */

src/video/directfb/SDL_DirectFB_video.h:
    #define DFBENV_USE_LINUX_INPUT      "SDL_DIRECTFB_LINUX_INPUT"      /* Default: on  */

When using the directfb driver, the linux_input module is suppressed unless the SDL app is started with "SDL_DIRECTFB_LINUX_INPUT=1" set in the environment. I recall seeing at one point that the directfb folks recommended using linux_input over the other input drivers, but I am having trouble locating this recommendation. In any case, I believe that this should really be defaulted to 'on' since it's vastly superior to the other dfb input drivers!
2017-08-13 20:51:08 -07:00
Sam Lantinga
ddeaa6016c Fixed bug 3299 - DirectInput: Incorrect joystick mapping when attaching new joysticks
Jimb Esser

Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...).  XInput does not seem to have the problem below, only DirectInput.

I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3.  Direct Input shows them as having GUIDs G1, G2, G3.  I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2!  Not so "unique"...  I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3.  Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened!  So I end up with two instances of J3 opened, and none of J1.  "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this.  This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)).

The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks.  GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed.  This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened).  If your app only ever opens one joystick, this will do more work at startup than it did previously.
2017-08-13 20:42:41 -07:00
Sam Lantinga
ea9bc659f5 Added check for XBOX in addition to Xbox and X-Box 2017-08-13 20:39:00 -07:00
Sam Lantinga
78865effb5 Fixed compiler warning 2017-08-13 20:38:06 -07:00
Sam Lantinga
f1829d956f Added SDL_wcscmp() 2017-08-13 20:37:49 -07:00
Sam Lantinga
af9ec8f6b5 Fixed copy-paste error, thanks Alen! 2017-08-13 20:13:11 -07:00
Sam Lantinga
df2d299447 Fixed bug 2812 - Make libSDL2main.a usable on Android via a dummy symbol
Jonas Kulla

This eliminates the need to manually compile in SDL_main_android.c.
Instead, add "-lSDL2main -Wl,-u,SDL_main_dummy" when linking.

I don't know how the nkd-build process works, but unless it was
for some reason linking libSDL2main.a it should be unaffected.
2017-08-13 18:12:06 -07:00
Sam Lantinga
e977225937 Fixed bug 2839 - No way to create pre-built libraries for Android
Mark Callow

README-android says to copy or link the SDL source tree to the jni folder in your Android project. It is not desirable to have to compile SDL with every application; furthermore the Android NDK has support for prebuilt libraries.

Attached is script (to be put in build-scripts) that builds the Android version of the libraries. The script builds both the existing SDL2 module and a new SDL2_main module. This is a static library containing the code from src/main/android/SDL_android_main.c. Also attached is a patch for Android.mk adding this module.

Note that when building an application's native .so using this prebuilt libSDL2main, you must use a link option, such as --whole-archive, that forces inclusion of the code in the .so because the functions in SDL_android_main are called only from Java.
2017-08-13 17:59:59 -07:00
Sam Lantinga
c87e1d525c Fixed bug 2841 - Hint to set resource id for window icon
Alexey

Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
2017-08-13 14:15:52 -07:00
Ryan C. Gordon
18cceb5ce0 x11: Patched to compile. 2017-08-13 01:00:01 -04:00
Ryan C. Gordon
0a1b905b6c x11: Fix message box titles with Unicode chars on some window managers.
Fixes Bugzilla #2971.
2017-08-13 00:58:23 -04:00
Sam Lantinga
bfd5a13473 Fixed bug 2931 - Large relative mouse motion jumps when using touch input 2017-08-12 20:25:49 -07:00
Sam Lantinga
b2e2bcc203 Added test debug logs for additional event types 2017-08-12 20:21:34 -07:00
Alex Szpakowski
9be597a0d6 iOS: Fix app orientation when creating a landscape fullscreen window with the device currently in portrait orientation. 2017-08-12 22:16:04 -03:00
Sam Lantinga
059d9e4627 Fixed bug 2950 - wrong axes values are set on joystick initialization
Edward Rudd

Device: Logitech Rumble Gamepad F510 in Xinput mode.

Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.

This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.

Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.

Here is my current workaround in the game I'm working on porting..

SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
2017-08-12 17:41:59 -07:00
Sam Lantinga
7bab2913c2 Fixed Windows build 2017-08-12 17:01:14 -07:00
Sam Lantinga
05facb3d4e Fixed bug 2979 - SDL_ConvertSurface does not convert color keys consistently
Edmund Horner

When a 16-bit "565 format" surface has a colour key set, it will blit with correct transparency.  If, however, it has its colour key set then is converted to a 32-bit ARGB format surface, the colour key in the converted image will not necessarily be the same pixel value as the transparent pixels.  It may not blit correctly, because the colour key does not match the right pixels.

In my case, with an image using 0xB54A for transparency, the colour key was converted to 180,170,82; but the corresponding pixels (with the same original value) were converted to 180,169,82.  Blitting the converted image did not use transparency where expected.

I have attached a test case.  The bug has been replicated on both x86_64 Linux (SDL 2.0.2), and 32-bit MS C++ 2010 on Windows (SDL 2.0.0).
2017-08-12 16:59:00 -07:00
Sam Lantinga
d226594fcc Workaround for bug 3049 - SDL_Init(SDL_INIT_VIDEO) - XDM authorization key matches an existing client!
malferit

Hello, I began a little program with SDL2 on Linux in C, and when I call SDL_Init(SDL_INIT_VIDEO) I get an error and this is printed in the console:

XDM authorization key matches an existing client!

I searched through Internet, and found that some people suggest to run 'xhost +' or to specify this in /etc/X11/xdm/xdm-config:

DisplayManager*authName:        MIT-MAGIC-COOKIE-1

I don't think an end user needs to know that...

But what bothered me is that first I started this little program in Pascal using the Freepascal compiler and it works. In freepascal you only use some thin header bindings in Pascal and then it links with the dynamic SDL library, so I don't understood why it worked with Freepascal and not in C.

I run ldd to the two generated applications:

Application in C:

	linux-gate.so.1 (0xffffe000)
	libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb76ac000)
	libpthread.so.0 => /lib/libpthread.so.0 (0xb766e000)
	libc.so.6 => /lib/libc.so.6 (0xb74e2000)
	libm.so.6 => /lib/libm.so.6 (0xb74a0000)
	libdl.so.2 => /lib/libdl.so.2 (0xb749a000)
	librt.so.1 => /lib/librt.so.1 (0xb7491000)
	/lib/ld-linux.so.2 (0xb77b3000)

Application compiled with Freepascal:

	linux-gate.so.1 (0xffffe000)
	libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb762a000)
	libX11.so.6 => /usr/lib/libX11.so.6 (0xb74f3000)
	libc.so.6 => /lib/libc.so.6 (0xb7367000)
	libm.so.6 => /lib/libm.so.6 (0xb7325000)
	libdl.so.2 => /lib/libdl.so.2 (0xb731f000)
	libpthread.so.0 => /lib/libpthread.so.0 (0xb7305000)
	librt.so.1 => /lib/librt.so.1 (0xb72fc000)
	libxcb.so.1 => /usr/lib/libxcb.so.1 (0xb72dc000)
	libXau.so.6 => /usr/lib/libXau.so.6 (0xb72d9000)
	libXdmcp.so.6 => /usr/lib/libXdmcp.so.6 (0xb72d3000)
	/lib/ld-linux.so.2 (0xb7755000)

It seems that Freepascal is linking with libX11, libxcb, libXau and libXdmcp .

Linking my C application with libxcb solved the problem (linking with libXau and/or libXdmcp without libxcb didn't work). Linking with X11 links all the other libraries and works as well.

So I fill this bug report mainly to let you know about this. I don't know if it is a problem that can be solved on the libSDL side or not, but at least I hope it will help.

Hi, some tests:

1. Disabled XDM. Login in console and running 'startx'. The program works without having to link with X11.

2. Enabled XDM. Added 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' to /etc/X11/xdm/xdm-config.The program works without having to link with X11.

3. Enabled XDM without 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' in /etc/X11/xdm/xdm-config . I get the authentication error unless I link with X11.
2017-08-12 16:48:46 -07:00
Sam Lantinga
45cec28bc4 Fixed bug 3058 - Slight mistake in GetWindowStyle in SDL_windowswindow.c
Coriiander

There's a slight mistake in the function "GetWindowStyle" found in file "SDL_windowswindow.c".

When a window is marked to be resizable, the resizable style is being added regardless of whether the window has a border or not. While for some arcane, hidden semantics this can be ok, it's still inconsistent in this case.
2017-08-12 16:44:00 -07:00
Sam Lantinga
e3f3a757f3 Fixed bug 3158 - SDL display window scrambled over VNC
Witek Jachimczyk

I'm using SDL to develop a video viewer for MATLAB.  The window is scrambled while using thightVNC with its default mode of RGB656.

SDL does not correctly recognize the pixel mode.


I found a solution for this problem.  The solution involves modifying
SDL/src/video/SDL_pixels.c

Adding the following "if statement" under case 16: of SDL_MasksToPixelFormatEnum resolves the issue:

        if (Rmask == 0x003F &&
            Gmask == 0x07C0 &&
            Bmask == 0xF800 &&
            Amask == 0x0000) {
            return SDL_PIXELFORMAT_RGB565;
        }

I hope that this helps someone.  I took me a while to figure it out.
2017-08-12 16:02:33 -07:00
Sam Lantinga
4a9c6f0a14 Fixed bug 3173 - SDL_GL_GetAttribute overwrites error code from SDL_GL_GetProcAddress
Yann Dirson

When SDL_GL_GetProcAddress returns in error, the cause of the error is overwritten
in GL_GL_GetAttribute, reporting to the user "Failed getting OpenGL glGetString entry point", whereas the original "OpenGL library not loaded" never makes it
to the user.

Pushed a fix to:
f94cb13708


Note that the "OpenGL library not loaded" error looks like no root cause either,
and I'm still puzzled by the code path used: I'm forcing opengles2 renderer on
the x11 video driver on a rpi2, as in https://bugzilla.libsdl.org/3169, and although I now know that I must force the use of the RPI video driver instead
of the x11 one, I suspect even more accurate info can be given to user.
2017-08-12 15:55:54 -07:00
Sam Lantinga
b1ed855d53 Added a note about number key keycodes always being SDLK_0...SDLK_9 even on AZERTY layouts
See bug 3188 for more discussion
2017-08-12 15:45:46 -07:00
Sam Lantinga
3b837a2659 Fixed bug 3188 - AZERTY keyboard support broken and inconsistent
Daniel Gibson

AZERTY keyboard layouts (which are the default layouts in France and Belgium) don't have the number keys (1, 2, ..., 9, 0) in the first row of keys, but ?, &, ?", ', (, -, ?_, ??), = (with small differences between the France and Belgian variants). Numbers are reached via shift.

On Linux and OSX, SDL seems to use the corresponding ISO 8859-1 codes (231 for ?232 for ?tc) as SDL_Keycode (but no SDK_* constants exists for those values!), while on Windows SDL seems to map those keys to SDLK_1, SDLK_2 etc, like you'd get on QWERTY.
I don't know how other platforms behave.

So we have two problems:
1. At least on Linux and OSX invalid/undefined SDL_Keycodes are returned
2. Different platforms behave differently (Windows vs Linux/OSX)

It's unclear what behavior is desired: Should SDL_* constants for those keys be introduced (and Windows behavior changed accordingly)?
Or should all platforms behave like Windows here and use the existing SDLK_1, ..., SDLK_0 keycodes?

This bug on the mailing list:
https://forums.libsdl.org/viewtopic.php?t=11555 (my post about Linux/Windows)
https://forums.libsdl.org/viewtopic.php?t=11573 (Tim Walters discovered the same problem on OSX about 1.5 weeks later).
2017-08-12 15:41:03 -07:00
Sam Lantinga
1a5441451c Fixed bug 3309 - SDL_ConvertSurface adds AlphaMod when input surface has ColorKey
Sylvain

Let's you have a SDL_Surface that has ColorKey, but no Alpha Modulation.
When this surface is duplicated with SDL_ConvertSurface function, the result has ColorKey and Alpha Modulation (BLEND, and Opaque 255).

I think SDL_ConvertSurface should strictly keeps the input format.


example
=======

SDL_Surface *input; // ... Set up a surface with ColorKey and no AlphaMod

SDL_Surface *output = SDL_ConvertSurface(input, input->format, input->flags);

// "output" surface has a ColorKey but *also* AlphaMod (BLEND, and Opaque 255).
2017-08-12 15:21:26 -07:00
Sam Lantinga
e4124ff56d Fixed bug 3208 - Minor improvements to the configure script
Rafal Muzylo

"if we're already using libtool, why aren't we using it ?"; they've been inspired by the fact, that at that mark, neither libSDL2_test.a nor libSDL2main.a were being built correctly (not sure if it's fully broken or just because I've tested the out-of-tree build)
2017-08-12 15:00:33 -07:00
Sam Lantinga
2862b1465d Note that texture contents are undefined when the texture is created. 2017-08-12 13:05:26 -07:00
Sam Lantinga
6f843b902d Fixed bug 3243 - SDL_SetRenderDrawColor() behaves wrong with RGBA=0
Simon Hug

The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white.

The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
2017-08-12 12:59:22 -07:00
Sam Lantinga
47c2c7d585 Cleaned up WindowsScanCodeToSDLScanCode() so VKeytoScancode() always takes precedence for the keys it handles and the rest of the logic is easier to read. 2017-08-12 12:56:28 -07:00
ouned
34769abd46 prefer virtual keycodes over scancodes for extended keys 2017-06-03 09:13:08 +02:00
Sam Lantinga
195b8bd8ee Fixed bug 3249 - keysym.mod is incorrect when mod keys are pressed for SDL_KEYDOWN events
Adam M.

The keysym.mod field does not reflect the state of the modified keys when processing key down events for the modifier keys themselves. The documentation says that it returns the current key modifiers, but they are not current for key down events involving modifier keys. I interpret "current" to mean "equal to SDL_GetModState() at the instant the event is processed/enqueued".

For example, if you depress the Shift key you get a key down event with .mod == 0. However, .mod should not be 0 because a shift key is down. If you then release the Shift key, you get a key up event with .mod == 0. Neither event reports the modifier key.

If you press Shift and then A, .mod is incorrect (== 0) when Shift is pressed, but is correct later when A is pressed (== KMOD_LSHIFT).

You might say this behavior is deliberate, i.e. keysym.mod is the value /before/ the event, not the current value as documented, but that explanation is incorrect because only key down events behave that way. Key up events correctly give the current value, not the value before the event.

Not only is it inconsistent with itself, I think it makes keyboard processing harder.

The problem is near line 740 in SDL_keyboard.c:

if (SDL_KEYDOWN == type) {
    modstate = keyboard->modstate; // SHOULD THIS BE MOVED DOWN?
    switch (keycode) {
    case SDLK_NUMLOCKCLEAR:
        keyboard->modstate ^= KMOD_NUM;
        break;
    case SDLK_CAPSLOCK:
        keyboard->modstate ^= KMOD_CAPS;
        break;
    default:
        keyboard->modstate |= modifier;
        break;
    }
} else {
    keyboard->modstate &= ~modifier;
    modstate = keyboard->modstate;
}

In the key down path, modstate (and thus keysym.mod) ends up being the modifier state /before/ the event, but in the key up path modstate ends up being the modifier state /after/ the event. Personally I think the "modstate = keyboard->modstate" line should just be moved after the entire if/else statement, so that keysym.mod always reflects the current state.
2017-08-12 12:34:09 -07:00
Sam Lantinga
c086251266 Fixed bug 3128 - Removing all the static variables from android SDLActivity and accompanying JNI calls.
owen

I removed all the static variables from SDLActivity.java

Updated all the SDL_android.c jni calls as well

I added a new function to SDL_android.c/ h
void Android_JNI_SeparateEventsHint(const char* c);

This is called by SDL_androidtouch.c so that this TU doesn't need to call any JNI functions.
2017-08-12 12:24:59 -07:00
Sam Lantinga
0a52db54bd Fixed bug 3191 - haptic system on android?
Patch provided by jintiao and Milan Nikolic, thanks!
2017-08-12 08:15:09 -07:00
Sam Lantinga
78c84e7029 Fixed part of bug 3227 - patch for multiple buttons at the same time not working
Philipp Wiesemann

There is another problem with the current implementation which maybe should be fixed first (to prevent some work). It was written as if it would get the number of a button from the Java side but actually it gets the state of all buttons. That is why it should not work if more than one button is pressed at once.
2017-08-12 08:06:16 -07:00
Sam Lantinga
b425050baf Fixed compiler warnings on Visual Studio 2013 2017-08-12 00:04:46 -07:00
Sam Lantinga
affab6ade5 More fixes for the SDL_scanf code 2017-08-12 00:01:24 -07:00
Sam Lantinga
e27dcd1c3b Fixed Android build 2017-08-11 23:54:06 -07:00
Sam Lantinga
7229397c0c Fixed bug 3258 - SDL_TryLockMutex blocks for pthreads with FAKE_RECURSIVE_MUTEX
Ian Abbott

I just spotted what I think is a bug in "src/thread/pthread/SDL_sysmutex.c" in the SDL_TryLockMutex function when FAKE_RECURSIVE_MUTEX is defined (for an implementation of Pthreads with no recursive mutex support).  It calls pthread_mutex_lock instead of pthread_mutex_trylock, so it will block until the mutex is available instead of returning SDL_MUTEX_TIMEDOUT if it cannot lock the mutex immediately.
2017-08-11 21:47:31 -07:00
Sam Lantinga
b5ea3c6d07 Fixed bug 3284 - minor correction for SDL_setenv on _WIN32__ platform
Coriiander

Here is a minor correction for a non-breaking mistake in SDL_setenv for __WIN32__ platform. See below for details.

FILE:
"SDL/src/stdlib/SDL_getenv.c"

FUNCTION: (__WIN32__ platform)
int SDL_setenv(const char *name, const char *value, int overwrite)

CODE:
    if (!overwrite) {
        char ch = 0;
        const size_t len = GetEnvironmentVariableA(name, &ch, sizeof (ch));
        if (len > 0) {
            return 0;  /* asked not to overwrite existing value. */
        }
    }


WHAT'S WRONG:
The 3th argument to GetEnvironmentVariable (being DWORD nSize) must be the number of characters, not the number of bytes. SDL currently passes "the size of 1 char", rather "1". While it is non-breaking (1=1 after all), it is incorrect. Furthermore there is no need to specify the 2nd and 3th arguments at all.

CORRECTION 1: (corrected argument_
    if (!overwrite) {
        char ch = 0;
        const size_t len = GetEnvironmentVariableA(name, &ch, 1);
        if (len > 0) {
            return 0;  /* asked not to overwrite existing value. */
        }
    }

CORRECTION 2: (stripped of unneeded code)
    if (!overwrite) {
        if (GetEnvironmentVariableA(name, NULL, 0) > 0) {
            return 0;  /* asked not to overwrite existing value. */
        }
    }
2017-08-11 21:30:06 -07:00
Sam Lantinga
75d5f34398 Forgot to add function check for fopen64 to CMake build 2017-08-11 21:17:10 -07:00
Sam Lantinga
a48c9e6df8 Fixed bug 3292 - SDL_rwops and 64-bit file I/O
Juha Niemim?

On AmigaOS 4 platform with Newlib 'C' library, there is a problem with failing fseeko64. This seemed to be caused by using fopen instead of fopen64.
2017-08-11 21:16:33 -07:00
Sam Lantinga
4c239e55f9 Fixed bug 3297 - Horizontal and Vertical flip swapped on PSP
Littlefighter19

When trying to mirror something on the PSP, I've stumbled upon the problem,
that using SDL_RenderCopyEx with SDL_FLIP_HORIZONTAL flips the image vertically, vise-versa SDL_FLIP_VERTICAL flips the image horizontally.
Proposed patch would be swapping the check in line 944 with the one in line 948 in SDL_render_psp.c
2017-08-11 20:54:06 -07:00
Sam Lantinga
79a846d486 Fixed bug 3334 - SDL_ShowMessageBox uses wrong index and accesses un-allocated memory
romain.lacroix

For the windows implementation of SDL_ShowMessageBox() : ./src/video/windows/SDL_windowsmessagebox.c:345 WIN_ShowMessageBox()

The implementation in 2.0.4 uses "button index" for parameter "id" of function AddDialogButton().

It then expects the value provided in param wParam of function MessageBoxDialogProc() to be a valid index of a button.

It uses this value to index in the array of buttons when DialogBoxIndirect() returns (line 474 : *buttonid = buttons[which].buttonid;)

However, when dismissing this box with Escape, the return value of DialogBoxIndirect will be SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT (=2) which is not always a valid index of array buttons.

When the array buttons has a length less or equal than 2, the memory access is invalid; I can see that the value written to *buttonId is uninitialized memory (random value).

The fix I propose : use value "buttonid" (field of button) for parameter "id" of AddDialogButton(), then copy return value of DialogBoxIndirect() in *buttonid. This way, we will not use an out-of-bounds index in array buttons.
2017-08-11 19:42:39 -07:00
Sam Lantinga
441d9ba2b0 Fixed bug 3341 - SDL_sscanf() problem
e_pluschauskas

Why does SDL_sscanf() always returns the number of format specifiers and doesn't implements standard C library behavior?
2017-08-11 19:36:12 -07:00
Sam Lantinga
1da252c2d8 Fixed crash in bug 3367 - RGBA_FROM_PIXEL macro can't handle SDL_PIXELFORMAT_ARGB2101010
Simon Hug

The RGBA_FROM_PIXEL macro in src/video/blit.h [1] is not designed to work with more than 8 bits per channel and the ARGB2101010 format makes it read outside of the array bounds causing access violations. This can happen during blitting with the BlitNtoNPixelAlpha and SDL_Blit_Slow functions.

When SDL_InitFormat tries to calculate the loss of the channels [2], the Uint8 will wrap around and it will end up at 254 for the 10-bit channels. Clearly way over the 9 entries of the SDL_expand_byte array. (Not that a signed integer would help.) Then the macro tries to access the lookup table with the channel value which could be up to 1023. If the previous indirection didn't cause an access violation this one will.

I guess it's not worth modifying this macro for a format that only a few will use. It will only make the other blitters slower. I don't have good ideas to solve this issue.

Attached is a test case that does three blits. A copy one that work and the two that use the functions mentioned above.

[1] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_blit.h#l303
[2] https://hg.libsdl.org/SDL/file/cd1994d4f3c6/src/video/SDL_pixels.c#l540
2017-08-11 18:56:41 -07:00
Sam Lantinga
df5898b0d3 Fixed bug 3464 - Fix for Android hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
ny00

According to the current documentation in SDL_hints.h, if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH is set to "0" (or not set at all) then mouse input should lead to touch events, along with corresponding *fake* mouse events with mouse id SDL_TOUCH_MOUSEID.

However, while moving a mouse around (actually using a trackpad identified as a mouse), I get SDL mouse motion events with differing mouse ids, as follows:
- If the mouse is moved while a mouse button is pressed, the mouse id is SDL_TOUCH_MOUSEID.
- Otherwise, the mouse id for mouse motion events is 0.

I've attached sample code for reference, which includes logs of the various mouse events (the "which" field is covered).

I believe that no actual mouse event should arrive, if the hint is unset. In particular, no mouse motion event should arrive while no mouse button is pressed.

I'm going to attach a patch which resolves this, while also disabling mouse wheel motion events.
2017-08-11 13:37:40 -07:00
Sam Lantinga
b3589ed6a6 Fixed bug 3492 - SDL_RenderCopyEx angle direction not documented
xyzdragon

Reading https://wiki.libsdl.org/SDL_RenderCopyEx there is no mention what the angle means. Normally in a mathematically environment positive angles translate to counter-clockwise rotations, but in SDL positive angles means clockwise rotation.
2017-08-11 13:24:18 -07:00
Sam Lantinga
6de66e984f Fixed bug 3324 - SDL_RenderReadPixels: Wrong rect coordinates with software renderer
Daniel

SDL_RenderReadPixels with SDL_RENDERER_SOFTWARE reads pixels from wrong coordinates.

SW_RenderReadPixels adjusts the rect coordinates according to the viewport. But since this is already done by SDL_RenderReadPixels, the final rect has x2 bigger X and Y.
2017-08-11 11:54:24 -07:00
Sam Lantinga
658975f381 Fixed bug 3639 - SDL_GetPrefPath returns a path with two consecutive slashes on Unix if org is omitted
Fabian Greffrath

we use SDL_GetPrefPath() in Chocolate Doom to get a reasonable directory to save and restore config files and savegames:

https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/src/m_config.c#L2162

However, since there is no "organization" behind Chocolate Doom and there is really only one "product" called Chocolate Doom, we pass an empty string for the org parameter and the package string for app.

This leads to two consecutive slashes in the path returned by SDL_GetPrefPath() like this:

/home/user/.local/share//chocolate-doom/

While this is harmless, it sure looks bad.

I believe that it should be possible to either pass a NULL pointer for the org parameter or at least have the function detect an empty string as a means to express "there is no origanization, just a single product". The generation of the path string to be returned by the function will have to get adapted accordingly.
2017-08-11 11:32:00 -07:00
Sam Lantinga
3c852360f6 Fixed bug 3646 - SDL_test_common.c: Add key bindings for testing SDL_SetWindowPosition
Eric Wasylishen

Alt-Up/Down/Left/Right switches between displays using SDL_WINDOWPOS_CENTERED_DISPLAY

Shift-Up/Down/Left/Right shifts the window by 100px
2017-08-11 10:42:26 -07:00
Sam Lantinga
222bacd86c Fixed bug 3682 - Toggle text input in checkkeys when the mouse is clicked
Eric Wasylishen

Small change to checkkeys so you can toggle text input mode with a mouse click.
This is needed for testing how dead keys react to toggling mouse input, i.e. these bugs:
2017-08-11 10:32:47 -07:00
Sam Lantinga
96305832bc Fixed bug 3702 - Clear error messages of SDL_LoadObject for optional libraries
Simon Hug

Some code in SDL loads libraries with SDL_LoadObject to get more information or use newer APIs. SDL_LoadObject may fail, set an error message and SDL will continue with some fallback code. Since SDL will overwrite the error or exit the function with a return value that indicates success, the error form SDL_LoadObject for the optional stuff might as well be cleared right away.
2017-08-11 10:21:19 -07:00
Sam Lantinga
6e1b11bae4 Fixed bug 3714 - Windows: SDL_WINDOW_FULLSCREEN_DESKTOP broken on 3 monitor setup w/ DPI scaling
Eric Wasylishen 2017-07-26 18:42:58 UTC
I set up an (admittedly exotic) 3-monitor setup, and when I enter fullscreen-desktop on the middle display (#2), the SDL window is off center. (covers half of monitor #2 and most of monitor #3).

The displays are arranged from left to right:

Display #1 (main): 2880x1800, 200% scaling
Display #2: 1920x1200, 150% scaling
Display #3: 1920x1080, 100% scaling

SDL display bounds:
INFO: Bounds: 1440x900 at 0,0
INFO: Bounds: 1281x801 at 1921,0  (these are incorrect)
INFO: Bounds: 1920x1080 at 4800,0

Correct bounds reported by calling EnumDisplayMonitors and printing the LPRECT param of the callback:
1440x900 at (0, 0)
1280x800 at (2880, 0)
1920x1080 at (4800, 0)

It seems like you need 3 displays to reproduce this, and the left two need DPI scaling, and the 3rd display needs to have a different scale factor than the others.

Related: https://bugzilla.libsdl.org/show_bug.cgi?id=3709

SDL: current hg (11235:6a587b9e0ec8)
Windows 10, Version 10.0.15063 Build 15063
Tested with testdraw2 and testgl2, and pressing alt+enter to enter fullscreen desktop.

This patch reworks SDL_windowsmodes.c to use EnumDisplayMonitors instead of EnumDisplayDevices, so we always have an HMONITOR for each SDL display.

With access to an HMONITOR, we can get the monitor bounds in virtual screen coordinates the proper way, by calling GetMonitorInfo. (whereas the original code was doing some calculations - e.g. "data->DeviceMode.dmPosition.x * data->ScaleX" - to try to get virtual screen coordinates. These worked in simple cases, but failed in more complex cases like this bug)

The one potential problem with my patch is, the ChangeDisplaySettingsEx docs say that you're supposed to get the display name from EnumDisplayDevices, but I'm getting the display name from GetMonitorInfo now.
2017-08-11 10:18:45 -07:00
Sam Lantinga
a05522a089 Fixed bug 3723 - Possible double free in kmsdrm init code on certain errors
Simon Hug

KMSDRM_VideoInit allocates and frees some connectors and encoders but doesn't set the pointer to NULL after freeing. The cleanup code at the end may free one of those garbage pointer should an error happen in the initialization.
2017-08-11 10:05:45 -07:00
Sam Lantinga
d0b46f1bea Fixed bug 3681 - SDL_UpateTexture documentation not specific enough about format requirement
Simon Hug

The documentation of SDL_UpateTexture does not say that the pixel data has to be in the format of the texture.
2017-08-10 11:57:19 -07:00
Sam Lantinga
843293bed0 Fixed bug 3701 - WM_TOUCH message may cause calls to null if touch functions are not properly loaded
Simon Hug

When WIN_WindowProc processes the WM_TOUCH message, it doesn't check if the touch functions have been properly loaded and may call a NULL pointer. It's probably an extremely rare case, but here's a patch that adds some checks anyway.
2017-08-09 20:26:16 -07:00
Sam Lantinga
a47bf37464 Fixed bug 3728 - [Android] crash when shared libraries are no loaded
Sylvain

On Android, when shared libraries are not correctly loaded (eg SDLActivity.mBrokenLibraries is true), there is a pop-up with an error message.

After user dismisses the pop-up, application crashes:
- because the native function "nativePause()" may no be loaded (if libSDL2.so is not loaded).
- because mSurface is null.
2017-08-09 20:23:48 -07:00
Sam Lantinga
af44a5953a Fixed bug 3672 - Add joystick to controllerdb
Moritz M-H

The following entry needs to be added to the gamecontrollerdb for the Qanba fighter stick under linux
2017-08-09 20:20:35 -07:00
Ryan C. Gordon
73c6cebb80 cmake: Pacify warning about Policy CMP0042 not being set. 2017-08-09 22:43:16 -04:00
Ryan C. Gordon
80c6c2fa76 cmake: whoops, Sam and I both fixed this bug at the same time. :) 2017-08-09 22:34:45 -04:00
Sam Lantinga
496337b3cf Fixed bug 3651 - CMake build does not install CMake package configuration
tschwinger@elitemail.org

Most ironically, although autoconf/automake-based builds install (pretty half-assed) CMake package configuration files, they're missing in installations resulting from CMake-based builds entirely.

A proper configuration file typically also loads target exports (implemented in patch 3572, also fixing this issue - see my comment on that issue for details).

I believe it would be best to let the dinosaurs go extinct and redirect all build efforts to the CMake end for two reasons:

1. It potentially provides the best user experience, but you'd have to give it some love and ship with less quirky buildfiles.

2. It would force distros to build SDL via CMake and thus would ensure target exports are actually available everywhere.

Various CMake patches I submitted today in summary (directly converted from the HG commits and `am`d onto a fork of a git mirror that happened to be on `tip`).

    https://github.com/tschw/SDL/commits/patched

Fixing #2576 #3572, #3613, and this fresh ticket, which is almost entirely advertisement ;).

These already do to make SDL much less of a quirky fella to have in your dependency tree...
2017-08-09 19:03:10 -07:00
Sam Lantinga
d3af447ee5 Fixed bug 3590 - CMAKE: typos in CheckMir
Martin Gerhardy

-            list(APPEND EXTRA_CFLAGS ${MIR_TOOLKIT_CFLAGS} ${EGL_CLFAGS} ${XKB_CLFLAGS})
+            list(APPEND EXTRA_CFLAGS ${MIR_TOOLKIT_CFLAGS} ${EGL_CFLAGS} ${XKB_CFLAGS})

CFLAGS is spelled wrong in two different ways for EGL and XKB

And while you are on it...

sdl needs mir >= 0.24 afaik - it fails on travis-ci (ubuntu 14.04 LTS with 0.18 installed and in other environments, too (e.g. https://github.com/urho3d/Urho3D/issues/1685)

To fix this one should add a min version check to pkg_check_modules like this

-        pkg_check_modules(MIR_TOOLKIT mirclient mircommon)
+        pkg_check_modules(MIR_TOOLKIT mirclient>=0.24 mircommon)
2017-08-09 18:47:33 -07:00
Ryan C. Gordon
1b8117be21 cmake: Don't link directly against a libpthread on Android (thanks, Anthony!).
Android has pthreads, but it's just part of their C runtime instead of a
separate library like the usual Linux platforms.

Fixes Bugzilla #3675.
2017-08-09 19:50:18 -04:00
Olli Kallioinen
2b5a5c510b Android build fixes
-Enabling checking for GCC_ATOMICS also on clang by default. This way all Android ABIs build successfully
 -Android cmake: Threading was not enabled correctly
 -Android cmake: Timers and dynamic lib loading were not included in the sources
2017-06-08 22:07:55 +03:00
Sam Lantinga
53d4f5c9fc Fixed bug 3733 - Makefile sleeps for 3 seconds if configure is out of date 2017-08-09 16:20:04 -07:00
Ryan C. Gordon
2d67381a95 haiku: non-x86 spins use a normal libstdc++ filename. Handle the differences.
Fixes Bugzilla #3730.
2017-08-09 18:41:59 -04:00
Ryan C. Gordon
69092c7e47 haiku: Fixed compiler warning. 2017-08-09 18:30:48 -04:00
Sam Lantinga
03250690d6 Added a private hint for Steam to bypass the controller filtering for the Steam virtual gamepad 2017-08-09 12:38:20 -07:00
Sam Lantinga
f15dbc8f63 Fixed Linux build 2017-08-09 12:11:59 -07:00
Sam Lantinga
c49fa37c5b Added SDL hints to filter the set of game controllers reported by SDL 2017-08-09 11:59:29 -07:00
Sam Lantinga
dc40018438 Added an API SDL_LoadFile_RW() to load all the data from an SDL data stream, and a convenience macro SDL_LoadFile() to load all the data from a file. 2017-08-09 11:58:38 -07:00
Ryan C. Gordon
a412ba0d75 haiku: Patched SDL_bopengl.cc to compile on x86-64 Haiku.
Fixes Bugzilla #3729.
2017-08-09 01:01:41 -04:00
Ryan C. Gordon
d5215d9df9 Fixed up some compile warnings and errors on x86-64 Haiku. 2017-08-09 00:56:05 -04:00
Ryan C. Gordon
64c2957735 Added a FIXME for 2.1 about an API change. 2017-08-09 00:55:27 -04:00
Sam Lantinga
4e43c631b8 Re-added missing entry for the Steam Virtual Gamepad (was Valve Streaming Gamepad) 2017-08-08 20:38:23 -07:00
Sam Lantinga
ef54d5a8f0 Fixed building on various versions of GCC - YUV MMX code is disabled for now 2017-08-07 10:28:59 -07:00
Ryan C. Gordon
76306827ec README-linux.md: added libsndio-dev to the package list. 2017-08-07 00:36:45 -04:00
Ryan C. Gordon
9dde37eadb sndio: Fix for some platforms (Linux, for example) that don't define INFTIM.
Fixes Bugzilla #3712.
2017-08-07 00:25:18 -04:00
Philipp Wiesemann
27de835dd2 emscripten: Fixed compiler warnings about integer to pointer conversions.
Found by buildbot.
2017-08-05 22:10:55 +02:00
Philipp Wiesemann
711df8a989 emscripten: Fixed compiling without OpenGL support. 2017-08-05 22:10:48 +02:00
Philipp Wiesemann
f216b446aa kmsdrm: Fixed crashes if allocating memory failed. 2017-08-05 22:10:36 +02:00
Philipp Wiesemann
b8a7dd7788 nacl: Fixed freeing static memory on video quit. 2017-08-05 22:10:25 +02:00
Philipp Wiesemann
1f698469ae mir: Removed unnecessary function declaration. 2017-08-05 22:10:15 +02:00
Philipp Wiesemann
e9ae411aee Updated generated configure script. 2017-08-04 23:01:01 +02:00
Philipp Wiesemann
4723943bc3 kmsdrm: Fixed compiling without OpenGL support. 2017-08-04 23:00:47 +02:00
Philipp Wiesemann
8aa147fa09 Fixed compiler warnings about type conversions.
Found by buildbot.
2017-08-04 23:00:30 +02:00
Ryan C. Gordon
a09efc73d2 psp: Force audio channels to stereo if > 2 channels requested (thanks, Solra!).
Fixes Bugzilla #3726.
2017-08-04 16:18:34 -04:00
Sam Lantinga
cc5ceb1165 Temporary hack to fix bug 3725 - Call made to glGetString before context creation
This breaks bugs 2570, 3145
2017-08-04 13:06:56 -07:00
Sam Lantinga
56cab6d452 Added a hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether touch events generate synthetic mouse events. 2017-08-03 09:48:44 -07:00
Brandon Schaefer
86e95a607b kmsdrm: Fix tearing in neverputt/ball
https://gfycat.com/FatalFarawayHeron
2017-08-02 17:45:15 -07:00
Patrice Mandin
c544d2b954 Add support for Saitek P990 Dual Analog Pad 2017-08-02 23:42:08 +02:00
Brandon Schaefer
fca91451ba kmsdrm: Fix leaking SDL_VideoDevice* 2017-08-02 13:51:14 -07:00
Sam Lantinga
9dbe5a9686 Fixed bug 3311 - Broken touch positions with SDL_RenderSetLogicalSize & HIGHDPI on iOS
Eric wing

Hi, I think I found a bug when using SDL_WINDOW_ALLOW_HIGHDPI with SDL_RenderSetLogicalSize on iOS. I use SDL_RenderSetLogicalSize for all my stuff. I just tried turning on SDL_WINDOW_ALLOW_HIGHDPI on iOS and suddenly all my touch/mouse positions are really broken/far-off-the-mark.

I actually don't have a real retina device (still) so I'm seeing this using the iOS simulator with a 6plus template.

Attached is a simple test program that can reproduce the problem. It uses RenderSetLogicalSize and draws some moving happy faces (to show the boundaries/space of the LogicalSize and that it is working correctly for that part).

When you click/touch, it will draw one more happy face where your button point is.

If you comment out SDL_WINDOW_ALLOW_HIGHDPI, everything works as expected. But if you compile with it in, the mouse coordinates seem really far off the mark. (Face appears far up and to the left.)


Alex Szpakowski on the mailing list suggests the problem is
"I believe this is a bug in SDL_Render?s platform-agnostic mouse coordinate scaling code. It assumes the units of the mouse coordinates are always in pixels, which isn?t the case where high-DPI is involved (regardless of whether iOS is used) ? they?re actually in ?DPI independent? coordinates (which matches the window size, but not the renderer output size)."

Additionally, if this is correct, the Mac under Retina is also probably affected too and "as well as any other platform SDL adds high-dpi support for in the future".
2017-08-02 13:38:46 -07:00
Sam Lantinga
082f32d198 Fixed bug 3722 - Fall back to xinerama/xvidmode if xrandr modes initialization fails
Levi Bard

In some environments, xrandr modes initialization can fail even though xrandr support is present and of a sufficient version.
(The one I encountered was an AWS instance running a virtual display)

The attached patch allows SDL to keep trying other methods if xrandr modes initialization fails (still subject to SDL_VIDEO_X11_REQUIRE_XRANDR).
2017-08-02 10:28:13 -07:00
Sam Lantinga
4be066707d Fixed potential free of uninitialized memory (thanks Simon!) 2017-08-02 10:24:47 -07:00
Sam Lantinga
56363ebf61 Fixed bug 3690 - SDL2 KMS/DRM render context support
Manuel

The attached patch adds support for KMS/DRM context graphics.

It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation.
Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition.
X86 systems use KMS right away in every current GNU/Linux system.

Simple build instructions:

$./autogen.sh
$./configure --enable-video-kmsdrm
$make
2017-08-02 10:22:48 -07:00
Ryan C. Gordon
2ffd6d0208 x11: Make a separate unmapped window to own clipboard selections.
Now the clipboard isn't lost if you destroy a specific SDL_Window, as it
works on other platforms. You will still lose the clipboard data on
SDL_Quit() or process termination, but that's X11 for you; run a
Clipboard Manager daemon.

Fixes Bugzilla #3222.
Fixes Bugzilla #3718.
2017-07-31 13:49:22 -04:00
Sam Lantinga
997c69b9ef Fixed bug 3697 - Main thread gets stuck on left mouse down
Eric Wasylishen

I think I found a better fix.

The problem with https://hg.libsdl.org/SDL/rev/ebdc0738b1b5 is setting the styleMask to 0 clears the NSWindowStyleMaskFullScreen bit, which then confuses Cocoa later when you try to leave fullscreen. Instead I'm just clearing the NSWindowStyleMaskResizable bit, although SetWindowStyle(window, NSWindowStyleMaskFullScreen); seems to also work.
2017-08-01 20:16:10 -07:00
Sam Lantinga
6391cc3fef Backed out changeset ebdc0738b1b5 for bug 3697
Eric Wasylishen

Unfortunately this commit seems to have broken exiting desktop-fullscreen.
- Launch testgl2.
- Press alt+enter to go fullscreen-desktop
- Press alt+enter again. The spinning cube will freeze, and the window stays fullscreen desktop.
2017-08-01 20:09:23 -07:00
Sam Lantinga
e10a98d2ad Fixed bug 3720 - SDL_GL_GetAttribute doesn't check for initialized video driver
Simon Hug

SDL_GL_GetAttribute doesn't check if a video driver has been initialized and will access the SDL_VideoDevice pointer, which is NULL at that point.

I think all of the attributes require an initialized driver, so a simple NULL check should fix it. Patch is attached.
2017-07-31 12:57:15 -07:00
Ryan C. Gordon
ee3f11d545 Disable static builds for static analysis.
There's really no sense in analyzing everything twice, and this makes the
job finish significantly faster.
2017-07-30 14:36:01 -04:00
Ryan C. Gordon
1f016d4598 windows-buildbot-zipper.bat: Check the correct path. 2017-07-30 14:09:18 -04:00
Ryan C. Gordon
8efe9cea0e Buildbot should zip up Visual Studio Win64 binaries, too. 2017-07-30 10:09:34 -04:00
Philipp Wiesemann
2f74dc9e63 Fixed typos in shape header. 2017-07-29 23:00:54 +02:00
Philipp Wiesemann
68ca9d9ed1 qnx: Fixed error message. 2017-07-29 23:00:45 +02:00
Philipp Wiesemann
cea33bf5b8 aix: Removed unused local variable.
Found by Cppcheck.
2017-07-29 23:00:34 +02:00
Philipp Wiesemann
84aeab17a2 haiku: Changed header paths to be more compatible. 2017-07-29 23:00:14 +02:00
Brandon Schaefer
be005b7c78 evdev: Fix 'Syscall param ioctl(TIOCLINUX) points to uninitialised byte'
https://pastebin.com/raw/tQjG0kG0
2017-07-28 12:00:10 -07:00
Sam Lantinga
77ca0f273c Fixed crash if the WASAPI audio device couldn't be recovered 2017-07-27 22:55:18 -07:00
Sam Lantinga
4a734209a3 Fixed infinite recursion if the WASAPI audio device couldn't be recovered 2017-07-27 22:52:19 -07:00
Sam Lantinga
f033ce61e1 Fixed typo in WASAPI shutdown code 2017-07-27 02:41:58 -07:00
Brandon Schaefer
b0b481d709 [mir] Same no need to wrap this, which is already being done 2017-07-27 08:03:11 -07:00
Brandon Schaefer
ecf9f6a13e [mir] Point to SDL_EGL_UnloadLibrary vs doing it our selfs 2017-07-26 18:10:45 -07:00
Ryan C. Gordon
18f2b27b73 Whoops, forgot to commit the actual fix. :) 2017-07-26 13:54:11 -04:00
Ryan C. Gordon
7ecc48c3ba Disable MMX inline assembly on Clang for now.
We should probably rewrite this with SSE compiler intrinsics or something
anyhow.
2017-07-26 13:43:25 -04:00
Ryan C. Gordon
03eaddcad4 Fixed compiler warnings on QNX. 2017-07-23 19:25:16 -04:00
Sam Lantinga
67754af887 Fixed build on older Mac OS X SDKs 2017-07-21 17:28:47 -07:00
Ryan C. Gordon
8ac17a2ae6 sndio: fixed poll() call (thanks, kdrakehp!).
Fixes Bugzilla #3705.
2017-07-20 20:40:17 -04:00
Ryan C. Gordon
ee9cc32493 sndio: More improvements to the OpenBSD audio target (thanks, kdrakehp!).
Fixes Bugzilla #3705.
2017-07-20 18:16:02 -04:00
Sam Lantinga
177f19aff0 Fixed bug 3410 - SDL_WINDOW_HIDDEN flag is inaccurate.
Jason Wyatt

After hiding the window, SDL_WINDOW_HIDDEN/SDL_WINDOW_SHOWN flags on a window are correctly updated. However on the next SDL_PumpEvents, they are set incorrectly.

This appears to be because X11_GetNetWMState does not check whether the _NET_WM_STATE property exists (it shouldn't on unmapped windows, see https://specifications.freedesktop.org/wm-spec/wm-spec-1.3.html#idm140130317598336). This results in an empty list of atoms for the state, which would imply that the window is not hidden.

(Seen on Fedora 24, Gnome)

--

Dan Ginsburg

More details on my proposed patch: I am on Kubuntu 16.04.2.  I ran into this same bug, but with Jason's patch I found that actualType != None was true so the SDL_WINDOW_HIDDEN would still not be set.  My fix instead is to explicitly check for whether the window is unmapped rather than relying on the returned values in XGetWindowProperty.
2017-07-20 10:52:43 -07:00
Sam Lantinga
36998b823e Fixed bug 3689 - MMX YUV renderer crash
felix

The functions in src/render/SDL_yuv_mmx.c contain the following inline assembly snippet:

        /* tap dance to workaround the inability to use %%ebx at will... */
        /*  move one thing to the stack... */
        "pushl $0\n"  /* save a slot on the stack. */
        "pushl %%ebx\n"  /* save %%ebx. */
        "movl %0, %%ebx\n"  /* put the thing in ebx. */
        "movl %%ebx,4(%%esp)\n"  /* put the thing in the stack slot. */
        "popl %%ebx\n"  /* get back %%ebx (the PIC register). */

Here's how it ended up in a binary on my old laptop:

   0xb5c17dbd <ColorRGBDitherYV12MMX1X+93>:	push   $0x0
   0xb5c17dbf <ColorRGBDitherYV12MMX1X+95>:	push   %ebx
   0xb5c17dc0 <ColorRGBDitherYV12MMX1X+96>:	mov    0xc(%esp),%ebx
   0xb5c17dc4 <ColorRGBDitherYV12MMX1X+100>:	mov    %ebx,0x4(%esp)
   0xb5c17dc8 <ColorRGBDitherYV12MMX1X+104>:	pop    %ebx

Apparently the compiler, oblivious to the fact that the assembly snippet manipulates the %esp register, decided to refer to the operand via that same register instead of via %ebp (I believe -fomit-frame-pointer enables this). This causes %ebx to be loaded with the wrong value, which later leads to a null pointer dereference.

Recent GCC can use the %ebx register normally: <https://gcc.gnu.org/bugzilla/show_bug.cgi?id=47602#c16>. There is even an explicit constraint "b" for allocating it.
2017-07-20 10:48:57 -07:00
Sam Lantinga
2008d86696 Fixed bug 3703 - Missing media keys support on Amazon Fire TV remote control
Holger Schemel

Summary: This patch adds support for key events for the "rewind" and "fast forward" media keys on the Amazon Fire TV remote control.

How to reproduce the problem: Run Android build of SDL2 application on the Amazon Fire TV (tested with "stick" version) and log key events.

Expected behaviour: Every key pressed on the Fire TV remote control should result in a corresponding key event (pressed/released).

Observed behaviour: Of the bottom row of buttons on the Fire TV remote control, only the "play/pause" (middle) button generates a key event, while the "rewind" (left) and "fast forward" (right) buttons to not generate any event at all.

The attached patch adds support for these two missing buttons/keys.

Note 1: Some missing definitions were added for the already existing key codes SDL_SCANCODE_APP1 and SDL_SCANCODE_APP2 (to keep up the correct order of enumerations / array positions when adding the two new key codes).

Note 2: Definitions in "scancodes_linux.h" and "scancodes_xfree86.h" (to also add support for these keys on other platforms) were added without testing. However, I was unable to find corresponding definitions for these two media keys for Windows and Mac OS X.

Note 3: I have also updated the (broken) link to the USB usage page standard PDF document (comment in "include/SDL_scancode.h").
2017-07-20 10:46:38 -07:00
Sam Lantinga
2cc6806472 Fixed bug 3705 - Add capture support to the sndio backend
kdrakehp

The attached patch adds capture support to the sndio backend.

The patch also allows the `OpenDevice' function to accept arbitrary device names.
2017-07-20 10:39:47 -07:00
Alex Szpakowski
01050d4ed1 iOS: Use modern replacements for deprecated functions, when available. 2017-07-15 17:41:58 -03:00
Alex Szpakowski
efe179cdfe macOS: Fix compilation when using 10.11 or earlier to build. 2017-07-14 17:42:11 -03:00
Alex Szpakowski
562473c1f4 macOS: Address more compiler warnings when building with a recent deployment target. 2017-07-13 23:09:37 -03:00
Alex Szpakowski
bc3ede1ed0 macOS: Replace uses of deprecated Cocoa enum names with modern/consistent equivalents. 2017-07-13 22:59:02 -03:00
Alex Szpakowski
e0ea4da4ae Fix a potential crash in macOS 10.7 and earlier. 2017-07-12 21:32:10 -03:00
Alex Szpakowski
8292d73ebb macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag. 2017-07-12 21:28:32 -03:00
Sam Lantinga
49f846f113 Added support for an XBox One wired controller for Leo L?nnenm?ki 2017-07-11 19:27:50 -07:00
Sam Lantinga
74ca16547c Fixed bug 3699 - Shaped windows are distorted unless width is divisible by 8
Bogomancer

On X11, windows created using the shaped window API appear distorted unless the width of the shape surface is divisible by 8.

Steps to reproduce:

    1) Use your favorite image editor to resize one of the images in test/shapes/ to a width that's not a multiple of 8.
    2) Compile and run test/testshape.c on the image you edited.
    3) The shaped window will appear twisted and distorted.

It appears the bug was not caught sooner because all the test images are either 640 or 256 pixels wide.

I tracked down the bug to SDL_CalculateShapeBitmap() in SDL_shape.c. The shape surface is reduced to a 1-bit-per-pixel mask, but the original code doesn't take into account that X11 apparently wants each scanline to begin on a new byte.
2017-07-11 08:16:00 -07:00
Sam Lantinga
34b29c6ac5 Fixed bug 3688 - cmake / pthread check related patch proposal
Juha Niemim?ki

Fix for PTHREAD_MUTEX_RECURSIVE_NP check and restoring the original flags

Two fixes proposed:

1) Looks like there is a copy-paste issue regarding PTHREAD_MUTEX_RECURSIVE_NP check.

2) Compiler flag restoration doesn't look symmetrical regarding if/endif blocks. Moved to an outer block (if PTHREADS).
2017-07-10 18:40:35 -07:00
Sam Lantinga
3c09265daf Fixed bug 3609 - Windows build fails due to conflicting types for 'XINPUT_GAMEPAD_EX'
Ozkan Sezer

(In reply to Ryan C. Gordon from comment #9)
> I've put this patch in as https://hg.libsdl.org/SDL/rev/7213ae46e870 ...can
> you verify this works on the latest MinGW?
>
> Thanks,
> --ryan.


This patch is wrong: the structure in question has nothing to do with any
gcc version in use.  I suggest reverting this adding a conigury check for
it, instead.  Something like the following should do it: (configure needs
regenerating.)
2017-07-10 18:31:28 -07:00
Sam Lantinga
cd79d8ccec Fixed bug 3696 - SDL_ShowMessageBox displays different error from intended
Mark Callow

SDL_ShowMessageBox calls SDL_CaptureMouse which, in the UIKit driver, raises a ?That operation is not supported? error, overwriting the SDL error that an application may be trying to report.

This is because UIKit SDL_CaptureMouse returns SDL_Unsupported() which ends up calling SDL_SetError() which has the following code:

    /* If we are in debug mode, print out an error message */
    SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", SDL_GetError());

The SDL_GetError call here overwrites the static buffer?..

Although an application can avoid this by using SDL_GetErrorMsg(char* errstr,  int maxlen) to avoid the static buffer, SDL should be fixed.

The fix is simple. In SDL_SetError change

    SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", SDL_GetError());

to

    SDL_LogDebug(SDL_LOG_CATEGORY_ERROR, "%s", error);

where error is the pointer to the buffer where it assembled the message.
2017-07-10 17:16:12 -07:00
Sam Lantinga
37722d01a8 Fixed bug 3697 - Main thread gets stuck on left mouse down
Amruth Raj

- My app runs in full screen to play video(I use SDL_WINDOW_FULLSCREEN_DESKTOP)
- Cmd-tab to go out of full screen to another app
- Cmd-tab again to get back to my app
- Press left mouse button at one of the edges of the screen, don't release yet.
After this point the main thread is stuck until I release the left mouse button and hence video rendering doesn't happen anymore.

On debugging more, I see that thread 0 is stuck as shown below with sendEvent processing left mouse down. It comes out only after it receives a left mouse up. There are some frames below which show NSWindowResizing, but my window flag doesn't have SDL_WINDOW_RESIZABLE set.

Thread 0:: CrBrowserMain Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fffbe13d34a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fffbe13c797 mach_msg + 55
2 com.apple.CoreFoundation 0x00007fffa889d434 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fffa889c8c1 __CFRunLoopRun + 1361
4 com.apple.CoreFoundation 0x00007fffa889c114 CFRunLoopRunSpecific + 420
5 com.apple.HIToolbox 0x00007fffa7dfdebc RunCurrentEventLoopInMode + 240
6 com.apple.HIToolbox 0x00007fffa7dfdcf1 ReceiveNextEventCommon + 432
7 com.apple.HIToolbox 0x00007fffa7dfdb26 _BlockUntilNextEventMatchingListInModeWithFilter + 71
8 com.apple.AppKit 0x00007fffa6396a54 _DPSNextEvent + 1120
9 com.apple.AppKit 0x00007fffa6b127ee -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2796
10 com.apple.AppKit 0x00007fffa66f568d +[NSWindow(NSWindowResizing) _mouseHysteresisCheck:withExpiration:andDistance:finalMouseLocation:] + 525
11 com.apple.AppKit 0x00007fffa65eedb5 -[NSWindow(NSWindowResizing) _hitTestWithHysteresisCheck:forEvent:allowWindowDragging:] + 394
12 com.apple.AppKit 0x00007fffa6c8f0db -[NSWindow(NSEventRouting) _handleMouseDownEvent:isDelayedEvent:] + 1873
13 com.apple.AppKit 0x00007fffa6c8ca6c -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 1942
14 com.apple.AppKit 0x00007fffa6c8bf0a -[NSWindow(NSEventRouting) sendEvent:] + 541
15 org.libsdl.SDL2 0x000000010d46d74a -[SDLWindow sendEvent:] + 90
16 com.apple.AppKit 0x00007fffa6b10681 -[NSApplication(NSEvent) sendEvent:] + 1145
17 org.libsdl.SDL2 0x000000010d46532b -[SDLApplication sendEvent:] + 139
18 org.libsdl.SDL2 0x000000010d466b2f Cocoa_PumpEvents + 495
19 org.libsdl.SDL2 0x000000010d44c1d5 SDL_PumpEvents_REAL + 53
20 org.libsdl.SDL2 0x000000010d44c2f5 SDL_WaitEventTimeout_REAL + 53
21 org.libsdl.SDL2 0x000000010d44c2b7 SDL_PollEvent_REAL + 23
22 org.libsdl.SDL2 0x000000010d51bb24 SDL_PollEvent + 36
23 libTest.dylib 0x000000010cf3e0e8 SDLEventProcessor::processEvents(int) + 568
24 Test 0x000000010cde6bba BrowserApp::RunAppMessageLoop(BAInstData*, CefStringBase, CefStringBase) + 810
25 Test 0x000000010ce04bbc main + 17980
26 libdyld.dylib 0x00007fffbe016235 start + 1

I further noticed that while entering full screen in SDL_cocoawindow.m NSResizableWindowMask is set. If I clear it inside windowDidEnterFullScreen, then, the issue doesn't repro.

This is discussed at https://discourse.libsdl.org/t/main-thread-gets-stuck-on-left-mouse-down/22753/3 and thanks to Eric for the pointers.
2017-07-10 17:07:19 -07:00
Sam Lantinga
66f072ebd8 Updated Visual Studio 2008 project 2017-07-10 15:55:13 -07:00
Philipp Wiesemann
8810023704 Updated generated configure script. 2017-07-09 23:00:43 +02:00
Philipp Wiesemann
707ee5be26 Fixed typo in log message in testime program. 2017-07-09 23:00:35 +02:00
Philipp Wiesemann
44246cdae3 Fixed compiler warning about redundant declaration.
SDL_RecordGesture() is already in the gesture header with additional specifiers.
2017-07-09 23:00:25 +02:00
Philipp Wiesemann
10764b209c Fixed missing audio entries in configure summary. 2017-07-07 23:00:47 +02:00
Philipp Wiesemann
c3bf69ca4b haiku: Fixed compiling without OpenGL support. 2017-07-07 23:00:22 +02:00
Philipp Wiesemann
fb9c2939c2 qnx: Fixed setting a field twice. 2017-07-07 23:00:10 +02:00
Ryan C. Gordon
1683a0c106 audio: trying to pacify static analysis. 2017-07-05 12:04:37 -04:00
Ryan C. Gordon
c80c3419aa x11: pass a long to XChangeProperty, not an int.
The Xlib documentation demands that 32-bit values here be passed in a long,
even when long itself isn't a 32-bit value. Otherwise libx11 might read
memory incorrectly.

Fixes Bugzilla #3692.
2017-07-04 20:44:07 -04:00
Ryan C. Gordon
b36755a3fc power: whoops, that should be "==" not "!=". 2017-07-03 16:45:12 -04:00
Ryan C. Gordon
c27dc51478 power: Linux /sys/class testing should skip "device" scopes.
(the PS4 game controllers report their batteries through this interface, which
is cool, but not helpful for powering the rest of the system.  :)   )
2017-07-03 16:38:37 -04:00
Philipp Wiesemann
9f99b3d7ee aix: Fixed audio debug output.
DEBUG_AUDIO is checked with #ifdef not #if.
2017-07-02 22:46:49 +02:00
Philipp Wiesemann
e6583300e6 haiku: Fixed using wrong constant for internal error handling.
SDL_CreateWindow() worked because ENOMEM is negative on Haiku.
2017-07-02 22:46:23 +02:00
Philipp Wiesemann
4366721b46 qnx: Removed unused bootstrap declaration.
QNX_bootstrap is the VideoBootStrap. QSAAUDIO_bootstrap is still there.
2017-07-02 22:46:00 +02:00
Philipp Wiesemann
e3497e7916 qnx: Fixed configure script setting wrong variable. 2017-07-02 22:45:31 +02:00
Ryan C. Gordon
200f782cab qnx: fixed potential buffer overflow. 2017-07-01 19:52:12 -04:00
Ryan C. Gordon
22241ed0b0 Support for QNX 7.0 (thanks, Elad!).
Fixes Bugzilla #3686.
2017-07-01 17:50:47 -04:00
Philipp Wiesemann
b1fbab50c5 haiku: Fixed memory leak if destroying window. 2017-07-01 23:01:57 +02:00
Philipp Wiesemann
380e0693b1 aix: Fixed compile error. 2017-07-01 23:01:49 +02:00
Philipp Wiesemann
4c190ce584 netbsd: Fixed comment. 2017-07-01 23:00:07 +02:00
Philipp Wiesemann
4c48260ca2 netbsd: Removed unused field. 2017-06-29 23:00:18 +02:00
Philipp Wiesemann
7bb6b402c2 netbsd: Fixed compile error. 2017-06-29 23:00:09 +02:00
Philipp Wiesemann
944e06e67c winrt: Fixed SDL include. 2017-06-24 23:45:44 +02:00
Philipp Wiesemann
46b77b7322 raspberrypi: Fixed typos in README. 2017-06-24 23:45:34 +02:00
Philipp Wiesemann
705efc3532 Fixed handling only one event per frame in testshape program. 2017-06-24 23:45:19 +02:00
Ryan C. Gordon
d96419c93f xinput: use the full range of the haptic motors (thanks, Trent!).
XInput goes from 0 to 64k; we were feeding it values in the range of 0 to 32k.

Fixes Bugzilla #3002.
2017-06-21 01:22:00 -04:00
Philipp Wiesemann
267dca13fa haiku: Removed unused internal function.
Its functionality is already in SDL_GL_GetAttribute().
2017-06-18 23:00:42 +02:00
Philipp Wiesemann
cc00a300d1 pandora: Fixed compiler warning about redefining SDL_REVISION.
Makefile must not create the revision header anymore because it already exists.
2017-06-18 23:00:27 +02:00
Philipp Wiesemann
90488d6c29 haiku: Added support for some values set with SDL_GL_SetAttribute(). 2017-06-17 22:30:28 +02:00
Philipp Wiesemann
6086e8d384 haiku: Fixed missing slash in path from SDL_GetPrefPath(). 2017-06-17 22:30:09 +02:00
Philipp Wiesemann
0b750cd9d5 pandora: Fixed compile error. 2017-06-16 23:30:38 +02:00
Philipp Wiesemann
fa73685df8 directfb: Fixed quitting keyboard twice.
SDL_VideoQuit() already calls SDL_KeyboardQuit().
2017-06-16 23:30:30 +02:00
Philipp Wiesemann
a4db3dbe64 nacl: Fixed unnecessary large input text array. 2017-06-16 23:30:13 +02:00
Sam Lantinga
9085c7b311 Get the parent of non-SDL-created windows, for completeness 2017-06-16 11:14:08 -07:00
Sam Lantinga
1b5614b3f5 Clean up parent window when destroying a window 2017-06-16 10:50:29 -07:00
Sam Lantinga
0a75192d85 Implemented SDL_WINDOW_SKIP_TASKBAR on Windows 2017-06-16 09:10:13 -07:00
Philipp Wiesemann
a725efa4bc linux: Fixed using wrong constant for input text size. 2017-06-15 23:30:50 +02:00
Philipp Wiesemann
60c0f7e243 Fixed SDL_GetWindowWMInfo() returning success on three unsupported platforms. 2017-06-15 23:30:29 +02:00
Ryan C. Gordon
a509719fc3 audio: Converter now checks a strict list of channels and formats we support. 2017-06-12 21:35:24 -04:00
Sam Lantinga
553b328664 Fixed bug 3668 - Overflow of SDL_AudioCVT.filters with some downmixes
Simon Hug

There's a chance that an audio conversion from many channels to a few can use more than 9 audio filters. SDL_AudioCVT has 10 SDL_AudioFilter pointers of which one has to be the terminating NULL pointer. The SDL code has no checks for this limit. If it overflows there can be stack or heap corruption or a call to 0xa.

Attached patch adds a function that checks for this limit and throws an error if it is reached. Also adds some documentation.

Test parameters that trigger this issue:
AUDIO_U16MSB with 224 channels at 46359 Hz
                 V
AUDIO_S16MSB with 6 channels at 27463 Hz

The fuzzer program I uploaded in bug 3667 has more of them.
2017-06-12 16:39:15 -07:00
Sam Lantinga
c1cd93e562 Fixed bug 3670 - CMake IOS haptic error 2017-06-12 16:35:34 -07:00
Philipp Wiesemann
22c221f3b0 linux: Changed internal functions to be static. 2017-06-11 22:30:58 +02:00
Philipp Wiesemann
5b75e9033f directfb: Fixed comment. 2017-06-11 22:30:49 +02:00
Philipp Wiesemann
fbd30c363d Fixed missing error messages for SDL_GetWindowWMInfo(). 2017-06-11 22:30:39 +02:00
Philipp Wiesemann
c609d856ff directfb: Fixed crash if creating renderer.
SDL_GetWindowWMInfo() currently expects SDL to be 2.0.6 but SDL is still 2.0.5.
2017-06-11 22:30:24 +02:00
Philipp Wiesemann
121d7d25d2 directfb: Fixed configure script not finding shared objects for dynamic loading. 2017-06-11 22:30:06 +02:00
Ryan C. Gordon
e5f4a71f1a cmake: iOS haptic section was referencing power source code (thanks, Martin!).
Fixes Bugzilla #3670.
2017-06-11 16:00:45 -04:00
Ryan C. Gordon
3c955d0540 syswm: prevent buffer overflow if SDL and app have different config headers.
This only affects Wayland and DirectFB, as a Unix system generally has X11
support. Other platforms also have different sizes for the C union in
question, but are likely the only target for that platform, etc.

Apps that might run on Wayland or DirectFB will need to be compiled against
new headers from an official 2.0.6 release, or be prepared to force the x11
target, or not use SDL_GetWindowWMInfo().

Fixes Bugzilla #3428.
2017-06-11 00:50:26 -04:00
Ryan C. Gordon
43d62b7459 Make compile-time assert error messages more clear.
Now the compiler might say this:

'SDL_compile_time_assert_mytest' declared as an array with a negative size

instead of

'SDL_dummy_mytest' declared as an array with a negative size
2017-06-10 15:38:14 -04:00
Alex Szpakowski
bb100d3bab Expose display refresh rate on iOS/tvOS 10.3+. 2017-06-10 21:29:37 -03:00
Ryan C. Gordon
325330efdb jack: removed accidental copy/paste. 2017-06-09 17:37:43 -04:00
Ryan C. Gordon
58f08af46c jack: added capture support. 2017-06-09 00:47:47 -04:00
Ryan C. Gordon
c39fd5777d jack: Move jack_client_t into the audio device instead a global variable. 2017-06-09 00:14:50 -04:00
Ryan C. Gordon
b65e0777ce jack: Remove BROKEN_MULTI_DEVICE code. 2017-06-08 22:20:49 -04:00
Ryan C. Gordon
d9039f2396 jack: Initial shot at a JACK audio target.
http://jackaudio.org/

Fixes Bugzilla #2163.
(with several more commits following to improve this code.)
2017-06-08 13:27:58 -04:00
Philipp Wiesemann
cb591ee611 Fixed ignoring first event in testshape program.
Found by Cppcheck.
2017-06-08 22:40:35 +02:00
Philipp Wiesemann
456bc301d9 Fixed environment variable of SDL_HINT_RENDER_LOGICAL_SIZE_MODE. 2017-06-08 22:40:21 +02:00
Philipp Wiesemann
871d43a839 Removed unused hint includes. 2017-06-08 22:40:09 +02:00
Ryan C. Gordon
9288983682 Merged Eric Wing's overscan patch.
Fixes Bugzilla #2799.
2017-06-06 14:06:40 -04:00
Olli Kallioinen
11289b766f Android cmake build fixed to work with the official android gradle plugin 2017-06-04 21:25:57 +03:00
Ryan C. Gordon
dc8a22cd9c cmake: don't use /NODEFAULTLIB if we are using the C runtime (thanks, Rob!).
Fixes Bugzilla #3640.
2017-06-06 13:39:29 -04:00
Ryan C. Gordon
6d661cab7b windows: Change the default on SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING.
It's easier for Visual Studio users that want this information to turn it on
or live without it, than it is to explain why every debugger that isn't Visual
Studio crashes out here. Eventually SetThreadDescription() will be the thing
everyone uses anyhow.

Fixes Bugzilla #3645.
(and several others).
2017-06-06 13:12:43 -04:00
Ryan C. Gordon
d844487799 windows: Fix compiling of XInput code on newer MinGW installs.
Fixes Bugzilla #3609.
2017-06-06 12:35:35 -04:00
Ryan C. Gordon
599d9ba198 emscripten: listen for pointerlockchange events on the #document specifically. 2017-06-05 21:30:25 -04:00
Philipp Wiesemann
4b47fa38c3 Removed duplicate includes. 2017-06-04 23:15:47 +02:00
Philipp Wiesemann
cbcc256fd2 Fixed comments in headers for doxygen output. 2017-06-04 23:15:39 +02:00
Philipp Wiesemann
52b7d0eb23 android: Fixed missing error message for SDL_GetBasePath(). 2017-06-04 23:15:27 +02:00
Philipp Wiesemann
248410dded Fixed SDL_GL_SetSwapInterval() returning success on two unsupported platforms. 2017-06-04 23:15:13 +02:00
Philipp Wiesemann
2113208d98 haiku: Fixed missing title bar for windows with decorations.
B_BORDERED_WINDOW_LOOK has a border but no title bar.
2017-06-03 23:00:50 +02:00
Philipp Wiesemann
fc436a3a9d android: Moved internal function to new position.
It was grouped with functions for the public system header.
2017-06-03 23:00:40 +02:00
Philipp Wiesemann
63b3e06f75 Corrected names of header file guards. 2017-06-03 23:00:15 +02:00
Philipp Wiesemann
07b0df0a22 haiku: Changed internal variable to be static. 2017-06-02 22:15:37 +02:00
Philipp Wiesemann
850185f401 Fixed crash if creating textures failed in testshape program. 2017-06-02 22:15:23 +02:00
Philipp Wiesemann
00394996eb Fixed crash if calling SDL_CreateShapedWindow() on unsupported platforms. 2017-06-02 22:15:12 +02:00
Bastien Bouclet
545fba7886 x11: Don't send duplicate events when reconciling the keyboard state
Failing to check if a key was known to be pressed by SDL was causing
SDL_SendKeyboardKey to send duplicate key pressed events with the repeat
property set to true.

Fixes Bugzilla #3637.
2017-04-22 19:53:52 +02:00
Ryan C. Gordon
5dc350133f test: Makefile.in should copy bitmap and wave files to build directory.
I've lost count of the times I've forgotten to do this manually and wondered
why loopwave can't open sample.wav.  :)
2017-05-29 18:24:06 -04:00
Ryan C. Gordon
b135557df9 linux: Don't crash if fcitx support is requested but unavailable.
Fixes Bugzilla #3642.
2017-05-29 02:48:51 -04:00
Ryan C. Gordon
29a047df39 Fixed whitespace code style. 2017-05-29 00:51:38 -04:00
Ryan C. Gordon
1c5f483a8a linux: removed IBus_utf8_strlen(), use SDL_utf8strlen() instead. 2017-05-29 00:51:02 -04:00
Ryan C. Gordon
a1faea980c fcitx: removed incompatibly-licensed code. 2017-05-29 00:54:08 -04:00
Ryan C. Gordon
d4086e4a70 stdlib: added SDL_utf8strlen(). 2017-05-29 03:01:05 -04:00
Philipp Wiesemann
fc510bd798 nacl: Fixed crash if allocating memory for audio device failed. 2017-05-28 21:50:47 +02:00
Philipp Wiesemann
7c5078d8bd qnx: Removed unnecessary check for available audio devices. 2017-05-28 21:50:37 +02:00
Philipp Wiesemann
1e60ea76db qnx: Removed unnecessary call to SDL_zerop() after SDL_calloc(). 2017-05-28 21:50:27 +02:00
Philipp Wiesemann
1b9dc59918 haiku: Fixed SDL_SetClipboardText() putting random data in clipboard. 2017-05-28 21:50:11 +02:00
Ryan C. Gordon
de52dc2948 haiku: Correctly set keyboard focus (thanks, Kai!).
The message sent upon the window being activated or deactivated, to trigger
the call to SDL_SetKeyboardFocus was missing a mandatory parameter. So
keyboard focus was never properly set.

Fixes Bugzilla #3658.
2017-05-28 15:36:09 -04:00
Ryan C. Gordon
643f1cb73d power: Add Linux org.freedesktop.UPower D-Bus implementation.
Fixes Bugzilla #3485.

(I think.)
2017-05-28 07:14:11 -04:00
Ryan C. Gordon
b3f94acbf9 linux: Simplify D-Bus interface, remove lots of boilerplate. 2017-05-28 07:11:52 -04:00
Ryan C. Gordon
191f578b57 linux: Make system D-Bus connection available (in addition to session). 2017-05-28 07:08:10 -04:00
Ryan C. Gordon
e5918acf46 wasapi: properly report init failure if on pre-Vista version of Windows.
We really should change the Init interface to return 0 on success and -1 on
error, like everything else, to avoid this sort of confusion.
2017-05-28 00:41:55 -04:00
Philipp Wiesemann
604a4b1b30 haiku: Fixed SDL_SetClipboardText() allocating too much memory and cutting text.
It allocated pointers instead of chars and passed a wrong size to SDL_strlcpy().
2017-05-27 23:30:21 +02:00
Philipp Wiesemann
3639895eac Removed unused errno includes. 2017-05-27 23:30:07 +02:00
Ryan C. Gordon
6fbde875e2 code style: wrap a single-statement if in braces. 2017-05-27 00:33:26 -04:00
Ryan C. Gordon
3fbd21ce40 windows: msgboxes should specify a parent HWND if possible (thanks, Ismael!).
This lets them be properly modal.

Fixes Bugzilla #3650.
2017-05-27 00:30:06 -04:00
Philipp Wiesemann
90ed3daa3e Changed messages about not recognized keys to include discourse link. 2017-05-26 22:45:52 +02:00
Philipp Wiesemann
759319729c emscripten: Fixed compiling on C89 compilers. 2017-05-26 22:45:40 +02:00
Philipp Wiesemann
b84fe2c06b ios: Fixed math include in demos. 2017-05-25 23:01:59 +02:00
Philipp Wiesemann
1e13d93fea directfb: Changed internal function to be static. 2017-05-25 23:01:34 +02:00
Philipp Wiesemann
189b5851b7 android: Fixed parameter list in function definitions. 2017-05-25 23:01:16 +02:00
Philipp Wiesemann
6c0aea4270 wayland: Fixed freeing memory of SDL_malloc() with plain free(). 2017-05-25 23:00:58 +02:00
Philipp Wiesemann
c66f0471e1 Removed unused internal window shape functions. 2017-05-25 23:00:43 +02:00
Ryan C. Gordon
a7fc2822d4 audio: rename bsd target to netbsd.
Apparently this is no longer a generic BSD audio target, and hasn't been for
years, so rename it for NetBSD.
2017-05-24 19:56:59 -04:00
Ryan C. Gordon
6844d92c23 coreaudio: we don't need to track number of allocated audio buffers anymore.
CoreAudio takes care of iterating through the buffers and freeing them now,
so we don't have to manage this ourselves.
2017-05-24 13:28:13 -04:00
Ryan C. Gordon
fc4402e5ff coreaudio: Better handling of audio buffer queue management.
We don't fill buffers just to throw them away during shutdown now, we let the
AudioQueue free its own buffers during disposal (which fixes possible warnings
getting printed to stderr by CoreAudio), and we stop the queue after running
any queued audio during shutdown, which prevents dropping the end of the
audio playback if you opened the device with an enormous sample buffer.

Fixes Bugzilla #3555.
2017-05-24 13:25:31 -04:00
Charlie Birks
126e5a1dbf Emscripten: Prevent default on arrow keys 2017-05-24 14:04:39 +01:00
Patrick Monaghan
f839b209b9 Emscripten: fixed incorrect conversion of touch motion events to mouse motion events 2017-05-24 14:04:25 +01:00
Ryan C. Gordon
3fd35f6bb0 coreaudio: looks like we need more like a 10ms buffer minimum, not 50ms. 2017-05-24 01:28:03 -04:00
Ryan C. Gordon
793c788b1c coreaudio: dynamically allocate AudioQueueBuffers.
We need more than two buffers to flip between if they are small, or CoreAudio
won't make any sound; apparently it needs X milliseconds of audio queued when
it needs to play more or it drops any queued buffers. We are currently
guessing 50 milliseconds as a minimum, but there's probably a more proper
way to get the minimum time period from the system.

Fixes Bugzilla #3656.
2017-05-24 00:12:22 -04:00
Philipp Wiesemann
088f57a62a Removed unnecessary call to free() in testoverlay2 program. 2017-05-20 23:30:47 +02:00
Philipp Wiesemann
fa3944ba39 Removed unused signal includes and handler in test programs. 2017-05-20 23:30:32 +02:00
Philipp Wiesemann
bf8ccf08bb Removed redundant mouse clean up on quit for some platforms.
SDL_MouseQuit() already frees cursors and sets fields to NULL.
2017-05-19 23:30:59 +02:00
Ryan C. Gordon
a9c7bc85f1 android: add screenSize to AndroidManifest's configChanges (thanks, Daniel!).
Fixes Bugzilla #3448.

"Starting with Android API 13, another configuration change must be declared
to be handled by the app if it is desired to not let the system handle
rotation itself:

https://developer.android.com/guide/topics/resources/runtime-changes.html#HandlingTheChange

This will have effect if either a developer or SDL per default will set target
API > 12. Currently it is set to 12, but this might change in the future, like
when applying this patch: https://bugzilla.libsdl.org/show_bug.cgi?id=3445

The effect of not having this change applied is that the SDL app is destroyed
upon rotation. Even when the manifest has an additional entry to e.g. always
stay in landscape mode, the onDestroy() call will happen on devices that are
portrait per default, when switching off screen due to power save. The device
will then (at least try to) rotate into portrait to show the portrait screen
lock after resume.

I believe it is safe to apply this patch even with target API still set to 12,
the additional parameter is simply ignored."
2017-05-19 15:06:05 -04:00
Ryan C. Gordon
e889757bb3 assert: Better Emscripten support.
(Better than nothing, that is.)

Fixes Bugzilla #3459.
2017-05-19 14:51:03 -04:00
Ryan C. Gordon
d6f418641d assert: Check for Clang _and_ GCC, in case they ever drop compatibility. 2017-05-19 14:49:16 -04:00
Ryan C. Gordon
8917f8634d assert: allow assertions to work on platforms without threads.
Partially fixes Bugzilla #3459.
2017-05-19 12:54:17 -04:00
Ryan C. Gordon
91e6054b03 wasapi: don't mark capture devices as failed for AUDCLNT_S_BUFFER_EMPTY.
Fixes Bugzilla #3633.
2017-05-19 12:40:55 -04:00
Ryan C. Gordon
02773811b3 render: GL_DestroyRender() should activate first.
Otherwise, we might destroy a different GL context's resources.
2017-05-18 21:00:11 -04:00
Ryan C. Gordon
cff9e5a876 test: info now reports usable display bounds and DPI (thanks, Eric!).
Fixes Bugzilla #3652.
2017-05-18 16:29:10 -04:00
Ryan C. Gordon
81ab6c98fd Patched to compile on Windows. 2017-05-18 16:27:36 -04:00
Ryan C. Gordon
13b6d9959a wasapi: Replace tabs with strings in source code. 2017-05-18 15:46:06 -04:00
Ryan C. Gordon
adabc38439 wasapi: Deal with AUDCLNT_S_BUFFER_EMPTY when flushing audio device. 2017-05-18 15:43:51 -04:00
Ryan C. Gordon
4073a6694f audio: One more callbackspec fix (thanks, Simon!). 2017-05-18 15:33:17 -04:00
Sam Lantinga
772407627b Fixed restoring a window that was maximized then minimized, then restored. 2017-05-16 17:48:57 -07:00
Sam Lantinga
ccf0566ca4 SDL - add SDL_WINDOW_VULKAN and make Android_CreateWindow only create an EGLSurface when SDL_WINDOW_VULKAN is not present. This makes it so the ANativeWindow* can be used with vkCreateAndroidSurfaceKHR, otherwise it will fail because having both an EGLSurface and VkSurfaceKHR attached to a window is not allowed according to the Vulkan spec:
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"

CR: SamL
2017-05-16 06:30:39 -07:00
Philipp Wiesemann
a0aff76416 Added missing path in porting README. 2017-05-13 23:01:04 +02:00
Philipp Wiesemann
df4cf79d42 directfb: Fixed compiler warnings about undefined functions. 2017-05-13 23:00:53 +02:00
Philipp Wiesemann
29222db7f6 emscripten: Fixed not removing pointer lock event callback. 2017-05-13 23:00:35 +02:00
Philipp Wiesemann
cc5b4f450a emscripten: Changed internal functions to be static. 2017-05-12 23:01:17 +02:00
Philipp Wiesemann
ce01128adf Fixed warnings about shadowed global variable.
Found by buildbot.
2017-05-12 23:01:04 +02:00
Philipp Wiesemann
87e0d812dd directfb: Removed duplicate comment. 2017-05-12 23:00:40 +02:00
Philipp Wiesemann
61c326e12b directfb: Fixed typo in log message. 2017-05-11 23:00:39 +02:00
Philipp Wiesemann
75c0d1ef6d directfb: Fixed compiler warnings about unused variables. 2017-05-11 23:00:21 +02:00
Ryan C. Gordon
c878b59bbe audio: fixed more "spec" references that should have been "callbackspec".
This should catch all the ones for audio targets that have provided their
own audio threads.
2017-05-10 16:18:43 -04:00
Sam Lantinga
8b7ae35356 Fixed build error on Linux 2017-05-09 03:19:58 -07:00
Sam Lantinga
9ac3bb7011 Added support for mixing Qt and SDL on iOS
You should call SDL_SetMainReady(), and then customize the QIOSApplicationDelegate like this, in your application code:

/* Additional support for applications mixing Qt and SDL */
@interface QIOSApplicationDelegate : UIResponder <UIApplicationDelegate>
@end

extern "C"
{
void SDL_OnApplicationWillResignActive();
void SDL_OnApplicationDidEnterBackground();
void SDL_OnApplicationWillEnterForeground();
void SDL_OnApplicationDidBecomeActive();
}

@interface QIOSApplicationDelegate (SDL)

- (void)applicationWillResignActive:(UIApplication*)application;
- (void)applicationDidEnterBackground:(UIApplication*)application;
- (void)applicationWillEnterForeground:(UIApplication*)application;
- (void)applicationDidBecomeActive:(UIApplication*)application;

@end

@implementation QIOSApplicationDelegate (SDL)

- (void)applicationWillResignActive:(UIApplication*)application
{
    SDL_OnApplicationWillResignActive();
}

- (void)applicationDidEnterBackground:(UIApplication*)application
{
    SDL_OnApplicationDidEnterBackground();
}

- (void)applicationWillEnterForeground:(UIApplication*)application
{
    SDL_OnApplicationWillEnterForeground();
}

- (void)applicationDidBecomeActive:(UIApplication*)application
{
    SDL_OnApplicationDidBecomeActive();
}

@end // QIOSApplicationDelegate
2017-05-09 10:10:42 -07:00
Philipp Wiesemann
60f2848421 haiku: Fixed crash on quit if max number of joysticks was connected. 2017-05-07 21:02:46 +02:00
Philipp Wiesemann
b7b919078f haiku: Changed internal function to be static. 2017-05-07 21:02:31 +02:00
Philipp Wiesemann
3ed2f0ca10 haiku: Fixed unlocking clipboard twice. 2017-05-07 21:02:16 +02:00
Philipp Wiesemann
4466b93141 haiku: Fixed comment. 2017-05-06 21:46:11 +02:00
Philipp Wiesemann
34747107fe mir: Fixed memory leak if system cursor id is unknown. 2017-05-06 21:46:00 +02:00
Philipp Wiesemann
34d9c5213c emscripten: Fixed return type in event callback declaration. 2017-05-06 21:45:43 +02:00
Sam Lantinga
bf4e7eb612 Fixed comment typo 2017-05-05 05:10:30 -07:00
Alex Szpakowski
75fb07a6d2 iOS: Only mark interrupted audio devices as non-interrupted if AudioQueueStart is successful. 2017-05-03 18:05:29 -03:00
Ryan C. Gordon
ce2998b8b9 cocoa: Don't crash on messagebox keypress without a successful SDL_Init(). 2017-05-02 21:46:28 -04:00
Ryan C. Gordon
d00dfc434e Fixed another AC_DEFINE. 2017-05-02 11:31:14 -04:00
Ryan C. Gordon
3f7f65a36d Fixed configure script.
The Haiku patch would define some HAVE_* things to /**/ instead of 1, breaking
the build for various things.
2017-05-02 11:16:58 -04:00
Ryan C. Gordon
619ab7a22d haiku: Various fixes from haikuports.
Based on patch here:

https://github.com/haikuports/haikuports/blob/master/media-libs/libsdl2/patches/libsdl2-2.0.5.patchset
2017-05-01 18:39:05 -04:00
Philipp Wiesemann
444c47a1b8 windows: Changed six internal functions to be static. 2017-04-29 22:50:35 +02:00
Philipp Wiesemann
89499a0836 Removed unused field in loopwavequeue program.
Found by Cppcheck.
2017-04-29 22:50:23 +02:00
Sam Lantinga
d7cd653737 Added Steam Controller mappings for Linux and iOS 2017-04-27 15:52:37 -07:00
Ryan C. Gordon
226541cb5b audio: another wrong struct that causes NULL pointer crash (thanks, Simon!).
Fixes Bugzilla #3632.
2017-04-26 01:43:40 -04:00
Joshua Granick
1286a7d23e windows: Add SDL_WINDOW_ALWAYS_ON_TOP support. 2017-04-20 21:31:44 -04:00
Juha Kuikka
7382cebb41 audio: Fix audio queue functions to use new spec structure.
Using the old spec structure causes the audio queueing functions to fail
due to bad callback pointers being checked.
2017-04-20 21:25:29 -04:00
Ryan C. Gordon
93a6191cdc emscripten: keep track of pointer lock losses and maybe regrab pointer later.
If an Emscripten app is in relative mouse mode and the user presses Escape
(or whatever is appropriate), then the pointer lock is broken by the browser.

This keeps track of those losses, and next time the user presses a mouse
button down on the canvas, if the app is still meant to be in relative mouse
mode, we will attempt to regrab the pointer.

This makes it much more seamless for things like first-person shooters, and
the app doesn't need any manual intervention.
2017-04-20 13:00:54 -04:00
Sam Lantinga
d20d426c3a Fix crash in SDL audio thread, by Juha Kuikka
Wrong audio spec structure was populated with the internal callback, causing the audio thread to call a NULL pointer.
2017-04-18 22:17:40 -07:00
Ryan C. Gordon
1d1a0d7f03 atomic: Patched to compile on Android. 2017-04-13 15:28:56 -04:00
Ryan C. Gordon
1c9c7633d9 atomic: favor compiler intrinsics for compare-and-swap over macOS APIs.
The OSAtomicCompareAndSwap* APIs are deprecated as of macOS 10.12.
2017-04-13 13:28:52 -04:00
Ryan C. Gordon
8c00de57f6 atomic: let Clang always use atomic_load_n if available.
(Apple's Clang reports itself as GCC 4.2.1 in preprocessor macros--the final
GNU C compiler Apple shipped--as of the macOS 10.12 SDK.)
2017-04-13 13:22:23 -04:00
Philipp Wiesemann
2bf79c2e0e mir: Fixed typo in error messages. 2017-04-09 23:00:54 +02:00
Philipp Wiesemann
f6eb23a617 linux: Changed two variables to be static. 2017-04-09 23:00:42 +02:00
Philipp Wiesemann
37b49e6344 ios: Fixed compiler warnings about unused variables in demo. 2017-04-09 23:00:26 +02:00
Ryan C. Gordon
366adae360 android: More robust fix for screen locking in landscape (thanks, Sylvain!).
Fixes Bugzilla #3562.

From Sylvain:

"With an android landscape application, if you quickly lock, then unlock your
device, you can see sometimes a quick glitch: screen badly draws in portrait,
then it correctly displays in landscape.

Not talking of a smooth rotation, it's a drawing glitch. And you need to have
a plain lock screen, with no model nor passphrase.


I think it happens because the call to "nativeResume()" occurs sometimes too
early.

It should be done once you have *all* those three things (in any sequence):
- onWindowsFocusChanged() set to true
- onResume() called
- a valid call to onSurfaceChanged()


Currently, this is not the case: you don't need to have onResume() called.
Just need to have isPaused, (eg onPaused()).
So "isPaused" should be renamed as "isResumedCalled".
But you also need some kind of isPaused state to make sure to don't call
nativePause() twice (and deadlocks...).
There are also redundant checks to "mHasFocus" and some creation of the
initialisation thread code from onSurfaceChanged() that could me moved.

So here's this patch:
- add some states, so we have cleaner transitions.
- make sure "onResume()" is called.
- some clean up
- it also goes faster in pause state (focus changed, onPause, without requiring isSurfaceReady which does seems to be needed).


Tested on a few devices and it removes the glitch.
But I haven't tested when the activity goes back to "init" state."
2017-04-07 20:17:30 -04:00
Sam Lantinga
27023ed2b3 Added support for the Cyborg V.3 Rumble Pad and the Mad Catz FightPad PRO 2017-04-07 03:39:43 -07:00
Sam Lantinga
1eb92f6342 Implemented Linux joystick blacklist
Based on https://raw.githubusercontent.com/denilsonsa/udev-joystick-blacklist/master/generate_rules.py

This fixes a few devices that are not actually joysticks showing up as such in SDL
2017-04-06 06:30:43 -07:00
Drew Bliss
a4dbf56574 Fix divide-by-zero when videodata->ime_candpgsize is zero. We're seeing this happen in Dota in the wild. 2017-04-06 13:27:51 -07:00
Drew Bliss
66555f6115 SDL - attempt to fix https://github.com/ValveSoftware/Dota-2/issues/1199 of mouse not locking in Dota. This fix is proposed by Ryan Gordon (increase timeout in X11_SetWindowGrab from 250ms to 5000ms). I'm going to integrate to source2 and ship it to dota customers. If it works, SamL will upsteam it to SDL. 2017-04-06 13:27:48 -07:00
Sam Lantinga
53f3786bc0 Added support for a number of game controllers, including the Nintendo Switch Pro Controller 2017-04-04 08:43:44 -07:00
Sam Lantinga
5789da67cf Fixed bug 1859 - No SDL_VIDEORESIZE event generated when the window manager sets the window size.
Samuel Hopkins

Just confirming that the patch from Andreas (attachment 1715 [details]) works for me under SDL 2.0.3 with xmonad.

Stas Sergeev

Confirming that the patch in this ticket fixes the full-screen switching for dosemu2 on ubuntu-16.04. Note that I am not using xmonad, so this bug appears to be generic.
2017-04-03 13:32:53 -07:00
Philipp Wiesemann
1517ba7285 PSP: Fixed error messages. 2017-04-02 21:33:54 +02:00
Philipp Wiesemann
f96cdca4e7 Mir: Changed two internal functions to be static. 2017-04-02 21:33:42 +02:00
Philipp Wiesemann
f1296a8652 Emscripten: Simplified option name in build script and README. 2017-04-02 21:33:24 +02:00
Philipp Wiesemann
06d6ada817 Updated generated configure script. 2017-04-02 21:33:02 +02:00
Philipp Wiesemann
7ae7fceb2e Fixed typos and documentation in haptic header file. 2017-04-02 21:32:49 +02:00
Ryan C. Gordon
c57fe6d78a Backing out broken change from previous commit. 2017-04-01 00:46:42 -04:00
Ryan C. Gordon
ed7f16e227 Intentionally breaking buildbot to test email server change. 2017-04-01 00:46:15 -04:00
Ryan C. Gordon
2ce52bf9e1 README-hg.md: Updated main Mercurial website. 2017-04-01 00:17:15 -04:00
Ryan C. Gordon
1018d56485 BUGS.txt: Changed mailing list link to discourse.libsdl.org.
I think we're solid on this? We can always back this changeset out.  :)
2017-04-01 00:05:25 -04:00
Ryan C. Gordon
2092a88359 android: fix wrong events when locking device in landscape (thanks, Joshua!).
"Using an application in portrait orientation, turning off the device would
dispatch SDL_APP_WILLENTERBACKGROUND, then SDL_APP_DIDENTERBACKGROUND then
lock the screen.

However, rotating the application the application to landscape, then turning
off the device would incorrectly dispatch SDL_APP_WILLENTERBACKGROUND,
SDL_APP_WILLENTERBACKGROUND, SDL_APP_WILLENTERFOREGROUND and then
SDL_APP_DIDENTERFOREGROUND before locking the screen. You can imagine how
this created trouble :)

It appears this occurs because (on this application) turning off a device
when in landscape is triggering a resize. The resize logic in SDLActivity
triggers a resume.

This patch has resolved the issue on my device:

It prevents the dispatch of (improper) FOREGROUND events when locking
the device, but we get still events when the device is turned back on
and unlocked."
2017-03-31 23:43:53 -04:00
Sam Lantinga
7891e72dca __atomic_load_n() appears to be available in GCC 5 but not GCC 4 2017-03-30 06:52:34 -07:00
Ryan C. Gordon
028716e79f wasapi: deal with default device changes, and more robust failure recovery. 2017-03-30 16:33:47 -04:00
Ryan C. Gordon
c85c57a05d wasapi: Handle lost audio device endpoints.
This gracefully recovers when a device format is changed, and will switch
to the new default device if the current one is unplugged, etc.

This does not handle when a new default device is added; it only notices
if the current default goes away. That will be fixed by implementing the
stubbed-out MMNotificationClient_OnDefaultDeviceChanged() function.
2017-03-29 14:23:39 -04:00
Ryan C. Gordon
f2179944cc Patched to compile on some platforms. 2017-03-29 12:04:17 -04:00
James Legg
1dc9ae5c1e Use GCC's atomic loads in SDL_AtomicGet and SDL_AtomicGetPtr
This fixes errors reported by address sanitizer, and generates simpler
code on x86 architectures.
2017-03-29 15:48:22 +01:00
Philipp Wiesemann
266816b4aa Removed newlines from error messages. 2017-03-26 21:00:19 +02:00
Sam Lantinga
00da0824f5 Updated axis/button mapping for Dualshock 3, for upcoming Sony driver changes 2017-03-23 13:53:09 -07:00
Philipp Wiesemann
6bd87635ee iOS: Fixed compiling template on C89 compilers. 2017-03-19 22:17:01 +01:00
Philipp Wiesemann
34a2a46f66 Removed unused constant in testgesture program. 2017-03-19 22:16:37 +01:00
Philipp Wiesemann
7122036d03 Updated file name in porting README. 2017-03-19 22:16:24 +01:00
Brandon Schaefer
c35f46d03c mir: Set the max/min w/h vs just setting the window w/h 2017-03-18 13:57:57 -07:00
Sam Lantinga
60ba8552d8 Backed out changeset e3fcdad257fc - testaudiocapture.c already does what we want 2017-03-16 16:45:12 -07:00
Sam Lantinga
570e286fd6 Added an audio recording test program 2017-03-15 11:39:54 -07:00
Sam Lantinga
22161480ee Compile fix for android.
"ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]"

Moving some variable declarations to the top of Android_SetScreenResolution()
2017-03-14 07:22:08 -07:00
Sam Lantinga
6814f5dbc0 ALSA driver improvements:
* alsa hotplug thread is low priority
* give a chance for other threads to catch up when audio playback is not progressing
* use nonblocking for alsa audio capture
  There is a bug with SDL hanging when an audio capture USB device is removed, because poll never returns
2017-03-14 07:20:14 -07:00
Sam Lantinga
c4d54504fa differentiate between capture / playback audio thread names 2017-03-14 07:16:56 -07:00
Sam Lantinga
763e138903 Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID() 2017-03-09 16:09:16 -08:00
Sam Lantinga
6bdc0e724d Fixed tabs to spaces 2017-03-09 15:12:19 -08:00
Sam Lantinga
aae481294d Added support to loopwave for hotplugging audio devices 2017-03-09 14:50:23 -08:00
Sam Lantinga
c1802ef646 Fixed compile error with gcc -std=c99 2017-03-06 21:25:06 -08:00
Philipp Wiesemann
20c846ebe7 Fixed warning about implicit conversion in controllermap program. 2017-03-04 23:05:47 +01:00
Philipp Wiesemann
72fdf62980 Mir: Fixed crash if creating default cursor failed.
Found by Cppcheck.
2017-03-04 23:05:32 +01:00
Philipp Wiesemann
42d02890f4 Linux: Fixed error message. 2017-03-04 23:05:11 +01:00
Ryan C. Gordon
6aa17426a6 video: Don't compile isAtLeastGL3() if we don't have OpenGL support _at all_. 2017-03-03 16:38:45 -05:00
Ryan C. Gordon
ca0bf151d5 Fix some more compiler warnings on armcc. 2017-03-03 16:38:17 -05:00
Ryan C. Gordon
d526b8a1e9 Some patches to make SDL compile with armcc (ARM's C compiler). 2017-03-02 13:33:04 -05:00
Brandon Schaefer
94a69443c7 mistake: Revert the files that I did not mean to commit 2017-03-01 15:05:54 -08:00
Brandon Schaefer
7bbb13ea59 * Some refactoring and bug fixes. Thanks Micha? Kuchta! 2017-03-01 14:50:59 -08:00
Ryan C. Gordon
bc8778854e raspberrypi: RPI_Destroy() should free the SDL_VideoDevice and its driverdata. 2017-02-28 19:48:52 -05:00
Brandon Schaefer
5a47ee0365 mir: Get ready for Mir 1.0, clean up deprecations. Thanks Micha? Kuchta! 2017-02-27 12:20:16 -08:00
Ryan C. Gordon
1066bcc83a audio: clarified what SDL_AudioSpec::samples is, removed note about power of 2.
These don't have to be power-of-2 sizes anymore because of SDL_AudioStream,
and the new resampler, but also, many platforms don't give you power-of-2 DMA
buffer in the first place!
2017-02-27 10:11:40 -05:00
Philipp Wiesemann
e5d9b25d8c Fixed comment style. 2017-02-26 21:20:39 +01:00
Ryan C. Gordon
32ef85b52c Updated generated configure script. 2017-02-26 01:03:39 -05:00
Ryan C. Gordon
a4249b48ee Patched to compile on C89 compilers. 2017-02-26 00:56:13 -05:00
Ryan C. Gordon
4d525d465b configure: Cygwin and MingW should try to use -Wdeclaration-after-statement. 2017-02-26 00:54:45 -05:00
Ryan C. Gordon
3b9e4d0a6c audio: Try to keep callbacks firing at normal pace when device is lost. 2017-02-26 00:39:22 -05:00
Ryan C. Gordon
07519a6b95 Removed a bunch of unnecessary #ifdefs. 2017-02-26 00:40:04 -05:00
Ryan C. Gordon
a366c35f37 audio: run the audio callback even if device was lost.
We will throw away the data anyhow, but some apps depend on the callback
firing to make progress; testmultiaudio.c, if nothing else, is an example
of this.

Capture also will now fire the callback in these conditions, offering nothing
but silence.

Apps can check SDL_GetAudioDeviceStatus() or listen for the
SDL_AUDIODEVICEREMOVED event if they want to gracefully deal with
an opened audio device that has been unexpectedly lost.
2017-02-26 00:12:33 -05:00
Ryan C. Gordon
5728cb2025 audio: Make sure the disk and dummy targets are the last ones we try to init. 2017-02-26 00:10:02 -05:00
David Ludwig
e07e446a3f WinRT: removed Windows 8.0 from build-bot + NuGet package creation scripts
According to Steam's OS stats, Windows 8.0 use is pretty much nil.  Further,
Microsoft hasn't support Windows 8.0 development in any of their
actively-updated toolchains, and setting it up can be a pain.

In theory, SDL2 still supports Windows 8.0, however building of Windows 8.0
.dlls is no longer the default, if and when using the 'winrtbuild.*' scripts.
The MSVC 2012 project files for building Windows 8.0 dlls remain, though,
for the time being.
2017-02-25 21:23:12 -05:00
David Ludwig
b13c443cd8 WinRT: removed buildbot debug code, pending further research 2017-02-24 20:49:14 -05:00
David Ludwig
f7bfa3b79e WinRT: more buildbot debug code 2017-02-24 20:19:28 -05:00
David Ludwig
ecb1eb823e WinRT: added code to help debug a buildbot error 2017-02-24 19:59:57 -05:00
Ryan C. Gordon
0e7530b057 cmake: add WASAPI audio target to the build (thanks, Martin!).
Fixes Bugzilla #3588.
2017-02-23 22:38:04 -05:00
Sam Lantinga
71a4e8ed13 Stop CoreAudio from doing expensive audio rate conversion 2017-02-23 12:10:02 -08:00
Sam Lantinga
a9762551cd Added config for the Razer Wildcat on Mac OS X 2017-02-20 11:02:35 -08:00
Sam Lantinga
43dbbd6375 Updated iOS fat build 2017-02-20 10:55:49 -08:00
Sam Lantinga
94754c3968 Updated config headers to override the base SDL_config.h if both are included 2017-02-20 10:55:33 -08:00
Philipp Wiesemann
dfa8fb3105 Fixed warnings if compiling loopwave programs with C++. 2017-02-19 21:05:42 +01:00
Philipp Wiesemann
9f8c1d779a Updated library name in header file. 2017-02-19 21:05:26 +01:00
Philipp Wiesemann
cfcec57f42 Fixed comment. 2017-02-19 21:05:09 +01:00
Sam Lantinga
9428ff19a9 Added support for the Razer Wildcat on Linux 2017-02-17 17:46:58 -08:00
Charlie Birks
0d647d35b0 Emscripten: implement custom cursors 2017-02-17 10:13:17 +00:00
Charlie Birks
33bddcfda2 Emscripten: refactor cursor handling 2017-02-17 10:13:12 +00:00
Charlie Birks
90e302d074 Remove link to emscripten tests
Not updated since early port. Also stopped working when Dropbox
stopped allowing HTML to be parsed.
2017-02-17 10:13:10 +00:00
Charlie Birks
613955b4f2 Emscripten: only update pixel ratio if HiDPI is enabled 2017-02-17 10:13:07 +00:00
Ryan C. Gordon
e8677a1bd2 audio: Added basic WAVE_FORMAT_EXTENSIBLE support to .wav loader.
This is just enough to get you through a file that just used the extended
header for float or int data. It doesn't handle all the other things that
you expect from this header, like 24-bit samples inside a 32-bit container
or speaker masks.
2017-02-17 02:25:37 -05:00
Ryan C. Gordon
4a0b287def More HTTPS doc tweaks.
(mostly I'm testing buildbot though.  :)   )
2017-02-16 16:59:07 -05:00
Ryan C. Gordon
8ade96ccc4 More HTTPS changes in the documentation. 2017-02-16 16:52:03 -05:00
Ryan C. Gordon
8ad131b78e readme: more HTTPS changes. 2017-02-16 13:55:12 -05:00
Ryan C. Gordon
32f85a99d8 readme: correct webpage URL to use HTTPS. 2017-02-16 13:30:34 -05:00
Ryan C. Gordon
1ed41d6d0d Patched to compile on Windows. 2017-02-14 03:12:09 -05:00
Ryan C. Gordon
6046fd4cb0 wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
2017-02-14 03:03:27 -05:00
Ryan C. Gordon
c93bca489d stdlib: Fixed crash on SDL_snprintf("%s", NULL).
Like other C runtimes, it should probably produce the string "(null)".

This bug probably only affected Windows, as most platforms use their standard
C runtime's snprintf().
2017-02-14 02:49:08 -05:00
Ryan C. Gordon
d1eb2d190d thread: Don't use SetThreadDescription on WinRT right now.
Can't LoadLibrary for it, but not sure if it's actually available there yet.
2017-02-13 17:05:14 -05:00
Ryan C. Gordon
70c0400b12 windows: Try to unify all the GUID comparison code into a core helper function.
There are likely several more I missed.
2017-02-13 17:00:46 -05:00
Ryan C. Gordon
e5fc93baca audio: Don't wrap bootstrap declarations in preprocessor macros.
They are harmless and ignored if we don't actually link against them. The
preprocessor checks elsewhere if they're actually used.
2017-02-13 16:59:02 -05:00
Ryan C. Gordon
ad9c702f6a audio: SDL_AudioStream's *_sample_frame_size should be in bytes, not bits.
Fixes failures where SDL_AudioStreamGet() incorrectly thinks it got a partial
sample frame request.
2017-02-13 16:56:41 -05:00
Ryan C. Gordon
175f1e8f4a audio: Added a ThreadDeinit() method to match ThreadInit.
Not used by any targets at the moment, but will be shortly!
2017-02-13 16:55:00 -05:00
Sam Lantinga
886736a2c8 Fixed bug 3584 - Small stack size for audio callback thread
Walter van Niftrik

We have found that since SDL 2.0.5 the audio callback thread is created with a very small stack size. In our application this is leading to stack overflows.

We believe there is a bug at http://hg.libsdl.org/SDL/file/391fd532f79e/src/audio/SDL_audio.c#l1132, where the is_internal_thread flag appears to be inverted.
2017-02-11 16:38:16 -08:00
Sam Lantinga
cf31ea1478 Fixed bug 3583 - X11 touch device can be permanently lost
Volumetric

In X11 the SDL error "Unknown touch device" can occur after which the application stops recognizing touch events. For a kiosk-type application this results in a hang as far as the user is concerned. This is reproducible on HP Z220/Z230/Z240 workstations by swapping USB cables for a while and it also occurs with no physical changes, probably due to USB device power management. A workaround is to make SDL re-enumerate the touch devices like it does at startup. A patch is attached.
2017-02-11 11:14:48 -08:00
Sam Lantinga
06ccb71bcd Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__ 2017-02-10 11:21:15 -08:00
Sam Lantinga
9171f71dbe Fixed warning in Android build 2017-02-10 09:41:16 -08:00
Sam Lantinga
107c19daad Log the error returned by XAudio2Create() 2017-02-09 06:01:14 -08:00
Philipp Wiesemann
8eee82cd84 Windows: Fixed warning about unused variable.
Found by buildbot.
2017-02-03 23:30:43 +01:00
Philipp Wiesemann
33ff5bd148 Fixed typo in log message. 2017-02-03 23:30:29 +01:00
Sam Lantinga
8f78f5bb94 Fixed build on Apple TV 2017-02-02 16:56:02 -08:00
Sam Lantinga
710ae62a79 Remember XInput controllers that we've already seen, so when the raw device list changes we don't assign the old device to the new XInput userid.
This isn't perfect, but at least we won't report the same device twice.
2017-02-02 17:33:40 -08:00
Sam Lantinga
da30992d47 Fixed bug 3577 - Can't set minimal size (message box appears instead) if maximal size wasn't declared (i.e. unlimited) 2017-02-02 00:41:58 -08:00
Sam Lantinga
3f83fce7c1 Fixed whitespace 2017-01-31 13:30:35 -08:00
Sam Lantinga
be28d7c88c Added support for the Saitek Pro Flight X-56 Rhino 2017-01-31 12:30:55 -08:00
Sam Lantinga
6717a3d38d Added support for the HOTAS Warthog throttle 2017-01-31 12:23:29 -08:00
Sam Lantinga
a156b0d994 Added the HOTAS Warthog as a flight stick 2017-01-31 10:20:09 -08:00
Sam Lantinga
800a72eb17 Switch stderr output to SDL_Log() so it shows up on Windows and mobile devices 2017-01-31 10:19:56 -08:00
Philipp Wiesemann
4e3fa7b9d4 Fixed compiler warning about comma at end of enum. 2017-01-30 22:20:20 +01:00
Sam Lantinga
52e9c42df9 Fixed Windows build 2017-01-28 14:35:35 -08:00
Sam Lantinga
869b7fe314 Fixed bug 3550 - No mouse move messages send while over the titlebar and windows edges
Matthew

Its possible to set SDL_CaptureMouse() so you continue receiving mouse input while the mouse is outside your window. This works however There is then a gap where no messages send, which is when the mouse is hovering the title bar and the window edges.
2017-01-28 11:17:10 -08:00
R?mi Verschelde
c3eea703ee Use a stronger X font definition for X11_MessageBox on UTF-8
X11 seemed to be confused by the broad definition, so WEIGHT_NAME,
SLANT and SETWIDTH_NAME were defined, thus fixing the font lookup
on some systems (tested on Mageia 6 with X11 1.19.1).

Fixes bug 3571.
2017-01-28 10:54:12 +01:00
Sam Lantinga
13433c4a61 Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected
Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
2017-01-27 21:23:27 -08:00
Sam Lantinga
0090a33805 Return an error if trying to set a window minimum size larger than the maximum size, or vice versa 2017-01-27 21:16:38 -08:00
Sam Lantinga
d02473682e Sorted controller entries 2017-01-27 18:06:50 -08:00
Jessica Stokes
aa90b730b8 Add a mapping for Xbox Wireless Controllers running old firmware
Also updates the naming of these Xbox Wireless Controllers connected via USB (and thus the third-party Xbox Controller Driver) to match.

The Xbox Wireless Controller entries are now listed, in order, via USB, bia Bluetooh (with older firmware) and via Bluetooth (with firmware 3.1.1221.0).
2017-01-26 21:25:05 -08:00
Ryan C. Gordon
8fa9b57f75 windows: first shot at naming threads with SetThreadDescription().
This is a bleeding edge API, added to Windows 10 Anniversary Edition (build
1607, specifically).

https://msdn.microsoft.com/en-us/library/windows/desktop/mt774976(v=vs.85).aspx

Nothing supports this yet, including WinDbg, Visual Studio, minidumps, etc,
so we still need to also use the RaiseException hack. But presumably tools
will use this API as a more robust and universal way to get thread names
sooner or later, so we'll start broadcasting to it now.
2017-01-27 20:50:30 -05:00
Sam Lantinga
95ab9dc73c Added Thrustmaster Wheel FFB entry to the list of wheels 2017-01-27 06:05:50 -08:00
Sam Lantinga
3c90a52aa7 Added an API to get the type of a connected joystick 2017-01-27 05:59:58 -08:00
Misty De Meo
ae5e9a319b Add gamecontrollerdb mapping for Xbox One S on Mac
This is valid for firmware version 3.1.1221.0; earlier versions of the
firmware need a different mapping (and have different GUIDs).
2017-01-25 22:24:54 -08:00
Misty De Meo
ca89d9b593 Darwin: fix detection of Xbox One S controller
Firmware revision 3.1.1221.0 changes the mapping of the Xbox One S
controller in Bluetooth mode. Aside from changing the layout of
other buttons, this revision also changes the triggers to act as
Accelerator and Brake axes from the simulation controls page.

The Darwin sysjoystick code didn't previously map anything at these
axes, making it impossible to detect input on these two buttons.
2017-01-25 22:22:05 -08:00
Sam Lantinga
ede5c73484 Generalized the audio resampling hint for other resampling methods in the future 2017-01-24 19:38:01 -08:00
Ryan C. Gordon
47e2f4e950 audio: libsamplerate can't resample in-place; make space for a copy if needed. 2017-01-24 20:30:48 -05:00
Ryan C. Gordon
1b3327edd0 configure: report libsamplerate support status. 2017-01-24 16:18:25 -05:00
Ryan C. Gordon
c7f9dcb6fc audio: Offer a hint for libsamplerate quality/speed tradeoff.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
2017-01-24 15:52:22 -05:00
Ryan C. Gordon
5ea0c893cd CMake: fixed logic error in setting -mfpmath=387.
Fixes Bugzilla #3565.
2017-01-24 12:20:41 -05:00
Ryan C. Gordon
36cb05a8f8 configure.in: Check for sse3 too when setting -mfpmath=387. 2017-01-24 12:20:12 -05:00
Ryan C. Gordon
1da3a33773 audio: Fix static analysis concerns about a dead assignment. 2017-01-24 10:09:29 -05:00
Ryan C. Gordon
073ff7dea3 Added a note about aligning SDL_AudioCVT data. 2017-01-24 00:55:41 -05:00
Ryan C. Gordon
8f627c1cd8 audio: Make sure SDL_AudioStream's work buffer is 16-byte aligned, for SIMD.
Note the giantic FIXME, though!
2017-01-24 00:51:33 -05:00
Ryan C. Gordon
17dcee20c1 audio: Streams now resample in-place. Removed second allocated buffer. 2017-01-24 00:17:40 -05:00
Ryan C. Gordon
b5eeab779f audio: allow stereo Sint16 resampling fast path in SDL_AudioStream.
This currently favors libsamplerate over the fast path (quality over speed),
but I'm not sure that's the correct approach, as there may be surprising
changes in performance metrics depending on what packages are available on
a user's system. That being said, currently, the only thing with access to
SDL_AudioStream is an SDL audio device's thread, and it might be mostly idle
otherwise, so maybe this is generally good.
2017-01-24 00:08:24 -05:00
Ryan C. Gordon
a80cb672e3 audio: Fixed off-by-one error in upsampling. 2017-01-24 00:03:36 -05:00
Ryan C. Gordon
dad07f960b audio: Resampler now special-cases stereo and mono processing.
Turns out that iterating from 0 to channels-1 was a serious performance hit!

These cases now tend to match or beat the original audio resampler's speed!
2017-01-23 16:45:50 -05:00
Ryan C. Gordon
8ce6ddf125 audio: Fixed incorrect pointer in SDL_ResampleCVT_si16_c2().
Forgot to update this when we changed this to process in-place. Whoops!
2017-01-23 16:42:47 -05:00
Ryan C. Gordon
ecdc6c1207 audio: Fixed copy/paste bug in float32->sint16/SSE2 scalar leftover code. 2017-01-23 12:14:28 -05:00
Ryan C. Gordon
4b8f354668 audio: Fix same bug as last commit, but for _mm_bslli_si128 vs _mm_slli_si128. 2017-01-23 12:06:10 -05:00
Ryan C. Gordon
fab4501811 audio: use _mm_srli_si128 instead of _mm_bsrli_si128.
They're the same thing (one is generally a #define of the other), but some
toolchains don't offer the 'b' version.
2017-01-23 12:02:02 -05:00
Ryan C. Gordon
3594bf8eeb audio: Wired up new SSE code to build system. 2017-01-23 01:05:44 -05:00
Ryan C. Gordon
202ab30c16 audio: Special case for resampling stereo AUDIO_S16SYS audio data.
This is a fairly common case, so we avoid the conversion to/from float here.
2017-01-22 20:27:48 -05:00
Ryan C. Gordon
8855daac66 audio: Make the simple resampler operate in-place.
This allows us to avoid an extra copy, allocate less memory and reduce cache
pressure. On the downside: we have to do a lot of tapdancing to resample the
buffer in reverse when the output is growing.
2017-01-22 23:48:15 -05:00
Ryan C. Gordon
64056e81cd audio: Added SSE3 implementation of SDL_ConvertStereoToMono(). 2017-01-23 00:57:19 -05:00
Ryan C. Gordon
a7f86f2fd2 audio: don't cast to double in SDL_ConvertStereoToMono().
It's expensive and (hopefully) unnecessary. If this becomes an overflow
problem, we could multiply both values by 0.5f before adding them, but let's
see if we can get by without the extra multiplication first.
2017-01-22 20:18:59 -05:00
Ryan C. Gordon
83454c821f audio: removed conditional from simple resampler's inner loop.
We never seem to overflow the source buffer now; this might have been a
leftover from a bug that was covered by Vitaly's fixes?

Removing this conditional makes the resampler 10-20% faster. Left an
assert in there for debug builds, in case this still happens.
2017-01-20 16:26:24 -05:00
Philipp Wiesemann
4f981df37f Haiku: Fixed memory leak if creating framebuffer failed. 2017-01-22 22:15:36 +01:00
Philipp Wiesemann
330f2911c2 WinRT: Fixed typo in README. 2017-01-22 22:15:24 +01:00
Philipp Wiesemann
63e83a3127 Haiku: Removed unused variable.
Found by Cppcheck.
2017-01-21 22:01:17 +01:00
Philipp Wiesemann
800a9e84f4 Fixed compiler warning about returning a value in a void function. 2017-01-21 22:00:56 +01:00
Philipp Wiesemann
5e78bc6474 Fixed copyright symbol in testgles2 program. 2017-01-21 22:00:40 +01:00
Sam Lantinga
a395a90759 Fixed mapping the PG-9021 which, on Linux, emits a button partway through the trigger press along with axis motion all along the pull 2017-01-20 16:40:11 -08:00
Sam Lantinga
8fa0b0889d Added support for the 8Bitdo Zero GamePad 2017-01-20 08:13:23 -08:00
Sam Lantinga
9b99265a5e Fixed mingw64 32-bit build, which does have the correct structure definitions 2017-01-19 20:19:37 -08:00
Sam Lantinga
f354024266 Removed unused variable 2017-01-18 12:19:57 -08:00
Sam Lantinga
b0c5ceef7d Fixed bug 3533 - Enumeration joystick devices omitted during directinput enumeration
white.magic

The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices.

This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events.

Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits:
http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728

Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar.

Sam Lantinga

I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
2017-01-18 12:18:50 -08:00
Sam Lantinga
dd007e3fe7 Fixed bug 3561 - Re-acquire device before playing effects if needed.
Mathieu Laurendeau

Check the result of IDirectInputEffect_SetParameters and re-acquire the device to solve concurrency issues.
2017-01-18 11:58:16 -08:00
Sam Lantinga
5cb1ca551f Fixed building with mingw32 2017-01-18 11:57:27 -08:00
Ryan C. Gordon
3e1679c885 audio: Several fixes to "simple" resampler (thanks, Vitaly!).
Fixes Bugzilla #3551.
2017-01-18 02:11:56 -05:00
Sam Lantinga
95defd6620 Use icon width * sizeof(Uint32) instead of icon pitch when copying to icon resource data 2017-01-17 21:18:31 -08:00
Ryan C. Gordon
5718293092 audio: Implemented SIMD support for audio data type converters.
This currently adds an SSE2 implementation (but it's #ifdef'd out for now,
until it's hooked up to the configure script and such).
2017-01-16 00:58:28 -05:00
Ryan C. Gordon
1e66d457d7 audio: Some fixes to the audio data type converter code.
Removed some needless things ("len / sizeof (Uint8)"), and made sure the
int32 -> float code uses doubles to avoid working with large integer values
in a 32-bit float.
2017-01-15 05:01:59 -05:00
Philipp Wiesemann
1e4820951f Fixed comments. 2017-01-14 21:36:06 +01:00
Philipp Wiesemann
06d1d945cc Fixed doxygen warning and linking of function names. 2017-01-14 21:35:49 +01:00
Philipp Wiesemann
a812b4eb37 Changed Bugzilla link in README.md to HTTPS like in BUGS.txt. 2017-01-14 21:35:18 +01:00
Philipp Wiesemann
2b481015b2 Fixed warnings about missing initializers in testoverlay2 program. 2017-01-14 21:34:45 +01:00
Sam Lantinga
341d1ff920 Fixed comment 2017-01-13 11:37:12 -08:00
dmuratshin
01f66613db fixed SENSOR_LANDSCAPE and SENSOR_PORTRAIT mode false nativeResume bug 2017-01-12 10:58:35 -08:00
Sam Lantinga
acd76826cd We don't actually build with the Xt library 2017-01-10 23:23:32 -08:00
Sam Lantinga
a52d48c5ab Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow

The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:

- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
  say to use the OpenGL ES driver & EGL rather than the Open GL
  driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
  OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
  driver or the real OpenGL ES driver to take into account the
  hint, the requested and supported ES version and whether ES 1.X
  is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
  the test to the VisualC projects.

With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
2017-01-10 08:54:33 -08:00
Sam Lantinga
bf11cd5084 Fixed bug 3552 - Building SDL in release mode fails under VS 2017 RC
Lukasz Biel

Tried to compile SDL2 using newest version of VS.

Got:
SDL_audiocvt.obj : error LNK2019: unresolved external symbol memcpy referenced in function SDL_ResampleCVT
1>E:\Users\dotPo\Lib\SDL\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals

whole compilation process: http://pastebin.com/eWDAvBce

Steps to reproduce:
clone http://hg.libsdl.org/SDL using tortoise hg,
open SDL\VisualC\SDL.sln,
when promted if should retarget solution click ok,
select release x64 build type,
Build/Build Solution

attempt 2, using Visual Studio cmake support:
open folder SDL\
select release x64 build type,
run CMake\Build CMakeLists.txt
build fails

When switched to debug build type, buils succeeds in both cases.
VS 2017 is still beta.
2017-01-09 20:37:52 -08:00
Ryan C. Gordon
23020f92fa audio: Don't ever use libsamplerate in the SDL_AudioCVT codepath.
It causes audio pops if you're converting in chunks (and needs to
allocate/initialize/free on each convert). We'll either adjust this interface
when we break ABI for 2.1 to make this usable, or publish the SDL_AudioStream
API for those that want a streaming solution.

In the meantime, the "simple" resampler produces "good enough" audio without
pops and doesn't have to be initialized, so that'll do for now on the
SDL_AudioCVT interface.
2017-01-09 16:31:57 -05:00
Ryan C. Gordon
97f19cc367 testresample: write correct length to the .wav header. 2017-01-09 15:56:11 -05:00
Sam Lantinga
ad7c26ff02 We only need the first few keymaps corresponding to the following constants:
K_NORMTAB, K_SHIFTTAB, K_ALTTAB, K_ALTSHIFTTAB

In the normal case we'll load all the keymaps from the kernel, but this reduces the size of the SDL library for the fallback case when we can't get to the tty.
2017-01-09 11:58:01 -08:00
Sam Lantinga
6d6edcb8b9 Fixed spacing 2017-01-09 11:30:29 -08:00
Sam Lantinga
4e9c9fce13 Fixed bug 3100 - SetSwapInterval should now be enabled for ANGLE/EGL
Mark Logan 2015-08-24 15:57:50 UTC
In SDL_windowsopengles.c, WIN_GLES_SetSwapInterval is as follows:

WIN_GLES_SetSwapInterval(_THIS, int interval)
{
    /* FIXME: This should call SDL_EGL_SetSwapInterval, but ANGLE has a bug that prevents this
     * from working if we do (the window contents freeze and don't swap properly). So, we ignore
     * the request for now.
     */
    SDL_Log("WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug");
    return 0;
}

With a recent version of ANGLE (early July) calling SDL_EGL_SetSwapInterval with a D3D11 backend appears to work just fine. I am working on testing this with D3D9.

--

Alex Szpakowski

I found the bug, it was fixed in 2013. https://bugs.chromium.org/p/angleproject/issues/detail?id=481

In my opinion it should be safe to unconditionally use SetSwapInterval now. Anyone who encounters the bug should update their ANGLE to a version less than 3 years old, especially since they'd be using a SDL version that's 3+ years newer than their ANGLE version.
2017-01-09 10:10:33 -08:00
Ryan C. Gordon
063c9d40d7 audio: Replaced older resamplers in SDL_AudioCVT with the new ones. 2017-01-09 06:00:58 -05:00
Ryan C. Gordon
a41103b170 audio: Patched to compile if linking directly to libsamplerate. 2017-01-09 05:59:30 -05:00
Sam Lantinga
e0a40fb6a9 Implemented full evdev keyboard text support
This is based on the Linux kernel driver, and has fallback mapping tables in case we aren't connected to a virtual terminal.
2017-01-09 02:54:42 -08:00
Sam Lantinga
49292705a9 Fixed bug 3545 - SDL_EVDEV_do_text_input() may be too eager to find error cases
Rob

I've ran into an issue where I successfully receive SDL_KEY[UP,DOWN] events but not SDL_TEXTINPUT or SDL_TEXTEDITING.  In my case the code in SDL_EVDEV_do_text_input() is returning early (on error) prior to calling SDL_SendKeyboardText().  I'm running on the RaspberryPi 3, without X11.

In SDL_EVDEV_do_text_input() there is a condition to check keysyms with a type value below 0xf0, then subtract 0xf0 from type.  Without understanding the purpose of this code, I disabled it, recompiled, and I'm getting correct SDL_TEXTINPUT events.  I'm going to guess that my hack/fix is going to be problematic in some other environment, but after some initial testing it looks like everything is running fine in my setup.
2017-01-08 20:03:18 -08:00
Sam Lantinga
7b66295e05 Removed console check, let the kernel decide whether muting is appropriate on this terminal.
We don't fail the init if we can't mute the terminal (we might be running from ssh, or on a system without virtual terminals, etc.)
2017-01-08 19:04:38 -08:00
Sam Lantinga
c16dd74f3b Check the return value of SDL_EVDEV_Init() 2017-01-08 18:32:20 -08:00
Ryan C. Gordon
38854e0333 audio: Improvements in channel conversion code. 2017-01-08 16:18:49 -05:00
Ryan C. Gordon
35166609d5 audio: Patched to compile with libsamplerate support (again). 2017-01-08 14:28:44 -05:00
Ryan C. Gordon
d005dc21d3 audio: Patched to compile with libsamplerate support. 2017-01-08 14:23:15 -05:00
Ryan C. Gordon
19e937fc2e audio: libsamplerate loading now happens once at init time. 2017-01-08 14:18:03 -05:00
Ryan C. Gordon
98cc9d10d3 Fixed coding style on a function signature. 2017-01-08 14:17:09 -05:00
Ryan C. Gordon
53588ff6b8 README-linux: added notes about libsamplerate. 2017-01-08 14:16:19 -05:00
Sam Lantinga
25b47ea381 Fixed attempting to dynamically load libsamplerate when shared object loading is disabled.
Thanks to Ozkan Sezer for pointing this out
2017-01-08 10:52:02 -08:00
Sam Lantinga
9d9e92cf46 Fixed bug 3304 - Android black screen on resume
Richard Russell

Resuming from a suspended state results in a black screen.  This only happens when using GLES 1.1 (GLES 2 resumes correctly) and when the render target has been changed using SDL_SetRenderTarget.  This problem is new in 2.0.4.

The attached test case demonstrates the issue.

Sylvain Becker has apparently found a fix as follows:

"In the opengles leaf function (in 'src/render/opengles/SDL_render_gles.c'), it appears there is a call to 'GLES_ActivateRenderer' in 'GLES_SetRenderTarget', which is not present in opengles2. When commenting out this 'GLES_ActivateRenderer', it seems to resume fine".

This appears to fix the testcase perfectly, but I don't know whether it could have any undesirable side-effects.
2017-01-08 10:41:22 -08:00
Sam Lantinga
b8ab4eb9a8 SDL_evdev.c: fix building against old kernel headers (K_OFF may not be defined.) 2017-01-08 10:15:22 -08:00
Sam Lantinga
7e505b0dd3 Don't fail if we can't open the tty, this can be a legitimate use case. 2017-01-07 16:49:23 -08:00
Sam Lantinga
267c950918 Added mappings for the 8Bitdo NES30 Pro and iBuffalo SNES Controller
Also swapped the Wii U Pro controller button mappings to position instead of label, as emulators expect from XBox controllers.
2017-01-07 13:47:34 -08:00
Ryan C. Gordon
70c8bd2481 Fixed a bunch of compiler warnings in the test code. 2017-01-07 22:24:45 -05:00
Ryan C. Gordon
13f2e54295 x11: make the X11 target work on macOS with Xquartz. 2017-01-07 19:55:29 -05:00
Ryan C. Gordon
61a3ba303c Replaced a few single-line "//" comments. 2017-01-07 17:09:14 -05:00
Sam Lantinga
e25f4e507d Really fixed blit issue for capehill 2017-01-07 16:51:48 -08:00
Sam Lantinga
e9c2dcdae8 Fixed bug 3469 - Keypresses leak to the console with 2.0.5
tvc

I believe this patch should fix it, instead of looping through all the tty's and seemingly selecting the wrong one and corrupting the console I've just made SDL open /dev/tty which is the console attached to the current process anyway.
2017-01-07 10:13:04 -08:00
Sam Lantinga
df25258a1e Added configure and cmake support for libsamplerate 2017-01-06 20:43:53 -08:00
Ryan C. Gordon
c5825b698d audio: Don't call a NULL function pointer when clearing audio streams.
(Partially?) fixes Bugzilla #3547.
2017-01-06 21:23:51 -05:00
Ryan C. Gordon
c1ac4c6835 Better fix for static analysis issue in SDL_DestroyRenderer().
Follow up fix for Bugzilla #3544.
2017-01-06 21:17:33 -05:00
Ryan C. Gordon
5fcd454a16 emscripten-buildbot.sh: let user override default SDKDIR. 2017-01-06 20:00:17 -05:00
Sam Lantinga
cbe44f7ff1 Added support for using libsamplerate to do audio resampling 2017-01-06 02:16:26 -08:00
Sam Lantinga
37f404fb87 Fixed confusion between Ryan's new audio stream and the audio buffer we were calling stream in the callback 2017-01-06 00:47:42 -08:00
Sam Lantinga
3df77ced1e Just roll back the entire portion of the commit from a8253d439914 which caused bug 3544 until we figure out what the right static analysis fix is. 2017-01-06 00:40:22 -08:00
Ryan C. Gordon
748f46054f audio: Add an assert to make sure non-streaming audio uses good buffer sizes. 2017-01-06 03:38:14 -05:00
Sam Lantinga
356c2eadf4 Fixed bug 3544 - Memory freeing bug in SDL_DestroyRenderer/SDL_DestroyTexture
felix

Here's a snippet of SDL_DestroyRenderer from hg revision 10746:7540ff5d0e0e:

    SDL_Texture *texture = NULL;
    SDL_Texture *nexttexture = NULL;
    /* ... */
    for (texture = renderer->textures; texture; texture = nexttexture) {
        nexttexture = texture->next;
        SDL_DestroyTexture(texture);
    }

SDL_DestroyTexture removes the texture from the linked list pointed to by the renderer and ends up calling SDL_DestroyTextureInternal, which contains this:

    if (texture->native) {
        SDL_DestroyTexture(texture->native);
    }

If it happens that texture->native is an alias of nexttexture two stack frames up, SDL_DestroyRenderer will end up trying to destroy an already freed texture. I've had this very situation happen in dosemu2.

Bug introduced in revision 10650:a8253d439914, which has a somewhat ironic description of "Fixed all known static analysis bugs"...
2017-01-06 00:32:06 -08:00
Ryan C. Gordon
345c5989f1 haiku: Patched to compile. 2017-01-06 03:15:27 -05:00
Sam Lantinga
3443dc19f9 Don't do any audio conversion if none is necessary 2017-01-05 23:53:46 -08:00
Sam Lantinga
41be9756f0 Fixed bug 3546 - SDL_EVDEV_is_console() uses type of wrong size when calling ioctl
Rob

When calling ioctl(fd, KDGKBTYPE, &type) in SDL_EVDEV_is_console(), we declare type as an 'int'.  This should be a 'char'.  The subsequent syscall, and kernel code, only writes the lower byte of the word.

See: http://lxr.free-electrons.com/source/drivers/tty/vt/vt_ioctl.c?v=4.4#L399

ucval = KB_101;
ret = put_user(ucval, (char __user *)arg);

I've observed intermittent behavior related to this, and I can force an error condition by using an int initialized to 0xFFFFFFFF.  The resulting ioctl will set type to 0XFFFFFF02, and the conditional return in SDL_EVDEV_is_console() will fail.

Recommend changing to char, or masking off unused bits.
2017-01-05 23:26:13 -08:00
Ryan C. Gordon
b3e8db802e audio: rename fake_stream to work_buffer.
It's more than an alternative for when the OS can't provide a DMA buffer, now.
2017-01-06 01:07:34 -05:00
Ryan C. Gordon
992124d4de audio: Fixed SDL_AudioStreamGet() function parameters.
There was a draft of this where it did audio conversion into the final buffer,
if there was enough room available past what you asked for, but that interface
got removed, so the parameters didn't make sense (and we were using the
wrong one in any case, too!).
2017-01-06 01:02:58 -05:00
Ryan C. Gordon
99fc1ef994 naclaudio: Untested attempt to migrate to SDL_AudioStream. 2017-01-06 00:56:29 -05:00
Ryan C. Gordon
115d0ce71c haikuaudio: Untested attempt to get this working with SDL_AudioStream. 2017-01-06 00:50:01 -05:00
Ryan C. Gordon
1a90c72dfc emscriptenaudio: don't get stuck in infinite loop if SDL_AudioStreamPut fails. 2017-01-06 00:49:35 -05:00
Ryan C. Gordon
f07a1a5ad5 emscriptenaudio: Reworked to use SDL_AudioStream. 2017-01-05 21:31:02 -05:00
Ryan C. Gordon
3761b5f60b Fixed a few compiler warnings. 2017-01-05 20:11:19 -05:00
Ryan C. Gordon
4aa9e36983 Patched to compile on some compilers. 2017-01-05 19:45:57 -05:00
Ryan C. Gordon
30178a9b24 audio: Added SDL_AudioStream. Non-power-of-two resampling now works! 2017-01-05 19:29:38 -05:00
Ryan C. Gordon
f12ab8f2b3 audio: More effort to improve and simplify audio resamplers. 2017-01-05 19:12:20 -05:00
Ryan C. Gordon
52130bde40 diskaudio: Use SDL_Log, not fprintf. 2017-01-05 19:30:45 -05:00
Sam Lantinga
d024c724d1 Fixed signedness issue when blitting on a big endian platform, as reported by capehill
For example, if sR is 0 and dR is 255, we will get -255*sA casted to an unsigned value. Basically results are quite large numbers instead of the expected 0-255 range.
2017-01-05 08:16:39 -08:00
Sam Lantinga
e6e6613ca4 Fixed build warning on Haiku 2017-01-05 02:53:29 -08:00
Sam Lantinga
4938c5054e Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
2017-01-04 10:28:07 -08:00
Sam Lantinga
99e10ef506 Assume D-pad or thumbstick style axes are centered at 0 2017-01-04 07:06:48 -08:00
Sam Lantinga
26f84d7447 Added mappings for several GameCube and SNES controllers 2017-01-04 06:21:17 -08:00
Sam Lantinga
d2a01b6e53 Added the NEXT SNES Controller to the list of zero-centered joysticks 2017-01-04 06:19:56 -08:00
Sam Lantinga
c7780497dc Increased joystick jitter tolerance for PS3 controllers 2017-01-04 05:56:47 -08:00
Sam Lantinga
1ddff75c70 Some controllers have trouble getting out to 20000 2017-01-04 05:09:02 -08:00
Ryan C. Gordon
9d04205263 x11: deal with xrandr display size in millimeters being zero.
Xquartz on macOS reports a zero size, which leads to a division by zero here.
2017-01-04 09:33:47 -05:00
Sam Lantinga
082132a70c Fixed binding the D-pad on some Super NES style controllers
Fixed a case where partial trigger pull could be bound to another button

There is a fundamental problem not resolved by this commit:

Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.

Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.

My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
2017-01-03 23:39:28 -08:00
Sam Lantinga
d359180040 Fixed bug 3519 - SDL_GetDisplayMode fails to report mode.format when using Wayland backend
Ryan C. Gordon

Kristian says you can't do it with Wayland, and that going forward, it'll just handle whatever you throw at it anyhow.

https://twitter.com/hoegsberg/status/816148272402165761

So I say we mark it SDL_PIXELFORMAT_RGB888, which is what my X11 display currently reports, and leave it at that.
2017-01-03 00:44:05 -08:00
Ryan C. Gordon
2e2572a4f1 Added SDL_ReserveSpaceInDataQueue() to make space without copying data. 2016-12-27 23:48:43 -05:00
Sam Lantinga
18d9b23c65 Fixed bug 3539 - SDL2, missing MIR LDFLAGS
Gianfranco

Hello, this is the failure I got

https://launchpadlibrarian.net/300679206/buildlog_ubuntu-zesty-amd64.libsdl2_2.0.5+dfsg1-2ubuntu1_BUILDING.txt.gz

  LTLINK build/libSDL2.la
build/.libs/SDL_mirvideo.o: In function `MIR_InitDisplayFromOutput':
././src/video/mir/SDL_mirvideo.c:258: undefined reference to `mir_output_get_current_mode'
collect2: error: ld returned 1 exit status
2017-01-02 10:30:32 -08:00
Sam Lantinga
67ed894353 Fixed bug 3529 - SDL_EGL_UnloadLibrary is not called at all on SDL_Quit
kaisyu

In case of OpenGLES, the sequences of loading and unloading driver library should be like that:

SDL_Init
  ...
  SDL_GL_LoadLibrary
    SDL_EGL_LoadLibrary
...
SDL_Quit
  ...
  SDL_GL_UnloadLibrary
    SDL_EGL_UnloadLibrary
...


However, according to my test results, the varible '_this->gl_config.driver_loaded' does not allow 'SDL_GL_UnloadLibrary' to call 'SDL_EGL_UnloadLibrary'.
2017-01-01 19:10:36 -08:00
David Ludwig
0cfa0aa11c improved SDL_GetError() output generated by EGL code
This change attempts to report the EGL error codes generated by SDL's calls
into EGL, along with the name of the EGL function that failed.
2016-12-29 11:49:18 -05:00
Sam Lantinga
0badbddef9 Run sed in binary mode so we don't have to worry about fixing line endings 2017-01-01 18:47:29 -08:00
Sam Lantinga
9e6d729e2d Fixed typo in copyright update script 2017-01-01 18:36:35 -08:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
0f586d5808 Convert some files back into DOS line endings after updating copyright 2017-01-01 18:32:57 -08:00
Sam Lantinga
49225f5f04 We don't currently support blitting to < 8 bpp surfaces, return an error instead of corrupting memory in that case. 2016-12-31 18:11:19 -08:00
Sam Lantinga
2ba66d0525 Fixed bug 3535 - Misplaced comment #if/#endif closure comment
Coriiander

This notice is about a misplaced comment.

Often times when we use an #if #endif sequence, the #endif is followed by a comment to indicate what #if statement it belonged to. The SDL_xaudio2.c file contains a misplaced comment, as follows (I stripped the other comments):

#ifdef __GNUC__
#  define SDL_XAUDIO2_HAS_SDK 1
#elif defined(__WINRT__)
#  define SDL_XAUDIO2_HAS_SDK
#include "SDL_xaudio2.h"
#else
#if 0
#include <dxsdkver.h>
#if (!defined(_DXSDK_BUILD_MAJOR) || (_DXSDK_BUILD_MAJOR < 1284))
#  pragma message("Your DirectX SDK is too old. Disabling XAudio2 support.")
#else
#  define SDL_XAUDIO2_HAS_SDK 1
#endif
#endif
#endif /* 0 */



That final /* 0 */ should be moved one line up. Like this (I tabbed it out for you to make it more clear):
2016-12-31 16:21:55 -08:00
Sam Lantinga
880842cfdf Fixed bug 3531 - internal SDL_vsnprintf implementation access memory outside given buffer ranges
Tristan

The internal SDL_vsnprintf implementation accesses memory outside buffer. The bug existed also inside the format (%) processing, which was fixed with Bug 3441.

But there is still an invalid access, if we do not have any format inside the source string and the destination string is shorter than the format string. You can use any string for this test, as long it is longer than the buffer.

Example:

va_list argList;
char buffer[4];
SDL_vsnprintf(buffer, sizeof(buffer), "Testing", argList);

The bug is located on the 'else' branch of the format char test:

while (*fmt) {
  if (*fmt == '%') {
    ...
  } else {
    if (left > 1) {
      *text = *fmt;
      --left;
    }
    ++fmt;
    ++text;
  }
}
if (left > 0) {
  *text = '\0';
}

As you can see that text is always incremented, even when left is already one. When then on the last lines, *text is assigned the NULL char, the pointer is located outside bounds.
2016-12-31 16:14:51 -08:00
Sam Lantinga
7f2068daca Fixed bug 3541 - DisplayIndex out of bounds in SDL_SetWindowPosition
Intellectual Kitty

In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483):

        if (displayIndex > _this->num_displays) {

should be:

        if (displayIndex >= _this->num_displays) {
2016-12-31 10:30:07 -08:00
Philipp Wiesemann
e61daa7270 Fixed warning and missing animation delay in testoverlay2 program. 2016-12-30 19:57:50 +01:00
Philipp Wiesemann
c2b90f2df8 Fixed compiling of testgamecontroller program with C++. 2016-12-28 20:11:29 +01:00
Philipp Wiesemann
de79828b9f Fixed warning about unused variable in controllermap program. 2016-12-28 20:11:12 +01:00
Philipp Wiesemann
af26379881 Fixed crash if allocating memory for game controller failed. 2016-12-28 20:10:48 +01:00
Sam Lantinga
8000e6d9e1 Added documentation for the game controller axis values 2016-12-27 09:59:36 -08:00
Sam Lantinga
21cb42d79b Make sure we go all the way back (within the XBox controller dead zone) to prevent accidentally binding axes inverted 2016-12-27 09:51:58 -08:00
Sam Lantinga
cb8685c022 Fixed comment style 2016-12-27 02:04:38 -08:00
Sam Lantinga
6d7da0887d Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
2016-12-27 01:39:07 -08:00
Ryan C. Gordon
7c31636666 x11: Don't loop forever if the X server refuses a pointer grab. 2016-12-26 23:02:14 -05:00
Ryan C. Gordon
76f2ae3ca2 Don't use pushd/popd in autogen.sh; Ubuntu's /bin/sh doesn't support it. 2016-12-26 22:58:58 -05:00
Sam Lantinga
b4e069e7f8 Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix

Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:

/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
 extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
 ^~~~~~

It seems there is a missing 'void' between the parentheses.
2016-12-26 02:12:21 -08:00
Sam Lantinga
9492492d5f Fixed bug 3516 - fix build on illumos
Sylvain

trivial patch to fix the build on illumos

 -Werror=declaration-after-statement

https://gist.github.com/wiedi/15b71456667f7aa2a7f8815663723bb3
2016-12-26 01:56:52 -08:00
Alex Szpakowski
fd85f5748d Mac: back out commit 3e9b2ae41adf. It causes significant overhead on many GPUs. 2016-12-23 22:49:37 -04:00
Alex Szpakowski
d719374cb9 Mac: Fix over-saturated colors on P3 displays (e.g. the 2016 MBPs). 2016-12-23 22:08:18 -04:00
Philipp Wiesemann
3e9284519a Windows: Fixed compile error. 2016-12-23 20:36:24 +01:00
Philipp Wiesemann
7c60a638b0 Corrected header file guard comments. 2016-12-23 20:36:12 +01:00
Sam Lantinga
4fc0fe1f69 Removed debug print statements 2016-12-23 02:23:44 -08:00
Sam Lantinga
ad26769cd7 Fixed compile errors on various platforms 2016-12-22 18:43:00 -07:00
Sam Lantinga
ca019dada5 Fixed issue where the throttle and other axes on racing wheels don't start at zero and show up as immediate input when the wheel is turned for the first time. Wait until they are actually moved before generating input from them. 2016-12-22 17:33:45 -08:00
Sam Lantinga
b2f6c4c1bd Fixed bus error when converting 16-bit to float for non-integral-multiple sample rates 2016-12-19 11:15:53 -08:00
Ryan C. Gordon
366c77a9f0 audio: fixed one more incorrectly-hardcoded value in the resamplers. 2016-12-18 20:17:33 -05:00
Alex Szpakowski
eda74fda96 tvOS: Expose remote swipe gestures as arrow key presses (thanks oviano!) 2016-12-18 13:05:14 -04:00
Alex Szpakowski
787a54c84b iOS bug #3377: work around bugs in some third party iOS libraries (e.g. Google admob) where they assume the optional UIApplicationDelegate ?window? property always exists and will crash if it doesn?t. 2016-12-18 12:28:28 -04:00
Ryan C. Gordon
f956df23bb audio: fixed arbitrary upsampling (thanks, Sylvain!).
This was a leftover of simplifying the resamplers down from autogenerated
code; I forgot to make something that the generator hardcoded into something
variable.

Fixes Bugzilla #3507.
2016-12-17 16:15:24 -05:00
Philipp Wiesemann
b515b34dbb Fixed hotplug with more than one device in testjoystick program. 2016-12-16 22:58:32 +01:00
Philipp Wiesemann
0a3f9d0cfb Fixed warning about unused variable in controllermap program. 2016-12-16 22:58:16 +01:00
Sam Lantinga
0c5e7a1067 Fixed handling joysticks that send multiple events for a single control, e.g. both a button and axis event for a trigger.
Tested with the 8Bitdo NES30 Pro on Linux
2016-12-15 14:27:22 -08:00
Sam Lantinga
b4ea63ec2c Fixed crash if there are multiple joysticks closed during the joystick update loop 2016-12-14 06:25:09 -08:00
Ryan C. Gordon
f50a04009c windows: add whitespace to fix macro preprocessing issue (thanks, Sven!).
Apparently without a space here, "fastbuild -cache" breaks.
2016-12-13 00:22:42 -05:00
Sam Lantinga
85d8a79f65 Fixed updated return value for SDL_GL_SwapWindow()
Ozkan Sezer

http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
2016-12-12 09:19:48 -08:00
Sam Lantinga
e81bf12b85 Fixed edid parsing code for older gcc compilers
Ozkan Sezer

This adds the name 'ad' to two unnamed unions in edid.h
and adjusts edid-parse.c for it.  Nameless unions are not supported in
ancient gcc, which I happened to use on one of my ancient setups.
2016-12-12 09:18:42 -08:00
Sam Lantinga
8414c3d4ae Fixed ABI, don't change the return type of SDL_GL_SwapWindow() 2016-12-11 12:01:44 -08:00
Sam Lantinga
6211668e9f Fixed creating a renderer on the dummy driver on Mac OS X 2016-12-11 12:01:01 -08:00
Sam Lantinga
cb5a0b0f6a Fixed crash when creating a dummy window on Mac OS X 2016-12-11 11:45:33 -08:00
David Ludwig
d6bcec8f6a WinRT: build fixes
These fixes are lumped into two categories:

1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
   files)

2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
   Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
   APIs.  There does appear to be a replacement API, available in the
   Windows.Devices.HumanInterfaceDevice namespace.

   This fix should be sufficient to get SDL compiling again, without affecting
   Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
   almost certainly be better (for UWP/WinRT builds).

   TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
   appropriate.
2016-12-10 15:23:17 -05:00
Sam Lantinga
454d9cb96d PP_OK isn't available in the NaCl build environment on buildbot. It's defined as 0 2016-12-09 05:19:31 -08:00
Sam Lantinga
97d05b0da8 Fixed a bunch of SwapWindow calls that needed their return value updated 2016-12-09 05:12:27 -08:00
Sam Lantinga
7a39681ea5 Fixed X11 OpenGL ES build 2016-12-09 05:04:18 -08:00
Sam Lantinga
fed8cbcdb6 Fixed build for EGL platforms 2016-12-09 05:00:35 -08:00
Sam Lantinga
b936a4c360 Added support for the XiaoMi Game Controller 2016-12-09 04:57:54 -08:00
Sam Lantinga
70aa2a5717 Only print out the controller mappings if we're not going to test a controller 2016-12-09 04:17:10 -08:00
Sam Lantinga
524bf3c282 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga
3b18c796ed Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array
Benjamin Harris

Found with valgrind and confirmed in the 2.0.5 source code.
One-line fix in SDL_JoystickClose?
2016-12-09 01:29:52 -08:00
Sam Lantinga
a525017139 Protect the game controller API the same way the joystick API is protected from multi-threaded access 2016-12-08 10:13:45 -08:00
Sam Lantinga
1b08f0c179 Added the guide button for the NVIDIA Shield Controller 2016-12-07 11:41:20 -08:00
Sam Lantinga
91491824ae Removed unneeded warning when running from Visual Studio 2016-12-07 11:02:02 -08:00
Sam Lantinga
acabb5d5fd Added support for XBox One controllers on Mac OS X, using the driver at: https://github.com/360Controller/360Controller/releases 2016-12-06 14:22:28 -07:00
Ryan C. Gordon
09ed5cc0d8 xcode: Make sure SDL_dataqueue sources are included in all targets. 2016-12-06 13:33:02 -05:00
Ryan C. Gordon
6cb2f5bbbc xcode: updated macOS and iOS project files with SDL_dataqueue sources. 2016-12-06 12:30:31 -05:00
Ryan C. Gordon
c023187548 audio: Fixed compiler warnings. 2016-12-06 12:23:17 -05:00
Ryan C. Gordon
a0e003eebb Refactored the audio queueing code to a generic SDL_DataQueue interface.
This is not a public API (at the moment), but we will be needing this for
other internal things soon.
2016-12-06 02:23:54 -05:00
Ryan C. Gordon
8b960d4e0f Added SDL_VARIABLE_LENGTH_ARRAY so this #ifdef is localized to one place. 2016-12-06 02:20:58 -05:00
Sam Lantinga
68d7be3949 Fixed bug 3508 - variably modified ?SDL_dummy_size? at file scope in test/testatomic.c
Ciro Santilli

GCC 6, Ubuntu 16.10, cd test; ./configure; make

/bin/sh config.status Makefile
config.status: creating Makefile
gcc -o loopwave loopwave.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2
gcc -o testatomic testatomic.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2
In file included from /usr/include/SDL2/SDL_main.h:25:0,
                 from /usr/include/SDL2/SDL.h:32,
                 from testatomic.c:14:
/usr/include/SDL2/SDL_stdinc.h:261:20: error: variably modified ?SDL_dummy_size? at file scope
        typedef int SDL_dummy_ ## name[(x) * 2 - 1]
                    ^
testatomic.c:106:1: note: in expansion of macro ?SDL_COMPILE_TIME_ASSERT?
 SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */
 ^~~~~~~~~~~~~~~~~~~~~~~
Makefile:114: recipe for target 'testatomic' failed
make: *** [testatomic] Error 1

If I remove the line SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */ it works, lazy to figure out the best way to do this.
2016-12-06 00:40:09 -08:00
Sam Lantinga
af7f30de02 Fixed SDL always being built because of missing headers in the project. 2016-12-05 21:28:27 -08:00
Sam Lantinga
264138cceb Added support for the Hori Fighting Commander 4 2016-12-03 08:39:21 -08:00
Sam Lantinga
54188c8b9e Fixed crash at startup 2016-12-03 09:59:43 -08:00
Sam Lantinga
e7efcfbaa4 Added Linux mapping for the DragonRise Inc. Generic USB Joystick 2016-12-03 00:40:13 -08:00
Sam Lantinga
16074e6749 Fixed compile warning on Visual Studio 2016-12-02 22:18:05 -08:00
Sam Lantinga
4eda58ba6a Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
2016-12-02 21:01:13 -08:00
Sam Lantinga
26f05ecb4d Fixed missing prototypes on Android, patch from Sylvain 2016-12-02 02:25:12 -08:00
Sam Lantinga
84c0780e25 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego

I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
2016-12-02 02:21:35 -08:00
Sam Lantinga
a738a6fb49 Added Linux controller mapping for the Nostromo n45 Dual Analog Gamepad 2016-12-01 07:31:08 -08:00
Sam Lantinga
1b689c335c Fixed bug 3503 - osx builds don't run on 10.6 as of rev. 10651
Ozkan Sezer

With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 ,
SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8)
because the symbol _IOPMAssertionCreateWithDescription is missing.
The SDK listing it for 10.7+ does seem correct.  Reverting r10651
and rebuilding makes it to function again.
2016-12-01 11:52:47 -08:00
Sam Lantinga
4905cd9c09 Fixed bug 3340 - SDL_BlitScaled causes access violation in some cases.
Simon Hug

The SDL_BlitScaled function runs into an access violation for specific blit coordinates and surface sizes. The attached testcase blits a 800x600 surface to a 1280x720 surface at the coordinates -640,-345 scaled to 1280x720. The blit function that moves the data then runs over and reads after the pixel data from the src surface causing an access violation.

I can't say where exactly it goes wrong, but I think it could have something to do with the rounding in SDL_UpperBlitScaled. final_src.y is 288 and final_src.h is 313. Together that's 601, which I believe is one too much, but I just don't know the code enough to make sure that's the problem.

Sylvain

I think this patch fix the issue, but maybe it's worth re-writing "SDL_UpperBlitScaled" using SDL_FRect.
2016-11-30 22:06:05 -08:00
Sam Lantinga
cb8748b719 Fixed the controller mappings for the OUYA controller 2016-11-30 12:58:03 -08:00
Sam Lantinga
5fcf2577fb Added PS4 controller entries for the new Sony HID driver
https://git.kernel.org/cgit/linux/kernel/git/jikos/hid.git/log/?h=for-4.10/sony
2016-11-30 12:34:50 -08:00
Sam Lantinga
663afa911f Added support for the DS4 USB Wireless Adaptor 2016-11-30 12:25:19 -08:00
Philipp Wiesemann
cd3aefc093 Updated documentation in header file. 2016-11-30 23:31:36 +01:00
Philipp Wiesemann
a7655d77d1 Fixed warning about storing an unused value.
Found by buildbot.
2016-11-30 23:31:23 +01:00
Sam Lantinga
d834c08ac7 Add the controller mappings to the linked list in order 2016-11-29 22:02:37 -08:00
Sam Lantinga
dd5d85a4e7 Added an API to iterate over game controller mappings 2016-11-29 06:36:57 -08:00
Sam Lantinga
1e8f074c43 Avoid conflicts with multiple versions of udev by first trying the library that is linked with the executable, if any, and then picking the one that is in the build environment.
This fixes joystick detection for applications using the Steam Linux Runtime
2016-11-29 05:34:20 -08:00
Sam Lantinga
5220759f03 Made it safe to update joysticks from multiple threads, fixes crash in Steam 2016-11-29 05:04:42 -08:00
Sam Lantinga
8bd4c6f332 Added fcitx-libs-dev to debian build dependencies, for Fcitx IME support 2016-11-28 08:05:45 -08:00
Sam Lantinga
4fe3fb3454 Added debian changelog entry for SDL 2.0.5 2016-11-28 07:34:25 -08:00
Sam Lantinga
7f764bd8d3 once more - iterating on this is annoying 2016-11-26 10:26:36 -08:00
Sam Lantinga
51ccc9ed8c if the tap is explicitly disabled by code or by another program, let it remain disabled! this is different than the automatic "event tap was too slow therefore we stopped processing it" timeout which we want to re-enable after. 2016-11-26 10:26:32 -08:00
Sam Lantinga
25f54f0f4f tap should default to disabled, not enabled 2016-11-26 10:26:26 -08:00
Sam Lantinga
354a8f276e SDL for Mac - only enable global event tap when actually necessary (app has focus and has requested relative mouse mode or has asked for a mouse grab). in other situations the event tap impacts system performance and battery life with no benefit. 2016-11-26 10:26:22 -08:00
Ryan C. Gordon
ff56c7b300 checker-buildbot.sh: Disable warnings that aren't explicitly static analysis. 2016-11-25 14:16:27 -05:00
Ryan C. Gordon
d1c35febce macOS: removed deprecated UpdateSystemActivity() call.
The non-deprecated approach (IOPMAssertion) already exists in SDL, and is
available in Mac OS X 10.6 and later (although it was incorrectly listed as
10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no
longer conditionally used.
2016-11-25 00:13:13 -05:00
Ryan C. Gordon
fb5fd67ccb Fixed all known static analysis bugs, with checker-279 on macOS. 2016-11-24 21:41:09 -05:00
Ryan C. Gordon
fd250bd636 checker-buildbot.sh: Upgraded to checker-279, deal with zero bugs detected. 2016-11-24 21:13:23 -05:00
Sam Lantinga
2f6ba615ee Guess the USB VID/PID of XInput devices 2016-11-24 12:24:22 -08:00
Sam Lantinga
e9983c7b0f We are comparing 16-bit values 2016-11-24 11:53:23 -08:00
Ryan C. Gordon
e93e91f0b5 Pacify some GCC strict-aliasing compiler warnings. 2016-11-23 21:52:48 -05:00
Sam Lantinga
5232b8e952 Fixed XBox One S controller mapping for firmware revision 3.1.1221.0, including back and guide buttons 2016-11-23 06:54:19 -08:00
Ryan C. Gordon
232ae68864 Still more compiler warning fixes for various platforms. 2016-11-23 17:20:28 -05:00
Ryan C. Gordon
40c2a6fb55 Fixed more compiler warnings. 2016-11-23 11:49:26 -05:00
Ryan C. Gordon
52827361ae directsound: fixed compiler warnings. 2016-11-23 10:51:44 -05:00
Sam Lantinga
aa03b9d7af The XBox One S controller sends keys outside the standard joystick button range 2016-11-22 22:14:28 -08:00
Sam Lantinga
6558ecdbf6 Added mapping for XBox One S controller firmware version 3.1.1221.0 2016-11-22 04:42:07 -08:00
Ryan C. Gordon
a949882a98 cpuinfo: fix SDL_HasNEON() on older iOS devices, fixed C++ comment. 2016-11-21 20:35:59 -05:00
Sam Lantinga
3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga
abe9271065 Fixed warning building under mingw, patch contributed by Sylvain 2016-11-20 21:29:27 -08:00
Sam Lantinga
c7351c2dea Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain 2016-11-20 21:26:56 -08:00
Sam Lantinga
eaca3958ad Fixed bug 3494 - SDL_test_fuzzer.c fails compile since r10604
Ozkan Sezer

As of hg rev. 10604 (http://hg.libsdl.org/SDL/rev/4fe01fd25855),
SDL_test_fuzzer.c fails to build again
2016-11-20 21:24:09 -08:00
Sam Lantinga
4a089ca1c8 Fixed bug 3486 - Can't get HINSTANCE of my window
realitix

SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.

In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE:  (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
2016-11-20 21:18:55 -08:00
Philipp Wiesemann
2a5fab63ee Updated configure script. 2016-11-19 23:27:51 +01:00
Philipp Wiesemann
eb9cc03068 Fixed two memory leaks if added game controller mapping has lower priority.
Found by buildbot.
2016-11-19 23:27:37 +01:00
Philipp Wiesemann
a49ac09c02 Windows: Fixed crash if using current SDL_GetWindowWMInfo() from older programs. 2016-11-18 00:06:09 +01:00
Philipp Wiesemann
d05a39d0a6 Wayland: Fixed file descriptor leaks if device was not initialized. 2016-11-18 00:05:54 +01:00
Philipp Wiesemann
c345126266 Emscripten: Fixed handling of deactivated mouse events.
SDL_GetEventState() was called with a button state instead of an event type.
2016-11-18 00:05:28 +01:00
Ryan C. Gordon
32cb34945e cpuinfo: patched to compile for getauxval() path. 2016-11-17 17:03:43 -05:00
Ryan C. Gordon
0b33a1188b cpuinfo: more patching for Android. Legacy platform targets are a pain. 2016-11-17 16:10:32 -05:00
Ryan C. Gordon
a298e56349 cpuinfo: Patched to compile on Android, Linux. 2016-11-17 16:04:00 -05:00
Ryan C. Gordon
e8f4b7c4f5 cpuinfo: patched to compile.
Nothing quite like experimentation via Buildbot!  :/
2016-11-17 16:01:59 -05:00
Ryan C. Gordon
74eb78dcbf cpuinfo: more work on SDL_HasNEON(). 2016-11-17 15:57:58 -05:00
Ryan C. Gordon
db97c3d3e8 cpuinfo: silence compiler warnings on non-Intel CPU architectures. 2016-11-17 01:41:56 -05:00
Ryan C. Gordon
66a36d5660 cpuinfo: disable NEON detection on Android for now.
Will fix this properly soon.
2016-11-17 01:34:18 -05:00
Ryan C. Gordon
5c6b2ebf2d cpuinfo: more robust ARM preprocessor checks. 2016-11-17 01:26:56 -05:00
Ryan C. Gordon
35430a73f2 cpuinfo: first attempt at SDL_HasNEON() implementation. 2016-11-17 01:15:16 -05:00
Ryan C. Gordon
7592b40b39 cpuinfo: Removed code duplication, cached CPUID details. 2016-11-16 22:49:04 -05:00
Philipp Wiesemann
6fe15d6347 Wayland: Fixed memory leak if output retrieval failed.
Found by Cppcheck.
2016-11-16 22:09:40 +01:00
Philipp Wiesemann
97aa577589 Fixed empty parameter list in signatures of internal functions. 2016-11-16 22:08:51 +01:00
Sam Lantinga
818d1d3e80 Fixed bug 1646 - Warnings from clang with -Weverything 2016-11-15 01:30:08 -08:00
Sam Lantinga
0d24495b15 Removed unused constants
Except for SDL_bmp.c where they are historically interesting and I've left them in.
2016-11-15 01:24:58 -08:00
Thomas Perl
acce865911 [qtwayland] Set orientation and window flags via SDL hints 2016-11-13 10:39:04 +01:00
Sam Lantinga
009a3f5aa6 Fixed bug 3490 - Build failure with --enable-video-directfb
felix

Building SDL 2.0.5, or even the Mercurial snapshot (r10608) with GCC 6.2.1 and --enable-video-directfb generates a number of compiler diagnostics and fails.
2016-11-15 01:14:30 -08:00
Sam Lantinga
ab8bd3d96b Fixed bug 3359 - Software renderer does incorrect blending with SDL_RenderCopyEx
Simon Hug

The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.)

Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient.

The following blend modes have issues when drawn at an angle.

NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode.

MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations.

BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is.

This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function.

There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers.

The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode...

It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster?

As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode.

I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
2016-11-15 01:12:27 -08:00
Sam Lantinga
c1e292fcf8 Fixed build error with missing function prototype in the SDL_test_harness.h header 2016-11-13 23:09:42 -08:00
Sam Lantinga
c2837ef634 Fixed unresolved symbol on Visual Studio 2016-11-13 23:04:47 -08:00
Sam Lantinga
57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga
c13a077d15 Fixed bug 3488 - Random crashes (because Memory overlap in audio converters detected by Valgrind)
Vitaly Novichkov

Okay, when I researched code and algorithm, I tried to replace condition "while(dst >= target)" with "while(dst > target)" and crashes are gone.
Seems on some moments it tries to write into the place before memory block begin, therefore phantom crashes appearing after some moments.
2016-11-13 00:09:02 -08:00
Sam Lantinga
37696150e2 Fixed build on various platforms 2016-11-11 13:47:40 -08:00
Sam Lantinga
77000ff8cb Fixed bug 1822 - Inconsistent renderer behaviour on rotation
Sylvain 2016-11-07 08:49:34 UTC

when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey.

if you set a dummy colorkey, it will remove the line ...
if you set a some alpha mod, the +90/-90 get transparent but not the 0/180  ...
2016-11-11 13:38:39 -08:00
Sam Lantinga
23c01c1890 Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile
x414e54

It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings.

So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping.

There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable.

Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings.

For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
2016-11-11 13:29:23 -08:00
Sam Lantinga
74e1dd4c6f Define _GNU_SOURCE when building SDL 2016-11-11 13:14:00 -08:00
Sam Lantinga
302a6e62aa Fixed bug 3484 - DSP driver does not detect /dev/dsp0
Tobias Kortkamp

using SDL 2.0.5 (and a repository checkout) on FreeBSD 11.0 I get this output
from testaudioinfo with SDL_AUDIODRIVER=dsp:

INFO: Found 8 output devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp1
INFO:   2: /dev/dsp2
INFO:   3: /dev/dsp3
INFO:   4: /dev/dsp4
INFO:   5: /dev/dsp5
INFO:   6: /dev/dsp6
INFO:   7: /dev/dsp7
INFO:
INFO: Found 3 capture devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp4
INFO:   2: /dev/dsp5
INFO:

This is /dev/sndstat:

Installed devices:
pcm0: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm1: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm2: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm3: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play)
pcm4: <Realtek ALC887 (Rear Analog 7.1/2.0)> (play/rec)
pcm5: <Realtek ALC887 (Front Analog)> (play/rec) default
pcm6: <Realtek ALC887 (Rear Digital)> (play)
pcm7: <Realtek ALC887 (Onboard Digital)> (play)
No devices installed from userspace.

I'd expect to find /dev/dsp0 in the output device list.  It's not detected
because of a a small logic error in SDL_audiodev.c (see attached patch).

With the patch applied I get this which is what I'd expect:

INFO: Found 9 output devices:
INFO:   0: /dev/dsp
INFO:   1: /dev/dsp0
INFO:   2: /dev/dsp1
INFO:   3: /dev/dsp2
INFO:   4: /dev/dsp3
INFO:   5: /dev/dsp4
INFO:   6: /dev/dsp5
INFO:   7: /dev/dsp6
INFO:   8: /dev/dsp7
2016-11-11 12:41:06 -08:00
Sam Lantinga
160e719449 Fixed whitespace and added code to support older game controller GUIDs 2016-11-11 04:35:06 -08:00
Sam Lantinga
b6542ab237 Fixed whitespace 2016-11-11 04:30:09 -08:00
Sam Lantinga
47418f2d5a Updated Windows game controller support 2016-11-11 03:35:37 -08:00
Sam Lantinga
79f6ba5a84 Fixed signed/unsigned comparison warnings in Visual Studio 2016-11-11 03:18:16 -08:00
Sam Lantinga
801a9eaf64 Updated Mac OS X game controller support 2016-11-11 04:06:00 -07:00
Sam Lantinga
c406f649b3 Added USB VID/PID information to the SDL test programs 2016-11-10 18:53:50 -08:00
Sam Lantinga
0cc6207c68 Added Linux entries for the Logitech Dual Action game controller 2016-11-10 18:53:29 -08:00
Sam Lantinga
ac74e16cde Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller. 2016-11-10 17:19:34 -08:00
Ryan C. Gordon
2898ada338 wayland: fixed compiler warning about pipe2(). 2016-11-10 12:07:34 -05:00
Ryan C. Gordon
0a294a7ba0 nacl: pepper_49 SDK apparently has problems, move buildbot back to pepper_47.
(this is still a big leap forward from the previous buildbot target of
pepper_35!)
2016-11-10 11:26:44 -05:00
Ryan C. Gordon
920bc237da Upgraded buildbot to NaCL SDK pepper_49 (the current stable release). 2016-11-08 01:12:54 -05:00
Philipp Wiesemann
6380d5c24e Fixed audio conversion for unsigned 16 bit data. 2016-11-07 21:10:01 +01:00
Sam Lantinga
37d991d7d6 Fixed bug 3481 - Configure fails to detect dynamic library support on powerpc64le
Sam

I've discovered that when building on powerpc64le (and probably powerpc64) SDL's configure script fails to detect dynamic library support, causing it to build a static library. This causes link failures due to undefined symbols later when packages link with -lSDL.

This seems to be because the included autotools package is too old to detect powerpc64le. This change corrects the problem for me but newer versions of autotools should handle it without a patch
2016-11-06 20:26:48 -08:00
Sam Lantinga
057bca8a68 Better fix for last point in D3D11 renderer, thanks to Nader Golbaz 2016-11-06 15:15:32 -08:00
Sam Lantinga
0396af651a Shifting a value by more than its bits isn't defined and has varying behavior depending on compiler and platform 2016-11-06 14:13:28 -08:00
Sam Lantinga
40b571c91e Fixed bug 3468 - _allshr in SDL_stdlib.c is not working properly
Mark Pizzolato

On Windows with Visual Studio, when building SDL as a static library using the x86 (32bit) mode, several intrinsic operations are implemented in code in SDL_stdlib.c.

One of these, _allshr() is not properly implemented and fails for some input.  As a result, some operations on 64bit data elements (long long) don't always work.

I classified this bug as a blocker since things absolutely don't work when the affected code is invoked.  The affected code is only invoked when SDL is compiled in x86 mode on Visual Studio when building a SDL as a static library.  This build environment isn't common, and hence the bug hasn't been noticed previously.

I reopened #2537 and mentioned this problem and provided a fix.  That fix is provided again here along with test code which could be added to some of the SDL test code.  This test code verifies that the x86 intrinsic routines produce the same results as the native x64 instructions which these routines emulate under the Microsoft compiler.  The point of the tests is to make sure that Visual Studio x86 code produces the same results as Visual Studio x64 code.  Some of the arguments (or boundary conditions) may produce different results on other compiler environments, so the tests really shouldn't be run on all compilers.  The test driver only actually exercised code when the compiler defines _MSC_VER, so the driver can generically be invoked without issue.
2016-11-06 10:01:08 -08:00
Sam Lantinga
d780031277 Fixed bug 3476 - round() needs _GNU_SOURCE on some old systems
Ozkan Sezer

On systems with old glibc, such mine with glibc-2.8, the following warning
is issued and is fixed easily by defining _GNU_SOURCE:

/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c: In function 'CalculateXRandRRefreshRate':
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: implicit declaration of function 'round'
/home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: incompatible implicit declaration of built-in function 'round'
2016-11-06 09:30:06 -08:00
Sam Lantinga
330e2952d8 Fixed bug 2421 for D3D11 - SDL_RenderCopyEx off by one when rotating by 90 and -90.
Nader Golbaz

Updated patch for direct3d renderers
2016-11-06 08:47:40 -08:00
Sam Lantinga
4ed4997cc4 Fixed bug 2421 for D3D9 - SDL_RenderCopyEx off by one when rotating by 90 and -90
Nader Golbaz

Updated patch for direct3d renderers
2016-11-06 08:42:46 -08:00
Sam Lantinga
d767a450dc Fixed 2942 - Wayland: Drag and Drop / Clipboard
x414e54

I have implemented Drag and Drop and Clipboard support for Wayland.

Drag and dropping files from nautilus to the testdropfile application seems to work and also copy and paste.
2016-11-06 08:34:27 -08:00
Philipp Wiesemann
7ad3a46d76 ALSA: Fixed compile warning about unused function.
Found by buildbot.
2016-11-05 21:23:17 +01:00
Philipp Wiesemann
5819923212 WinRT: Corrected header file guard comment. 2016-11-05 21:22:58 +01:00
Philipp Wiesemann
062ca2b261 Removed empty statement. 2016-11-05 21:22:39 +01:00
Sam Lantinga
6ed8213049 Fixed Windows build 2016-11-05 01:52:28 -07:00
Sam Lantinga
5298830945 Fixed bug 3480 - minor update to NACL common.js
Sylvain

All latest official NACL examples have a slightly different 'common.js' file. It seems it has been updated in the meantime to fix a bug.
2016-11-05 01:48:14 -07:00
Ryan C. Gordon
a17abf10b7 Also patched to compile on C89 compilers. 2016-11-05 03:56:55 -04:00
Ryan C. Gordon
067f0c8482 Patched to compile on C89 compilers. 2016-11-05 03:53:59 -04:00
Ryan C. Gordon
f3456e9a93 Reworked audio converter code.
This no longer uses a script to generate code for every possible type
conversion or resampler. This caused a bloat in binary size and and compile
times. Now we use a handful of more generic functions and assume staying in
the CPU cache is the most important thing anyhow.

This shrinks the size of the final build (in this case: macOS X amd64, -Os to
optimize for size) by 15%. When compiling on a single core, build times drop
by about 15% too (although the previous cost was largely hidden by multicore
builds).
2016-11-05 02:34:38 -04:00
Ryan C. Gordon
7e65d88f01 Removed premake build system. 2016-11-03 11:10:52 -04:00
Ryan C. Gordon
0f83ae0fd9 Added some debug logging to print out every event added to the SDL queue. 2016-11-03 01:29:56 -04:00
Sam Lantinga
baadd54686 Fixed text input events with UIM
Alex Baines

I realized overnight that my patch probably broke text input events with UIM, and I confirmed that it does. Can't believe I overlooked that... I've been making stupid mistakes in these patches recently, sorry.

Anyway, *this* one seems to fix it properly. Knowing my luck it probably breaks something else.
2016-11-02 02:56:54 -07:00
Sam Lantinga
acae3ebf74 Added mapping for the PS3 controller in Bluetooth mode 2016-11-02 02:50:27 -07:00
Alex Baines
8eb762769e Skip duplicate key events sent by IMEs like uim. 2016-11-01 17:38:05 +00:00
Sam Lantinga
d0c8bf7f0b Patch from Tapani P?lli to fix a memory leak in X11_InitKeyboard
Patch uses XkbFreeKeyboard to free the memory returned by XkbGetMap.
Earlier implementation called XkbFreeClientMap which frees all the maps
but not data->xkb structure itself, XkbFreeKeyboard will free maps and
the structure.
2016-11-01 10:48:59 -07:00
Sam Lantinga
a1f427651d Patch from Tapani P?lli to fix a memory leak in X11_GL_CreateContext 2016-11-01 10:46:47 -07:00
Sam Lantinga
077d6e6464 Fixed bug with udev support reporting
Joshua Bodine

I'm going to reopen this because configure should still accurately report whether libudev will be used. Right now it just tests whether it's enabled as an argument, not whether configure was successful in finding it.
2016-11-01 10:42:35 -07:00
Sam Lantinga
539afc5d0b Fixed bug 3473 - can't build on linux with an old kernel 2016-11-01 10:33:44 -07:00
Sam Lantinga
9a8642bd6a Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker

SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.

As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
2016-11-01 10:30:46 -07:00
Philipp Wiesemann
98d188f5de Added call to SDL_HasAVX2() in platform test program. 2016-10-30 21:01:46 +01:00
Philipp Wiesemann
6f1f77b297 Fixed outdated info in README. 2016-10-30 21:01:33 +01:00
Alex Baines
5fe984978c Fix double events / no repeat flag on key events when built withoutibus/fcitx
Uses XkbSetDetectableKeyRepeat, and falls back to forcing @im=none if it's not
supported.
2016-10-28 01:28:58 +01:00
Sam Lantinga
88f2d16e45 Fixed compiling on older versions of ALSA 2016-10-28 17:00:37 -07:00
Sam Lantinga
fdcac1c24f Fixed audio data swizzling when the device channel map already matches what SDL expects 2016-10-28 16:47:06 -07:00
Sam Lantinga
39ba2ab835 Fixed NULL pointer dereference, thanks Ozkan Sezer 2016-10-22 17:53:03 -07:00
Sam Lantinga
5b14a943a8 Fixed bug 3466 - Can't build 2.0.5 on ppc64
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c: In function 'calc_swizzle32':
/home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c:127:5: error: ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]
     const vector unsigned char plus = VECUINT8_LITERAL(0x00, 0x00, 0x00, 0x00,
     ^
2016-10-22 11:01:55 -07:00
Sam Lantinga
ebf07eb0da Added tag release-2.0.5 for changeset 38318a3ae49a 2016-10-19 21:22:42 -07:00
Sam Lantinga
54eb9067e1 Fixed bug 3460 - docs/README-macosx.md: g++fat.sh should be g++-fat.sh in universal build command
Elis?e Maurer

I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/3a3a88db1fc2/docs/README-macosx.md#l24

It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.
2016-10-19 20:50:33 -07:00
Sam Lantinga
8a73f7e893 Fixed bug 3461 - Implement TEXTINPUT events for Haiku
Kai Sterker

Apparently, SDL2 on Haiku does not generate SDL_TEXTINPUT events.
Attached is a patch that adds this functionality.

Tested with SDLs own checkkeys program and different keymaps as well as my own SDL application and German keyboard layout to verify it generates the expected input.
2016-10-19 20:42:22 -07:00
Sam Lantinga
6d67c98e70 Fixed crash on Mac OS X 10.10 and earlier 2016-10-19 20:39:12 -07:00
Sam Lantinga
012217f069 Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer
Albert Casals

On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses.
Currently, it is hardcoded to be 10000 to sit above most applications.

This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
2016-10-18 23:24:49 -07:00
Sam Lantinga
267207ffca Worked around a crash on Mac OS X 10.10 and earlier, thanks to Eric Wasylishen. 2016-10-18 23:12:45 -07:00
Sam Lantinga
ae8ca7c54d Fixed bug 3444 - Android-TV: no more handling of back button on remote
ny00

Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:

If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.

If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).

What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.

Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
2016-10-17 22:09:22 -07:00
Sam Lantinga
8109b1378a Partial fix for bug 3092 - Statically link sdl2 with /MT for msvc
Mike Linford

I'm also having trouble statically linking SDL2 on Visual Studio 2015 with /MT. My symptom is that memcpy is being defined twice.
2016-10-17 21:47:33 -07:00
Sam Lantinga
0eb5c976b9 Fixed bug 3456 - SDL_GameControllerOpen fails if the joystick subsystem isn't initialized
Philipp Wiesemann

Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.
2016-10-17 21:44:32 -07:00
Sam Lantinga
5af67f49f4 Fixed bug 3458 - x11: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen

The patch makes StartTextInput/StopTextInput call Xutf8ResetIC ( https://www.x.org/releases/X11R7.5/doc/man/man3/XmbResetIC.3.html ) on the XIC of all SDL windows.

This fixes my use case in Quakespasm (Ubuntu 16.04, system keyboard layout set to German. Type the '^' dead key, which opens Quakespasm's developer console and calls SDL_StartTextInput, then press 'e'. I expect the dead key to be ignored.)

Also, here is a patch for sdl2's "checkkeys" for testing this: https://bugzilla-attachments.libsdl.org/attachment.cgi?id=2451
2016-10-17 21:37:26 -07:00
Philipp Wiesemann
ba051ae7d9 Linux: Added missing scancodes. 2016-10-16 22:47:49 +02:00
Philipp Wiesemann
f31ce3fb33 Windows: Fixed not removing the always added hint callback on quit.
This was no real problem because SDL_Quit() also calls SDL_ClearHints().
2016-10-16 22:47:37 +02:00
Philipp Wiesemann
c0578f9293 Linux: Removed not needed platform info from entry in controller database. 2016-10-16 22:46:56 +02:00
Philipp Wiesemann
099e8a685b Linux: Fixed compile warnings about unused variables. 2016-10-15 20:02:17 +02:00
Philipp Wiesemann
1fd2646c60 Android: Split long line in README. 2016-10-15 20:01:50 +02:00
Philipp Wiesemann
826508b6ee Removed unused constants in controllermap program. 2016-10-15 20:01:30 +02:00
Csongor Szabo
01f6273675 emscripten: check if device pixel ratio has changed 2016-10-14 17:06:28 +01:00
Sam Lantinga
bc93bdb921 Fixed compiler option warning for 64-bit builds on Visual Studio 2008 2016-10-14 08:56:04 -07:00
Sam Lantinga
d5ddb3cb91 Fixed bug 3453 - First mouse button input after a drag and drop event is ignored
Olav Sorensen

After a drag and drop event, any following mouse button input (down/up) doesn't generate an event. Clicking any mouse button a *second* time generates an event like it should.

Further investigation shows that the new SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH logic also causes this issue in other cases, like the first time you open the program and click the mouse.
2016-10-14 08:40:21 -07:00
Sam Lantinga
8aab39cb7d Fixed bug 3452 - Getting unicode arguments for the main entry point on Windows
Simon Hug

There are currently three entry points in the SDL2_main code for windows: main, wmain and WinMain. Only the latter two properly convert the arguments to UTF-8.

Console applications linked with MSVC will always link with the main entry point (wmain has to be selected by manually setting the entry point). This makes it likely that such programs will not have proper unicode arguments.
2016-10-14 08:27:44 -07:00
Sam Lantinga
3f38bd9142 Fixed warning about redefining DECLSPEC 2016-10-14 08:22:48 -07:00
Sam Lantinga
3663dbe882 Fixed warning about missing field initializers in SDL_DBusContext
Static variables are automatically initialized to zero.
2016-10-14 08:20:40 -07:00
Sam Lantinga
824ecc8f7a Fixed processing mouse and keyboard events in hatari, which uses the old SDLMain.m without creating an SDLApplication instance 2016-10-14 08:15:39 -07:00
Sam Lantinga
83cb2b63a3 Fixed bug 2758 - Android issues with NDK r10c and API-21
Sylvain

After a long time, I found out more clearly what was going wrong.

The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.

An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10

(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)


to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".

with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".

but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().


SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
2016-10-14 06:57:55 -07:00
Sam Lantinga
f3502c3c53 Fixed building with cmake when fcitx isn't installed 2016-10-14 01:04:21 -07:00
Sam Lantinga
8e2634eb13 Fixed divide by zero if setting integer scale without setting logical width and height 2016-10-14 00:51:57 -07:00
Sam Lantinga
e4af8ce968 Fixed typo getting the drawable size 2016-10-13 04:57:31 -07:00
Sam Lantinga
063f752e0d Fixed bug 3328 - Race condition in Wayland_VideoInit
Robert Folland

When running this little test program with SDL2 on Wayland it often crashes in SDL_Init.

From a backtrace it is apparent that there is a race condition in creating a xkb_context_ref. Sometimes it is 0x0.

By moving the relevant lines higher up in Wayland_VideoInit (in SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302) this seems to get fixed.

I moved the call to WAYLAND_xkb_context_new() up to before the call to WAYLAND_wl_display_connect().

Here is the test program (just a loop of init and quit), and a backtrace from gdb:

#include <cstdio>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <unistd.h>
#include <iostream>

int main(int argc, char **argv)
{
    int count = atoi(argv[1]);

    for (int i = 0; i < count; i++) {
        std::cout << "Init " << i << std::endl;
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
                         "Couldn't initialize SDL: %s\n",
                         SDL_GetError());
            return 1;
        }
        std::cout << "Quit" << std::endl;
        SDL_Quit();
    }
    return 0;
}


Init 12
Quit
Init 13

Program received signal SIGSEGV, Segmentation fault.
xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
156         ctx->refcnt++;
(gdb) bt
#0  xkb_context_ref (ctx=ctx@entry=0x0) at src/context.c:156
#1  0x00007ffff5e1cd4c in xkb_keymap_new (ctx=0x0, format=XKB_KEYMAP_FORMAT_TEXT_V1, flags=flags@entry=XKB_KEYMAP_COMPILE_NO_FLAGS) at src/keymap-priv.c:65
#2  0x00007ffff5e1c6cc in xkb_keymap_new_from_buffer (ctx=<optimized out>,
    buffer=0x7ffff7fd5000 "xkb_keymap {\nxkb_keycodes \"(unnamed)\" {\n\tminimum = 8;\n\tmaximum = 255;\n\t<ESC>", ' ' <repeats 16 times>, "= 9;\n\t<AE01>", ' ' <re
peats 15 times>, "= 10;\n\t<AE02>", ' ' <repeats 15 times>, "= 11;\n\t<AE03>", ' ' <repeats 15 times>, "= 12;\n\t<AE04>", ' ' <repeats 12 times>..., length=48090,
    format=<optimized out>, flags=<optimized out>) at src/keymap.c:191
#3  0x00007ffff7b8ea4e in keyboard_handle_keymap (data=0x6169b0, keyboard=<optimized out>, format=<optimized out>, fd=5, size=48091)
    at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandevents.c:269
#4  0x00007ffff64501f0 in ffi_call_unix64 () from /usr/lib/libffi.so.6
#5  0x00007ffff644fc58 in ffi_call () from /usr/lib/libffi.so.6
#6  0x00007ffff665be3e in wl_closure_invoke (closure=closure@entry=0x61f000, flags=flags@entry=1, target=<optimized out>, target@entry=0x616d20,
    opcode=opcode@entry=0, data=<optimized out>) at src/connection.c:949
#7  0x00007ffff6658be0 in dispatch_event (display=<optimized out>, queue=<optimized out>) at src/wayland-client.c:1274
#8  0x00007ffff6659db4 in dispatch_queue (queue=0x617398, display=0x6172d0) at src/wayland-client.c:1420
#9  wl_display_dispatch_queue_pending (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1662
#10 0x00007ffff665a0cf in wl_display_roundtrip_queue (display=0x6172d0, queue=0x617398) at src/wayland-client.c:1085
#11 0x00007ffff7b8faa0 in Wayland_VideoInit (_this=<optimized out>) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/wayland/SDL_waylandvideo.c:302
#12 0x00007ffff7b7aed6 in SDL_VideoInit_REAL (driver_name=<optimized out>, driver_name@entry=0x0) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/video/SDL_video.c:513
#13 0x00007ffff7ae0ee7 in SDL_InitSubSystem_REAL (flags=16416) at /home/vlab/abs/sdl2/src/SDL2-2.0.4/src/SDL.c:173
#14 0x0000000000400b24 in main (argc=2, argv=0x7fffffffebb8) at vplay-init.cpp:13
(gdb)
2016-10-13 04:54:43 -07:00
Sam Lantinga
f94bd05736 Fixed bug 3451 - Raspberry Pi Raspbian SDL_assert triggered sometimes at RPI_WarpMouseGlobal
Eric wing

Sometimes an SDL_assert triggers at RPI_WarpMouseGlobal
src/video/raspberry/SDL_rpimouse.c:232 'update'.

It doesn't always reproduce, but it seems to happen when you really bog down the system and the event loop can't update for awhile.


The first time I hit this, I wasn't even using the mouse. I don't call any warp mouse functions either.


I can usually reproduce with a simple program that runs an expensive blocking CPU series of functions which blocks the main loop until complete (can be up to 10 seconds).

Sometimes this assertion gets triggered after that. I'm not sure if
they are related or coincidental.


Disabling the SDL_asserts when compiling SDL will avoid this problem. I actually haven't seen any problems with the mouse when I do this.

On a Raspberry Pi 2 running Raspbian Jessie.
2016-10-13 04:53:01 -07:00
Sam Lantinga
c490b54e08 Fixed black screen on Steam Link 2016-10-13 04:01:25 -07:00
Sam Lantinga
3f167a5a7f Added support for the PS4 Slim controller, model CUH-ZCT2U 2016-10-13 02:19:23 -07:00
Sam Lantinga
cb7b823cc1 Fixed black screen on Steam Link 2016-10-13 02:09:37 -07:00
Sam Lantinga
662f966cd9 Fixed bug 3355 - false "Invalid renderer" after creating an "opengles2" renderer.
Call SDL_GL_GetDrawableSize() directly because we may be in the initialization path and SDL_GetRendererOutputSize() will fail because the renderer magic isn't set up yet.
2016-10-13 08:46:34 -07:00
Sam Lantinga
741aaf4c80 Added a note on how to allow non-root applications to increase their thread priority on Linux 2016-10-12 22:34:54 -07:00
Sam Lantinga
62310c6bfd Work-around for a hang when USB devices are unplugged, contributed by James Zipperer 2016-10-12 22:25:19 -07:00
Sam Lantinga
14e7da75b2 Backed out change 7d3df1df4e91 which was: Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
With that change only the wmain() entry point was defined, and applications that linked with main() would no longer build.
2016-10-12 19:50:16 -07:00
Sam Lantinga
4c9f31398f Added note for David Carlier's work on OpenBSD 2016-10-12 18:57:12 -07:00
Sam Lantinga
4759042404 Build SDL as universal binary 2016-10-12 18:46:17 -07:00
Sam Lantinga
3a77b42de7 Fixed build warning 2016-10-12 18:45:56 -07:00
Philipp Wiesemann
f6bcfa0175 X11: Fixed compile warning about unused variable. 2016-10-12 23:38:31 +02:00
Philipp Wiesemann
ed80cfd9bc Removed empty statements in tests. 2016-10-12 23:36:49 +02:00
Philipp Wiesemann
9d0e07490a Linux: Removed redundant function call. 2016-10-12 23:36:29 +02:00
Sam Lantinga
cfb24c7673 Fixed pointer signedness warning 2016-10-12 00:01:17 -07:00
Sam Lantinga
3b3dd9af5a Updated WhatsNew with 2.0.5 changes 2016-10-11 23:56:52 -07:00
Sam Lantinga
f5c2bf120a Fixed comment for new pixel formats 2016-10-11 23:21:41 -07:00
Sam Lantinga
36e40d30fc Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson

Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.

SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
2016-10-11 23:19:05 -07:00
Ryan C. Gordon
8a0704d15f cmake: Now generates Wayland protocol source bits like the configure script.
Fixes Bugzilla #3430.
2016-10-11 16:36:40 -04:00
Alex Baines
d9e3972acb Fix invalid read from poor setlocale usage. 2016-10-03 15:31:11 +01:00
Steffen Pankratz
aae28e3ec1 Fixed bug 3096 - SDL_BlitSurface with overlapping source and destination 2016-10-10 18:28:05 +02:00
Steffen Pankratz
564c790f33 Fixed a memory leak in function GL_RenderReadPixels 2016-10-11 17:31:29 +02:00
Sam Lantinga
fed9b60492 Use SDL C runtime strlen() 2016-10-10 23:26:26 -07:00
Ryan C. Gordon
ca42373fb5 alsa: more tapdancing to enumerate physical hardware devices.
Apparently some systems see "hw:", some see "default:" and some see
"sysdefault:" (and maybe others!). My workstation sees both "hw:" and
"sysdefault:" ...

Try to find a prefix we like and prioritize the prefixes we (think) we want
most. If everything else fails, if there's a "default" (not a prefix) device
name, list that by itself so the user gets _something_ here.

If we can't find a prefix we like _and_ there's no "default" device, report
no hardware found at all.
2016-10-10 15:29:18 -04:00
Sam Lantinga
9db5e9aae9 Made #if defined(X) consistent 2016-10-10 02:58:29 -07:00
Sam Lantinga
6dedbc4309 Make sure we have iconv.h before building with it 2016-10-10 02:58:12 -07:00
Philipp Wiesemann
367a6a3ddf Fixed compiling of three test programs with C++. 2016-10-09 20:31:32 +02:00
Philipp Wiesemann
f9b15a94ec Linux: Fixed mixed up scancodes. 2016-10-09 20:31:04 +02:00
Philipp Wiesemann
f662f68066 iOS: Updated demo README. 2016-10-09 20:30:49 +02:00
Sam Lantinga
42f85aa29e Fixed building and using fcitx IME support on Linux 2016-10-08 11:30:07 -07:00
Sam Lantinga
27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Ethan Lee
92d700f199 SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING 2016-09-30 09:26:57 -04:00
Sam Lantinga
52ae92eaf7 ALSA_snd_pcm_drop() can hang on some systems (Steam Link) so don't use that when shutting down the ALSA audio driver. 2016-10-07 19:08:22 -07:00
Sam Lantinga
808c75d1cf Fixed bug 2824 - Add Fcitx Input Method Support
Weitian Leung

Just moved ibus direct call to SDL_IME_* related functions, and adds fcitx IME support (uses DBus, too),
enable with env: SDL_IM_MODULE=fcitx (ibus still the default one)
2016-10-07 18:57:40 -07:00
Sam Lantinga
89abbbfe9e Fixed bug 3438 - SDL_GameControllerEventWatcher: Log on event with value >= k_nMaxReverseEntries 2016-10-07 18:24:34 -07:00
Alex Baines
752931d85e Improve X11 key handling when XKB isn't available + add xvnc scancodes.
Based on a patch by Bill Lash (see bug 3094).
2016-10-03 11:35:34 +01:00
Eric Wing
bb3cb4f42a overscan (feature for SDL_RenderSetLogicalSize): Fix to ignore overscan hint when using the Direct3D 9 backend.
D39 does not support negative viewport values which the current implementation relies on.
D3D11 does support negative viewport values so that will continue working.
Refer to Bug 2799.
2016-04-04 19:25:24 -07:00
Bill Lash
cceca2ac99 Additional patch to correct the number key assignments, and add assignments for keys that were missed 2015-08-15 00:25:52 -05:00
Sam Lantinga
eea76fc199 Fixed bug 3063 - Wayland: SDL resizes EGL surface to 0x0.
x414e54

Wayland will sometimes send empty resize events (0 width and 0 height) to the client. I have not worked out the exact conditions a client would receive these but I can assume it might be if the window is offscreen or not mapped yet.

This causes issues with some SDL clients as they receive the 0x0 event and unexpected resize event or might not request to resize back to the correct size.

As per the wl_shell Wayland spec configure events are only a suggestion and the client is free to ignore or pick a different size (this is how min/max and fixed aspect ratio is supped to be implemented).

A patch is attached but is just the first iteration and I will fix any issues such as checking for FULLSCREEN/MAXIMIZED or RESIZABLE flags unless someone else fixes this first.

I have update to take into account non resizable and fullscreen windows. Also adding in maximize/restore and title functions for Wayland.
2016-10-07 18:11:03 -07:00
Sam Lantinga
62b9e1c797 Fixed bug 3061 - Selecting the dummy video driver on Mac OS X results in an error
Darren Kulp

The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time.

In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
2016-10-07 18:09:09 -07:00
Sam Lantinga
abefe78507 Fixed bug 3043 - fix alsa configury and cmake checks
Ozkan Sezer

SDL's alsa uses snd_pcm_recover() which has been available only since alsa-lib-1.0.11.
2016-10-07 18:03:08 -07:00
Sam Lantinga
9c48365524 Fixed bug 3029 - software renderer cuts off edges when rotate-blitting with a multiple of 90 degrees
Adam M.

When doing a rotated texture copy with the software renderer, where the angle is a multiple of 90 degrees, one or two edges of the image get cut off. This is because of the following line in sw_rotate.c:
    if ((unsigned)dx < (unsigned)sw && (unsigned)dy < (unsigned)sh) {
which is effectively saying:
    if (dx >= 0 && dx < src->w-1 && dy >= 0 && dy < src->h-1) {

As a result, it doesn't process pixels in the right column or bottom row of the source image (except when they're accessed as part of the bilinear filtering for nearby pixels). This causes it to look like the edges are cut off, and it's especially obvious with an exact multiple of 90 degrees.
2016-10-07 18:00:30 -07:00
Sam Lantinga
5c2320f113 Fixed bug 3022 - SDL_UnlockMutex(SDL_EventQ.lock) in SDL_PeepEvents can cause error when lock is null 2016-10-07 17:58:02 -07:00
Sam Lantinga
d3cbc664d5 Fixed bug 2983 - Update Android.readme to include Tegra Graphics Debugger compatibility tip
Michael Labb?

NVidia has released some pretty nice Tegra profiling tools for their Android devices. The NVidia Tegra Graphics Debugger works by providing an interposer library that intercepts ES2 and EGL calls.  You must link against these libraries.

Unfortunately, this quietly fails with SDL2 because libEGL and libGLES2 are dynamically loaded with dlopen().

NVidia offers a secondary approach to using the Tegra Graphics Debugger: root your device and install a global interposer library.  Almost no devs will try this first if they don?t have a rooted device.

I propose an update to the Android readme that explains why the static linking approach recommended by NVidia doesn?t work.
2016-10-07 17:49:33 -07:00
Sam Lantinga
104c9541d9 Converted README documentation to DOS text format 2016-10-07 17:46:58 -07:00
Sam Lantinga
bf076c22ad Fixed bug 2957 - De-reference rz_src without NULL check in SDLgfx_rotateSurface function
Nitz

In function SDLgfx_rotateSurface:

rz_dst =
            SDL_CreateRGBSurface(SDL_SWSURFACE, dstwidth, dstheight + GUARD_ROWS,
            rz_src->format->Rmask, rz_src->format->Gmask,
            rz_src->format->Bmask, rz_src->format->Amask);

Here rz_src get De-referenced without NULL check, which is risky.
2016-10-07 17:30:21 -07:00
Sam Lantinga
8b64a78da9 Fixed bug 2956 - De-reference videodata without NULL check in X11_DispatchEvent(_THIS) function 2016-10-07 17:26:25 -07:00
Sam Lantinga
93ff12ce83 Fixed bug 2952 - SDL_MixAudioFormat does not support audio format AUDIO_U16LSB/AUDIO_U16MSB
Simon Sandstr?m

As stated in Summary. The switch statement will execute the default case and set a SDL error message: "SDL_MixAudio(): unknown audio format".

There are atleast two more problems here:

1. SDL_MixAudioFormat does not notify the user that an error has occured and that a SDL error message was set. It took me awhile to understand why I couldn't mix down the volume on my AUDIO_U16LSB formatted audio stream.. until I started digging in the SDL source code.

2. The error message is incorrect, it should read: "SDL_MixAudioFormat(): unknown audio format".
2016-10-07 17:23:20 -07:00
Sam Lantinga
d2676c2985 Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson

Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.

I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.

Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image)  is as easy as
  surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
2016-10-07 17:04:58 -07:00
Sam Lantinga
73f2c5413d Fixed bug 2885 - SDL_stdinc.h doesn't need to include iconv.h
Ryan C. Gordon

We still include iconv.h in SDL_stdinc.h, probably because this header might have referenced the native iconv functions and types directly. Since these are hidden behind a stable ABI now and never just a #define for the system iconv, we shouldn't need this header included from a public SDL header anymore, slowing down external apps compiles and pulling tons of stuff into the namespace.
2016-10-07 16:44:42 -07:00
Ryan C. Gordon
7d2108ce81 audio: Backed out the audio-thread detaching changes.
It added a ton of complexity. A simpler solution might arise at some
point though.
2016-10-07 19:39:43 -04:00
Sam Lantinga
24df68ea33 Fixed bug 2833 - Access Violation on SDL_PollEvent after init, delay and quit of joystick subsystem
Jan Klass

Not sure if this is limited to the joystick subsystem,
but I created a minimal program for reproducibility,
which is attached.

The issue occurs with my gamepad Razer Onza (an xbox-style gamepad) plugged in.
On initialization, the gamepad is being recognized.
After quitting the subsystem, the poll will receive the joystick added event,
which it instantly handles itself, calling SDL_SYS_JoystickDetect again,
which this time calls IDirectInput8_EnumDevices with dinput = NULL (after it was released on quit).
This seems to lead to an access violation within said function, which I have no source for.
2016-10-07 16:32:58 -07:00
Sam Lantinga
dac3892816 Fixed bug 2832 - Inverted arrow-key navigation in MessageBox
Jan Hellwig

On Windows, you are able to navigate between the buttons on a MessageBox that was created using SDL_ShowMessageBox using the arrow keys. However, if you press the left arrow key, the selection jumps to the button on the right of the currently selected one (and vice versa).

This can be fixed by reversing the order in which the buttons are added to the dialog.

The attached patch files fixes this problem. However the first press of an arrow key leads to the selection of the leftmost or rightmost button on the MessageBox, not to the selection of the button left/right of the one that is selected by default.
2016-10-07 16:19:50 -07:00
Sam Lantinga
8bc5c57d2e Fixed recentering triggers when the application doesn't have focus 2016-10-07 16:13:37 -07:00
Sam Lantinga
72164985b0 Fixed bug 2823 - Release events for triggers receive wrong centered value
Ryochan7

I have been using SDL 2 for a little project that I have been developing for a while. My project is called antimicro and it takes gamepad input and then translates gamepad events into keyboard and mouse events. SDL is used to read the input from an XInput gamepad and it works great for the most part. However, there is one glaring problem that I have encountered.

When a device is unplugged and SDL sends the centered value release events for all axes, buttons, and hats, SDL does not use the proper centered value for the triggers. It pushes an SDL_JOYAXISMOTION event onto the queue with a value of 0 for all axes. That value is converted to around 16,000 for a Game Controller. That value is incorrect for triggers and, in my program, that causes any bindings that are assigned to the triggers to get activated. With most profiles, that will typically mean that a mouse right click and left click will be activated before the device is finally seen as removed and then those bindings are released by antimicro.
2016-10-07 16:04:15 -07:00
Sam Lantinga
f674f2311a Fixed bug 2808 - Fix SDL reporting wrong window size on resume
Jonas Kulla

At startup time, the single android window is assigned a "windowed" (window->windowed.{w,h}) size based on the current orientation of the mobile device; this size is never updated throughout the lifetime of the app.

This becomes problematic when the app is paused and then resumed in an orientation that it did not start up in. Eventually, 'SDL_OnWindowRestored()' is called, which calls 'SDL_UpdateFullscreenMode()'. This function is very problematic because it is written with a desktop monitor in mind: it tries to find a matching display mode for the windowed size, doesn't find any, and finally applies the windowed size as the fullscreen one. In the end, the windowed size is reported in a RESIZED event, which doesn't correspond to the actual surface size.

To see this in action: Start an orientation aware SDL app in eg. portrait mode, suspend the app, put the device into landscape orientation and resume the app. It will erroneously render in portrait mode (until the device is rotated again).
2016-10-07 15:21:19 -07:00
Sam Lantinga
5c1ab40302 Applied Ubuntu patch bug_822210_fix_sdl2-config.cmake_whitespace.patch 2016-10-07 15:08:37 -07:00
Ryan C. Gordon
f6a280ab7f audio: Don't trust audio drivers to drain pending audio.
This tends to be a frequent spot where drivers hang, and the waits were
often unreliable in any case.

Instead, our audio thread now alerts the driver that we're done streaming audio
(which currently XAudio2 uses to alert the system not to warn about the
impending underflow) and then SDL_Delay()'s for a duration that's reasonable
to drain the DMA buffers before closing the device.
2016-10-07 15:13:46 -04:00
Ryan C. Gordon
551cdc8dec audio: better way to calculate buffer drain wait times. 2016-10-07 14:42:24 -04:00
Ryan C. Gordon
76f48acf63 audio: threading and device hang improvements.
This tries to make SDL robust against device drivers that have hung up,
apps don't freeze in catastrophic (but not necessarily uncommon) conditions.

Now we detach the audio thread and let it clean up and don't care if it
never actually runs to completion.
2016-10-07 14:35:25 -04:00
Sam Lantinga
3b0c79363d Some systems include both "default:" and "hw:" for the same usb device 2016-10-07 11:18:55 -07:00
Sam Lantinga
8e1994614c fix for finding ALSA hotplug devices on Steam Link
James Zipperer

The device names show up as "default:", not "hw:"
2016-10-06 06:08:16 -07:00
Sam Lantinga
9257b72d53 Backed out a very unsafe change that was trying to prevent audio hang at quit.
Ryan and I have ideas on a better way to handle this.
2016-10-05 00:12:16 -07:00
Sam Lantinga
bac61096d8 ensure SDL_AUDIODEVICEREMOVED gets sent when hotplug removes a device
James Zipperer

The problem I was seeing was that the the ALSA hotplug thread would call SDL_RemoveAudioDevice, but my application code was not seeing an SDL_AUDIODEVICEREMOVED event to go along with it.   To fix it, I added some code into SDL_RemoveAudioDevice to call SDL_OpenedAudioDeviceDisconnected on the corresponding open audio device.  There didn't appear to be a way to cross reference the handle that SDL_RemoveAudioDevice gets and the SDL_AudioDevice pointer that SDL_OpenedAudioDeviceDisconnected needs, so I ended up adding a void *handle field to struct SDL_AudioDevice so that I could do the cross reference.

Is there some other way beside adding a void *handle field to the struct to get the proper information for SDL_OpenedAudioDeviceDisconnected?
2016-10-04 06:48:07 -07:00
Sam Lantinga
69cf170356 fix deadlock on close device
James Zipperer

snd_pcm_drain doesn't always drain when you unplug a usb device.  Use snd_pcm_drop instead
2016-10-04 06:46:46 -07:00
Sam Lantinga
2558c9c836 fix audio deadlock
James Zipperer

Close the audio device before waiting for the audio thread to complete, which fixes a situation where the audio thread never completes

Add an additional check in the audio thread to see if the device is enabled and bail out if the device is no longer enabled
2016-10-04 06:45:28 -07:00
Sam Lantinga
56c88c4531 Modified the custom cursor test to be able to load BMP files as cursors 2016-10-04 04:08:02 -07:00
Sam Lantinga
a21a227a87 Fixed bug 3021 - HapticOpenFromJoystick() problems
Joe Thompson

With Direct Input device (MOMO Steering Wheel w/FF)
with SDL 2.0.3,
SDL_HapticOpenFromJoystick() would fail. (Can't set exclusive mode)
Now with 2.0.4 rc1,
SDL_HapticOpenFromJoystick() succeeds but the the returned SDL_Haptic* cannot be used. Calls to SDL_HapticNewEffect() fail with "Haptic error Unable to create effect"

If SDL_HapticOpen() is used instead of HapticOpenFromJoystick(), the device is usable. Calls to HapticNewEffect() succeed with the exact same parameters as the previous failing call.

I have attached a proposed patch for this issue.

When using SDL_HapticOpenFromJoystick(), the original code did not (re)enumerate the axes. This returned a new haptic device with 0 axes. Later, when a new effect is created, SDL_SYS_SetDirection() would set the flags to include DIEFF_SPHERICAL, regardless of what the caller actually set. (see Line 566 in SDL_dinputhaptic.c). This would cause the SDL_HapticNewEffect() to fail (or interpret the coordinates incorreclty.)

The patch moves the call to IDirectInputDevice8_EnumObjects() outside of the if() block so that the axes are (re)enumerated for the new haptic device.

Note: For steering wheels it is common for the joystick to have multiple axes (ie steering, throttle, brake), but the haptic portion of the joystick usually only applies to steering.
2016-10-04 03:50:28 -07:00
Sam Lantinga
1051dceb14 Fixed compiler warning about missing field initializers 2016-10-04 03:42:42 -07:00
Sam Lantinga
5d5127c4a0 Fixed compiler warning - this should have been a const char pointer 2016-10-04 03:38:39 -07:00
Ryan C. Gordon
46f44f66f8 Fixed potential buffer overflow in SDL_vsnprintf() (thanks, Taylor!).
Fixes Bugzilla #3441.

"When using internal SDL_vsnprintf(), and source string length is greater
than destination, the final NULL char will be written beyond destination size.

Primary issue that is SDL_strlcpy returns length of source string
(SDL_PrintString()), not how much is written to destination. The destination
ptr is then incremented by this length before the sanity check is done.
Destination string is properly terminated, but an extra NULL char will be
written beyond destination buffer length.

Patch used internally is attached which fixes primary issue with SDL_strlcpy()
in SDL_PrintString() and adjusts sanity checks to increment destination ptr
safely."
2016-10-04 14:25:31 -04:00
Sam Lantinga
351adf156a Fixed bug 2157 - Caps Lock key produces key down & key up events while key is still pressed.
Tim McDaniel

Using checkkeys test app:
* Press and hold Caps Lock key.
* checkkeys reports a CapsLock key pressed event and a CapsLock key released event.
* Release Caps Lock key.
* checkkeys reports no further events.

This patch fixes OSX Caps Lock up/down event detection by installing a HID callback.
2016-10-04 02:11:52 -07:00
Sam Lantinga
34eebfba9b Fixed setting the version info in the shared library when using CMake
Ray Molenkamp

When building sdl as shared lib, the version info is lacking in the final binary.

CMake gathers the right resource files into ${VERSION_SOURCES} but then doesn't do anything with them.
2016-10-03 03:42:10 -07:00
Philipp Wiesemann
05ca784e5b Android: Fixed compile error. 2016-10-02 22:32:50 +02:00
Philipp Wiesemann
67bf5cac1a Fixed wrong pixel format if reading pixels from OpenGL renderer. 2016-10-02 22:32:35 +02:00
Philipp Wiesemann
f8aa4291ca Added brackets to function names in header comments so that doxygen links them. 2016-10-02 22:32:18 +02:00
David Ludwig
969c316797 Fixed MinGW-w64 build warnings in SDL_render_d3d11.c
Some of these were legitimate bugs, including:
- a malformed SDL_snprintf call
- a probably-invalid enum comparison
2016-10-01 18:49:15 -04:00
Sam Lantinga
702d9348ac Added SDL prefix to local IID constants 2016-10-01 15:23:43 -07:00
David Ludwig
3c8a26984d WinRT: build fix in joystick code 2016-10-01 18:10:50 -04:00
David Ludwig
7851eb0836 Fixed bug 3437 - build error for WinRT/UWP .dlls, caused by fix for SDL bug 3336
This fix has been tested with both MinGW-w64, and Visual C++ 2012-2015.
2016-10-01 18:10:15 -04:00
Alex Szpakowski
8500de8fa5 Fix tabs -> spaces 2016-10-01 19:16:46 -03:00
Alex Szpakowski
f0539aa25e Fix bug 3436 - SDL_RaiseWindow not working on windows 2016-10-01 19:12:58 -03:00
Sam Lantinga
4e6f219941 Fixed bug 3065 - Screen is flickering during closing on-screen keyboard on Android
Deve

When I'm trying to close on-screen keyboard using SDL_StopTextInput() function by touching the screen (SDL_FINGERUP or SDL_FINGERDOWN event), the screen is flickering. It is white for a while.

Note that it usually works without problems when I use phone's "back" button. I noticed flickering occasionally too, but not that often.

Philipp Wiesemann

The attached patch maybe fixes the flicker but not the actual fault causing it.
2016-10-01 15:14:48 -07:00
Sam Lantinga
c9be93c65b Fixed bug 3078 - cmake: fix sdl2.m4 install location on cross hosts
Timo Gurr

On cross hosts running autotools for SDL2_gfx-1.0.1 fails to find sdl2.m4:

eautoreconf: running in /var/tmp/paludis/build/media-libs-SDL2_gfx-1.0.1/work/SDL2_gfx-1.0.1 ...
aclocal
aclocal-1.13: warning: autoconf input should be named 'configure.ac', not 'configure.in'
configure.in:128: warning: macro 'AM_PATH_SDL2' not found in library
libtoolize --copy --force --automake
aclocal
aclocal-1.13: warning: autoconf input should be named 'configure.ac', not 'configure.in'
configure.in:128: warning: macro 'AM_PATH_SDL2' not found in library
autoconf
configure.in:128: error: possibly undefined macro: AM_PATH_SDL2
      If this token and others are legitimate, please use m4_pattern_allow.
      See the Autoconf documentation.
 * Failed Running autoconf !

SDL2 installs it to /usr/x86_64-pc-linux-gnu/share/aclocal on cross hosts, attached patch makes use of CMAKE_INSTALL_FULL_DATAROOTDIR to support correctly installing to the arch independent location /usr/share/aclocal.
2016-10-01 15:11:18 -07:00
Sam Lantinga
ac7d117475 Fixed build on older Raspberry Pi environments 2016-10-01 15:04:13 -07:00
Sam Lantinga
a0d3e0d64a Fixed warning and code style in SDL_evdev.c 2016-10-01 14:56:53 -07:00
Sam Lantinga
d2c8c5094c Fixed build for X11 2016-10-01 14:54:05 -07:00
Sam Lantinga
7b34f47e19 Fixed windows build 2016-10-01 14:50:22 -07:00
Sam Lantinga
fa0f417631 Fixed build warnings and errors 2016-10-01 14:48:18 -07:00
Sam Lantinga
fae5d0eab3 Fixed bug 3107 OSX - Process events in SDLApplication to fix integration with CEF.
John Wordsworth

While attempting to integrate CEF (Browser) into an SDL application, we noticed that there were problems on OS X where approximately 50% of the input events were essentially being lost - even when we were using off-screen rendering in CEF and passing through input events manually.

It appears that this problem has been around for a while (see: http://www.magpcss.org/ceforum/viewtopic.php?f=6&t=11141).

Please consider the following patch that fixes this issue. Instead of processing events directly after calling [NSApp nextEventMatchingMask:...] we now pass these events down to NSApp, for processing by an overloaded sendEvent: method. Chromium also forwards events to NSApp in the same way, which means we don't miss events, even if they were originally dequeued by CEF.
2016-10-01 14:34:52 -07:00
Sam Lantinga
c8cfccc2f1 Fixed bug 3116 - renderer->hidden in SDL_RenderCopy(Ex)
Daniel

Seems like check of the visibility of renderer (renderer->hidden) is missing in SDL_RenderCopyEx.

In SDL_RenderCopy it should be done much earlier (after checking support for RenderCopyEx, line 1750).
2016-10-01 14:31:00 -07:00
Sam Lantinga
359f59aef5 Fixed bug 3130 - Spacebar not responding
Alex Baines

Make sure group is valid before passing it to XkbKeysymToKeycode.
2016-10-01 14:22:10 -07:00
Magnus Bjerke Vik
555e6c9686 Fix SDL not resizing window when Android screen resolution changes 2016-10-01 14:18:29 -07:00
Sam Lantinga
0250eb3c4f Fixed bug 3134 - CalculateXRandRRefreshRate() returns incorrect refresh rate due to floating point truncation.
Michael

In SDL_x11modes.c the CalculateXRandRRefreshRate() function performs integer math on values that may return fractional results. This causes a value that would be calculated as 59.99972... to be returned as 59. In Linux the xrandr command returns 60Hz for this particular display mode yet SDL returns 59Hz.

I suggest this function be updated to correctly round the result of the calculation instead of truncating the result.
2016-10-01 14:16:04 -07:00
Alex Baines
7543092add Call setlocale + XSetModifiers before XOpenIM, Work around ibus+xim duplicate events. 2015-09-30 04:16:09 +01:00
Sam Lantinga
64180d2261 Fixed bug 3138 - c_dfDIJoystick2 already defined in dinput8.lib
Machiel van Hooren

In SDL_dxjoystick.c line 349 there is a constant c_dfDIJoystick2.
However, this constant is aparently also defined in dinput8.lib.

I encountered a linking error when statically linking to SDL:
SDL2_static.lib(SDL_dxjoystick.obj) : error LNK2005: _c_dfDIJoystick2 already defined in dinput8.lib
My application is also linking to dinput8.lib because we rolled our own joystick input and are not using the joystick functionality from SDL.
2016-10-01 14:05:35 -07:00
Sam Lantinga
da6197c5a8 Fixed 3149 - Mouse Pointer Raspberry Pi corrupt when moving over screen edges
Patrick Gutlich

The mouse cursor gets corrupted when the mouse moves over the screen edges (right and bottom) a weird type of scaling seems to occur and you end up with a blank square.
2016-10-01 13:59:59 -07:00
Sam Lantinga
1a31bbe2c8 Fixed bug 3157 - Rudimentary touchscreen support in SDL_evdev (supports Raspberry Pi)
tvc

I've spent the last few days implementing touchscreen support in core/linux/SDL_evdev.c. It's fairly rudimentary at the moment, as can be seen from the multiple TODO's and FIXME's littered throughout, but I'm mainly submitting this patch for review. I've tested this patch on my Raspberry Pi 2 with the official touchscreen and it works fantastically, reporting all 10 multitouch points. I'm happy to work on this further, the evdev logic also needs a bit of a cleanup I think (I may have included a few changes). But if it's good enough in its current state to be committed then I'm sure there'd be plenty of people pleased, as currently the only other framework/library that supports touchscreens on the Raspberry Pi is Kivy.
2016-10-01 13:51:56 -07:00
Sam Lantinga
473051f6bb Fixed bug 3159 - SDL_blit_slow with BLENDING does not work
Fritzor

Source Suface is ABGR and Destination Surface is ABGR. We use software blending. In the Switch-Case statement for SDL_COPY_BLEND (Line 126) the alpha-channel is not calculated like in every SDL_blit_auto - function. So if the destination Surface has alpha - channel of zero the resulting surface has zero as well.
Add:  ?dstA = srcA + ((255 - srcA) * dstA) / 255;? to code and everything is okay.
2016-10-01 13:40:01 -07:00
Sam Lantinga
13dd2ccda8 Fixed bug 3161 - SDL_WINDOWEVENT_EXPOSED event possible queue overflow
Marcel Bakker

Observed when resizing or moving a window in Windows 7.

Depending on how you resize/move your window
, you may receive none or a lot of SDL_WINDOWEVENT_EXPOSED events
, at the moment you release the mouse button.

Maybe add this event to an already existing list of overflow candidates ?
2016-10-01 13:38:30 -07:00
Sam Lantinga
614cb35a4d Fixed bug 3165 - define numbers don't match types in Swift
C.W. Betts

Swift is very strict with types, so much that those of different signedness/size must be cast. Most of the defines are imported as 32-bit signed integers, while the corresponding field in a struct is a 32-bit unsigned integer. Appending a "u" would cause the defined types to be imported as 32-bit unsigned integers.
2016-10-01 13:35:36 -07:00
Sam Lantinga
ecea3c4a24 Fixed bug 3169 - GLES2_CreateRenderer does not check SDL_GL_GetAttribute result, causing use of uninitialized data
Yann Dirson

When attempting to force use of opengles2 renderer with:

    int wanted_renderer = -1;
     for (int i = 0; i < numrenderers; i++) {
 	SDL_RendererInfo renderer_info;
 	if (SDL_GetRenderDriverInfo(i, &renderer_info) != 0) {
 	    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't get renderer driver info: %s\n",
 			 SDL_GetError());
 	    quit(2);
 	}
 	std::cerr << "Renderer " << i << " '" << renderer_info.name << "': flags=0x"
 		  << std::hex << renderer_info.flags << std::dec
 		  << ", " << renderer_info.num_texture_formats << " texture formats, max="
 		  << renderer_info.max_texture_width << "x"
 		  << renderer_info.max_texture_height << "\n";
	if (!strcmp(renderer_info.name, "opengles2")) {
	    std::cerr << " selecting!\n";
	    wanted_renderer = i;
	}
     }

    renderer = SDL_CreateRenderer(window, wanted_renderer, 0);

... on banana pi or raspberry pi I get an error like the following (the actual
context profile value varies, being used uninitialized)

 ERROR: Couldn't create renderer: Unknown OpenGL context profile 900

With this patch I get the following, which should help more pointing to a real problem:

 ERROR: Couldn't create renderer: Failed getting OpenGL glGetString entry point

I pushed a patch (based on master branch of unofficial git mirror):

550389c89f


I'll be opening a different bug for the underlying issue.
2016-10-01 13:33:32 -07:00
Sam Lantinga
67901f537c Fixed bug 3174 - SDL_SetRenderTarget clip rect
Marcel Bakker

In SDL_SetRenderTarget(),
i think the intended behavior was to clear the clip rect when a new target is set.
2016-10-01 13:29:30 -07:00
Sam Lantinga
f4b26cd8e0 Removed carriage returns from previous patch 2016-10-01 13:16:31 -07:00
Sam Lantinga
7b0ccd32e5 Fixed bug 3405 - Wrong default icon size on windows systems
Evgeny Vrublevsky

Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly.

We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics.

Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.
2016-10-01 13:14:51 -07:00
Sam Lantinga
86b4319d21 Fixed bug 3422 - OpenGL ES 1.1 renderer: SDL_UpdateTexture breaks later function calls (missing glDisable)
ny00

Using the OpenGL ES 1.1 renderer, after updating a texture with SDL_UpdateTexture (or SDL_UnlockTexture), a following call to SDL_RenderFillRect draws a rectangle with the wrong color (which appears to be the same as the texture's top-left pixel).

Comparing SDL_render_gles.c:GLES_UpdateTexture to SDL_render_gl.c:GL_UpdateTexture, a missing call to glDisable appears to be the cause. After adding it back, the bug is resolved.
2016-10-01 13:07:36 -07:00
Alex Szpakowski
571f4ce8a6 Fix CMake setting an incorrect video backend on iOS 2016-10-01 17:05:29 -03:00
Sam Lantinga
c2e2565144 Fixed bug 3424 - SDL_GameController: Increase k_nMaxReverseEntries
ny00

On Android, the keycodes KEYCODE_BUTTON_1..16 (actual values 188-203) are translated to SDL_Joystick buttons no. 20-35. These are currently ignored in SDL_gamecontroller.c.

The attached patch fixes this, by increasing k_nMaxReverseEntries from 20 to another arbitrary bound of 48.

Side-note: Maybe some log should be emitted in case of going over any such bound?
2016-10-01 13:02:20 -07:00
Sam Lantinga
8d8e490dc3 Fixed bug 3262 - Premake scripts are not compatible with "Genie" (premake fork)
jfverdon

Genie (https://github.com/bkaradzic/genie) is a well known premake fork which uses internally Lua 5.3 (as opposed to version 5.1 used in premake4).
As there is some Lua's API breaks in Lua 5.2, SDL premake scripts do not works with premake.

The two incompatibilities I noticed were:
* unhandle modes "rt" and "wt" for io.open. Has io.open opens files in text mode by default, the "t" flag is not needed (this flag is not supported in Genie).
* os.execute signature change, the return value is a tuple from Lua 5.2, before it was just the called program exit code.
2016-10-01 12:56:28 -07:00
Sam Lantinga
671f2a4914 Fixed bug 3268 - CMAKE: ios fixes
Martin Gerhardy

ios is not properly handled in the cmake file.

this patch is a start to do so - it properly builds for me with it.
2016-10-01 12:54:48 -07:00
Sam Lantinga
6a9ee8fa4b Fixed bug 3276 - build-scripts/showrev.sh prints the tip, which isn't useful if you're on a different -# branch, or just not sync'd to the tip.
winterknight

The showrev.sh script shows the tip, instead of the current hg revision. This can be mismatched if one were to use hg update -r ??? to revert to a previous revision.

Patch uses parents instead of tip, which will show the revision that the source is compiled with, instead of the latest revision that the user who is compiling has downloaded.
2016-10-01 12:52:55 -07:00
Sam Lantinga
bb24662c79 Fixed bug 3301 - IBus support on Linux with CMake
joe.gsoc16

I recently looked into Unicode support in SDL2 and realized that
SDL_TEXTEDITING doesn't get triggered at all (Japanese IME).
According to others on IRC it works fine on Windows/Mac but not
for me on (arch)Linux.
When compiling SDL with autotools, IBus support is enabled by
default but not so with CMake.
I never used CMake before but got it working and also included
that pkg-config determines flags for dbus (FIXME in CMakeLists).
2016-10-01 12:48:08 -07:00
Sam Lantinga
765d8bea01 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego

The keyboard on iPads has a dismiss button that hides the keyboard. When the keyboard was hidden using that button, instead of the return key, SDL was still reporting IsTextInputActive as true. This patch adds an extra SDL_StopTextInput when iOS reports the keyboard will hide.
2016-10-01 12:46:36 -07:00
Ethan Lee
c3e48e71b4 Force WM_PAINT events on window resize 2016-04-12 10:45:56 -04:00
Sam Lantinga
f032f811a3 Fixed bug 3318 - testime.c enhancement with GNU Unifont support
Simon Hug

I'm proposing some changes to the IME test program test/testime.c. The patch includes support for the GNU Unifont hex file, making the SDL_ttf dependency optional. There were also one or two bugs that prevented the text and underline from showing up poperly.
2016-10-01 12:43:14 -07:00
Sam Lantinga
3ac201cf7f Fixed bug 3319 - Getting the POSIX out of testqsort.c
Simon Hug

There's a call to the POSIX function random in test/testqsort.c. Naturally, Windows doesn't do that. The attached patch changes the call to the SDLtest framework random functions and adds some seed control.

Looking at SDLTest_RandomInitTime, I just want to say that 'srand((unsigned int)time(NULL)); a=rand(); srand(clock()); b=rand();' is an absolutely terrible way to initialize a seed on Windows because of its terrible LCG.
2016-10-01 12:33:26 -07:00
Sam Lantinga
d870f2719b Fixed bug 3320 - SDL_windows_main.c defines both console application entry points
Simon Hug

The SDLmain file src/main/windows/SDL_windows_main.c defines both entry points for console applications, main and wmain. This seems to confuse MSVC. It outputs a LNK4067 warning and then chooses main, which is a shame because only wmain has the unicode handling. Using SDLmain.lib provided on libsdl.org, the linker also goes for main.

I'm proposing to not define the main entry point at all. wmain should be supported well enough with MSVC.
2016-10-01 12:31:31 -07:00
Sam Lantinga
2cbe9e2b77 Fixed bug 3322 - Missing error checking in testaudioinfo and testaudiohotplug
Simon Hug

The two tests test/testaudioinfo.c and test/testaudiohotplug.c are missing error checking when they call SDL_GetAudioDeviceName. This function can return NULL which the tests pass straight to SDL_Log.
2016-10-01 12:29:55 -07:00
Sam Lantinga
6f11545a2d Fixed bug 3323 - SDL_LogOutput prints message twice on Windows when linked with libc
Simon Hug

If SDL2 is compiled with HAVE_LIBC on Windows, the SDL_LogOutput function has two ways of printing a message. WriteConsole and fprintf.
2016-10-01 12:28:05 -07:00
Sam Lantinga
0b576962ca Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications. 2016-10-01 12:17:42 -07:00
Sam Lantinga
1e6e595484 Fixed bug 3332 - Win32: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen

The bug here is that a dead keys pressed before calling SDL_StartTextInput() carries over into future text input, so the next key pressed will have the deadkey applied to it.

This in undesirable, imho, and doesn't occur on OS X (haven't check Linux or elsewhere). It's causing a problem for Quakespasm on German keyboard layouts, where we use the ^ deadkey to toggle the console (which enables/disables text input), and ^ characters are showing up in the TEXTINPUT events.
2016-10-01 11:54:02 -07:00
Sam Lantinga
708def87f3 Fixed bug 3338 - console_wmain doesn't null terminate the argv array
Simon Hug

The function console_wmain in src/main/windows/SDL_windows_main.c does not null terminate the argument list it is creating. As specified by the C standard, "argv[argc] shall be a null pointer."

The SDLTest framework makes use of that null pointer and some test programs can cause an access violation because it's missing.
2016-10-01 11:48:15 -07:00
Sam Lantinga
77305d47c2 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug

The description of the SDL_RenderClear function in the SDL_render.h header says the following:

"This function clears the entire rendering target, ignoring the viewport."

The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.

The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */

Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.

An exception is direct3d11 which uses a clear function that ignores the scissor test.
2016-10-01 11:46:32 -07:00
Sam Lantinga
89c868f4f8 Fixed bug 3347 - OpenGL ES renderer doesn't flip projection matrix for target textures
Simon Hug

When updating the viewport in GLES_UpdateViewport, the OpenGL ES renderer doesn't flip the projection matrix for target textures. The lines, rectangles and textures (if drawn with glDrawArrays) are upside down when drawing to target textures.
2016-10-01 11:40:57 -07:00
Sam Lantinga
061cc5e75f Fixed bug 3349 - GLES2_RenderReadPixels doesn't use target texture format
Simon Hug

The OpenGL ES 2 renderer does not check the target texture format when using SDL_RenderReadPixels and just always uses ABGR8888. This can result in swapped or wrong colors.

The attached patch adds a check and selects the target texture format, if a texture is set as the target.
2016-10-01 11:38:53 -07:00
Sam Lantinga
51d6371ec1 Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture
Simon Hug

All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down.

Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something?

The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
2016-10-01 11:34:04 -07:00
Sam Lantinga
9fff05f8d6 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW
Simon Hug

The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask.

The attached patch has these changes:

- Extending the description of the function in the SDL_surface.h header with the supported formats.
- Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.)
- Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP.
- Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.)
- Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
2016-10-01 11:29:13 -07:00
Sam Lantinga
53e22e4be8 Only use GCC pragmas when we're building with GCC 2016-10-01 11:22:39 -07:00
Sam Lantinga
a42c396a57 Fixed bug 3361 - Texture color modulation doesn't work with active NONE blend mode (opengl and opengles)
Simon Hug

The GL_SetBlendMode and GLES_SetBlendMode functions of the opengl and opengles renderers call the glTexEnvf to set the texture env mode to either GL_MODULATE (the default) or GL_REPLACE for the NONE blend mode. Using GL_REPLACE disables color and alpha modulation for textures.

These glTexEnv calls were put in the SetBlendMode function back in 2006 [1], but there the NONE code still used the GL_DECAL mode. The GL_REPLACE mode came in 2008 [2]. I'm a bit confused why that wasn't always GL_MODULATE and a bit surprised nobody reported that yet (unless I missed it). I guess only a few use the gles renderer and the newish shaders mask the issue.
2016-10-01 11:04:45 -07:00
Sam Lantinga
3f1b1629c4 Fixed bug 3362 - OpenGL renderer doesn't check if framebuffers are supported when creating target textures
Simon Hug

The GL_CreateTexture function doesn't have any checks for the case where the driver doesn't support the framebuffer object extension. It will call into GL_GetFBO which will call the non-existent glGenFramebuffersEXT.

Also, for some reason GL_CreateContext always sets the SDL_RENDERER_TARGETTEXTURE info flag, even if it is not supported. Changeset cc226dce7536 [1] makes this change, but doesn't explain why. It seems to me like the code would already have taken care of this [2].

The attached patch adds some checks and stops SDL from reporting render target support if there is none. The application can then properly inform the user instead of just crashing.
2016-10-01 10:52:24 -07:00
Sam Lantinga
fd1d692bef Fixed bug 3368 - SDL_Blit_Slow doesn't ignore alpha values in colorkey comparison
Simon Hug

When the SDL_Blit_Slow function compares the pixel to the color key it does so without removing the alpha component from the pixel value and the key. This is different from the optimized 32-bit blitters which create a rgb mask and apply it to both to filter the alpha out. SDL_Blit_Slow will only skip the pixels with the exact alpha value of the key instead of all pixels with the same color.

The attached test case blits a surface with a color key and prints the pixel values to the console. The third row is expected to be skipped.
2016-10-01 10:46:10 -07:00
Sam Lantinga
2ccb46cebc Fixed bug 3373 - OpenGL implementation differences of glDrawTexfOES
Simon Hug

It seems not everyone implemented glDrawTexfOES the same. Intel and Mesa ignore the viewport entirely, whereas the Raspberry Pi implementation offsets the coordinates and does viewport clipping.

The glDrawTexfOES extension text [1] for the function says "Xs and Ys are given directly in window (viewport) coordinates." I guess this wasn't clear enough.

Alex Szpakowski

Honestly I'd probably remove that codepath from SDL_Render entirely. It's an OpenGL ES 1-specific extension that isn't likely to give huge performance gains and adds additional maintenance overhead to SDL_Render while also having bugs in some drivers (as seen here).
2016-10-01 10:43:01 -07:00
Bastien Nocera
ca8ef2b73f Fix running autogen.sh out-of-tree
As done in GNOME's jhbuild building tool.

https://bugzilla.libsdl.org/show_bug.cgi?id=3374
2016-10-01 10:39:03 -07:00
Sam Lantinga
9dfe54006e We should be using a string constant for the strftime format string 2016-10-01 10:38:15 -07:00
Bastien Nocera
7edd2261e7 Fix "format not a string literal" errors
With GCC 6.1.

https://bugzilla.libsdl.org/show_bug.cgi?id=3375
2016-10-01 10:36:24 -07:00
Jonathan Dowland
461336a23e Add gamecontrollerdb lines for SFC30 controller in various modes
SFC30 controller: http://www.8bitdo.com/sfc30/

The SFC30 controller can present itself in a variety of modes and it offers up
different names in each. This patch captures data for three modes (one USB and
two Bluetooth) on three platforms (Mac OS X, Windows, Linux).

However, USB mode on Linux and Windows is missing as the button events did not
make it through to SDL's controllermap tool on Fedora 24/Linux 4.5.5 nor Steam
Big Picture mode on Windows. The two Bluetooth modes were indistinguishable on
Windows. Two modes on OS X were indistinguishable.

There exists a similar controller called the SNES30 (And some others) that are
very likely identical except for the name, but I have not verified this yet so
haven't synthesized lines for those controllers until I can.
2016-07-01 16:47:27 +01:00
Cole Campbell
8f17b20388 Commit KEYCODE_SPACE as text input on Android 2016-07-04 10:39:32 -04:00
Sam Lantinga
b7e45f8a1a Fixed bug 3336 - Failure to build with MinGW-w64
Kai Sterker
There are already patches available from mingw64 that fix the issue

https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2

With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
2016-10-01 10:28:00 -07:00
Sam Lantinga
9f854cdbe0 Fixed bug 3388 - Fail to build src/thread/windows/SDL_systhread.c on MinGW 4.9.3
Vitaly Novichkov

Line 124
====================================================================
const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION : 0;
====================================================================

Error of compiler:
====================================================================
  CC     build/SDL_systhread.lo
src/thread/windows/SDL_systhread.c: In function 'SDL_SYS_CreateThread':
src/thread/windows/SDL_systhread.c:124:45: error: 'STACK_SIZE_PARAM_IS_A_RESERVA
TION' undeclared (first use in this function)
     const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION :
 0;
                                             ^
src/thread/windows/SDL_systhread.c:124:45: note: each undeclared identifier is r
eported only once for each function it appears in
make: *** [build/SDL_systhread.lo] Error 1
====================================================================

Fixing when I adding into begin of the file:
====================================================================
#ifndef STACK_SIZE_PARAM_IS_A_RESERVATION
#define STACK_SIZE_PARAM_IS_A_RESERVATION 0x00010000
#endif
====================================================================
2016-10-01 10:08:34 -07:00
Philipp Wiesemann
c2cb0b0ff4 iOS: Removed unused constant in demo. 2016-09-30 23:31:24 +02:00
Philipp Wiesemann
7b23eef3b0 Fixed crash if allocating memory for mouse clicks failed. 2016-09-30 23:30:54 +02:00
Ryan C. Gordon
e64c5186e2 windows: Removed hardcoded "1" for mouse clickthrough hint. 2016-09-29 23:42:18 -04:00
Ryan C. Gordon
f10db4071d haiku: Patched to compile. 2016-09-29 23:15:56 -04:00
Ryan C. Gordon
f2fcd324c5 windows: fix borderless windows at desktop resolution (thanks, Evgeny!).
Fixes Bugzilla #3404.
2016-09-29 23:12:58 -04:00
Ryan C. Gordon
b2510d9cbc x11: fixed incorrect SDL_GetWindowPosition() after resize (thanks, Jason!).
Fixes Bugzilla #3272.
2016-09-29 23:01:43 -04:00
Ryan C. Gordon
4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Sam Lantinga
257c89727a Fixed bug 3426 - Fixes for joystick related issues
ny00

This report is going to cover three issues, with a suggestion for fixes. For reference, tests were done using an installation of android-x86-5.1-rc1.iso within a VirtualBox session. I've actually used an adapter that accepts up to two Playstation 1/2 controllers.

A ZIP file should be attached, with the following contents:
- The patch file itself.
- Outputs of joysticks lists from testjoystick with different orders (before fixing bug).
- Game controllers database entries (for reference).
--- Different outputs for different platforms may stem from different tools being used; The Android mapping was manually constructed using a previously available mapping as a base.
--- Note that it turns out the Linux mapping is already out there in some form: https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt

And so, let's begin listing the issues:

1. While changeset https://hg.libsdl.org/SDL/rev/9b540bea3cf1 has good intentions, it appears to make various input devices being mistakenly detected as SDL joysticks. I got lists of the devices from joysticktest, given in the ZIP file. "badordering.txt" is what I get if the device has been plugged since a reboot of the virtual machine, while I've gotten "goodordering.txt" after hot-plugging the USB adapter. As expected, only in the latter case I could use the controller in the test program (assuming it isn't modified).

To take care of this, I updated pollInputDevices and added the function SDLActivity.isDeviceSDLJoystick, in order to have a better filter. Note that it also checks that the device id is non-negative, since VIRTUAL_KEYBOARD appears to include a SOURCE_DPAD, and I should probably keep accepting it as an SDL_joystick (good if you want, say, to support multiple independent d-pad devices).

I hope the device id filter does not break support for the virtual remote (mentioned in the changeset above).

2. So there's a weird glitch here, where the game controller is reported to have SOURCE_KEYBOARD and SOURCE_JOYSTICK, while each controller button press/release emits a KeyEvent with SOURCE_KEYBOARD only. So obviously any test going over the event's own sources is expected to fail.

It is possible to try and filter by the key code, but then there are the dpad key codes, which can also be emitted by actual PC keyboard's key presses/releases (the arrow keys).

So instead, I just call the newly added isDeviceSDLJoystick function again and check if the input device (not the event) has any source considered to be a joystick/gamepad for us.

3. Finally, if SDL2 properly detects an SDL_Joystick being connected, but it is not opened, then whenever a KeyEvent is received after a button press/release from the same controller, SDLActivity.onNativePadDown/onNativePadUp returns a negative value. In such a case, the onKey handler continues to check for SOURCE_KEYBOARD (and possibly also SOURCE_MOUSE), which is clearly not desired.

And so, in the given patch, the return values of onNativePadDown and onNativePadUp are ignored and "true" is returned either way.

(Note: Maybe the native functions should be modified to have the return value of "void".)

Finally, as another side-note, I've noticed that the various bitwise tests for sources are wrong. For instance, to check if an InputDevice 'device' has source SOURCE_JOYSTICK, the value (device.getSources() & SOURCE_JOYSTICK) should be compared to SOURCE_JOYSTICK, not 0.
However, I think there's enough that this patch covers. At the least, isDeviceSDLJoystick partially solves this.
2016-09-29 16:52:48 -07:00
Sam Lantinga
f369d165fa Fixed bug 3427 - Android accelerometer z-axis incorrect
Alex Szpakowski

As seen here https://bitbucket.org/rude/love/issues/1202/accelerometer-z-axis , the Java code for sending accelerometer data to SDL's C code has an incorrect Z-axis calculation.
2016-09-29 16:40:34 -07:00
Sam Lantinga
5f2e83a955 Fixed bug 3429 - Update AM_PATH_SDL2() to also check for SDL2.framework
neoaggelos

It is common for Mac OS X to use the SDL2.framework instead of the classic UNIX dynamic lib.

Therefore, it makes sense for AM_PATH_SDL2() to be able to locate it. Attached is a patched sdl2.m4 (updated for that purpose).

Changes:
* look for SDL2.framework ONLY if pkg-config and sdl2-config tests failed (this is to ensure compatibility with the old behaviour)

* adds option ('--disable-sdlframework') to retreat to the old behaviour

* adds variable 'SDL2_FRAMEWORK' for the user to specify the exact path to SDL2.framework (e.g. if it is installed in a non-standard location)

Open to suggestions for further improvements
2016-09-29 16:37:08 -07:00
Sam Lantinga
f1e0b9af20 Added debug output for new window events 2016-09-29 16:10:08 -07:00
Sam Lantinga
67bdbcca44 Implemented SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on X11 2016-09-29 16:05:29 -07:00
Sam Lantinga
d285af2a96 Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH 2016-09-29 14:48:33 -07:00
Sam Lantinga
a13da2faa7 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
The behavior is defined to not receive the click event, and this hint allows you to override that.
2016-09-29 13:34:49 -07:00
Sam Lantinga
8ddb4328b5 When clicking on a window to give it focus, don't pass the mouse click to the application. 2016-09-29 03:59:04 -07:00
Ryan C. Gordon
f33c58b004 Updated Linux notes on building with Mir and Wayland support. 2016-09-29 12:04:07 -04:00
Sam Lantinga
e45698d218 Updated version to 2.0.5 in preparation for release 2016-09-28 22:24:01 -07:00
Philipp Wiesemann
f89857f1c2 Updated configure script. 2016-09-26 23:09:34 +02:00
Philipp Wiesemann
357c3dd746 iOS: Updated comment in demo. 2016-09-26 23:09:19 +02:00
Alex Szpakowski
f31c7086d8 Enable SDL_LoadObject on iOS 8+ and tvOS. 2016-09-25 15:02:06 -03:00
Alex Szpakowski
77bacfd72d tvOS launch images are now properly supported. 2016-09-25 11:46:25 -03:00
Alex Szpakowski
a8b033d7c4 Update the code for the iOS demos to handle modern devices. Fixes bug #3337 2016-09-25 00:23:35 -03:00
Alex Szpakowski
40ecac8e60 Don't try to load a launch storyboard on tvOS (it doesn't use them). 2016-09-25 00:21:12 -03:00
Alex Szpakowski
666d3fecc8 iOS/tvOS: Try to load the launch screen as a storyboard. Xcode 8 compiles it as a storyboard instead of a nib. 2016-09-24 23:33:49 -03:00
Alex Szpakowski
9165ba7ebd iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395). 2016-09-24 20:12:57 -03:00
Alex Szpakowski
450fa8cdf9 Use OS-provided click counts on macOS and iOS for mouse press and release events. 2016-09-24 18:46:34 -03:00
Alex Szpakowski
bac5394127 Fix mouse wheel events on macOS 10.12 (thanks Eric Wasylishen!)
Fixes bug #3432
2016-09-24 13:28:40 -03:00
Brandon Schaefer
89c538a4e3 Mir: Add gamma support set/get. Still need one more function to complete the set 2016-09-21 18:23:59 -07:00
Brandon Schaefer
a729c4f97a Mir: Add fixme (waiting for a public api to be added) 2016-09-21 16:28:23 -07:00
Brandon Schaefer
705ecf78f5 [Mir] Move to the new MirDisplayConfig API 2016-09-21 15:57:15 -07:00
Philipp Wiesemann
fc469f6f27 Mac: Fixed markdown formatting in README.
The newlines were lost in doxygen output.
2016-09-21 23:07:08 +02:00
Philipp Wiesemann
8e88f08150 Mac: Fixed whitespace around function return type. 2016-09-21 23:06:49 +02:00
Philipp Wiesemann
929b965c62 Fixed compiling of three test programs with C++. 2016-09-21 23:06:38 +02:00
Philipp Wiesemann
85588ea040 Android: Fixed two warnings about unused variables. 2016-09-21 23:06:26 +02:00
Alex Szpakowski
f0fca2880f Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960. 2016-09-18 19:22:09 -03:00
Ryan C. Gordon
8f8f225b3f Xcode/mac: fix building standalone static and shared libraries. 2016-09-18 18:19:32 -04:00
Ryan C. Gordon
06700a905b emscripten: get even more aggressive about audio device closing.
I still get exceptions thrown sometimes on shutdown without this.
2016-09-18 18:07:47 -04:00
Sam Lantinga
b7818d7124 Recommended settings from Xcode 7.3.0 2016-09-16 22:28:12 -07:00
Sam Lantinga
29214826ec Fixed warning with Xcode 7.3.0 2016-09-16 22:27:58 -07:00
Alex Szpakowski
459102a5c0 Updated URL in a comment 2016-09-17 01:36:29 -03:00
Alex Szpakowski
a96b6f2104 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
2016-09-17 01:31:07 -03:00
Alex Szpakowski
4bcce330d1 tvOS: Add drop-file support 2016-09-15 21:49:29 -03:00
Sam Lantinga
e5070d20ee Fixed set of libraries needed to build on Mac OS X 2016-09-15 08:57:56 -07:00
Sam Lantinga
93d42e2d3e Hopefully fixed the cmake build on Mac OS X 2016-09-15 08:46:14 -07:00
Sam Lantinga
8c01d5886c Fixed building new coreaudio driver on Mac OS X 2016-09-15 08:29:20 -07:00
Alex Szpakowski
4209a1fd4c CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
2016-09-15 19:59:57 -03:00
Sam Lantinga
dbe2997ac0 Fixed building for both iOS and tvOS on Xcode 8 2016-09-14 08:45:35 -07:00
Sam Lantinga
7f28853b89 Fixed including OpenGL ES on iOS without any other SDL headers 2016-09-14 08:20:24 -07:00
Sam Lantinga
d0898b38fc Allow targeting tvOS 2016-09-14 07:09:35 -07:00
Sam Lantinga
86d4b09914 Fixed spacing 2016-09-13 18:44:28 -07:00
Sam Lantinga
925859aaa6 Fixed accidental call to SDL_PrivateJoystickHat() 2016-09-13 18:43:55 -07:00
Alex Szpakowski
f050576665 Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.

A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
2016-09-13 22:18:06 -03:00
Alex Szpakowski
86708c3cd8 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit. 2016-09-13 19:51:10 -03:00
Sam Lantinga
00791f3a87 Only prevent the default browser event handling when the specific event types aren't disabled by the user, patch contributed by Jonas Platte 2016-09-13 00:09:21 -07:00
Charlie Birks
993dd83510 Add mapping for media keys 2016-09-13 00:04:00 -07:00
Alon Zakai
1b6565fcb7 use Module.createContext for 2D rendering in emscripten 2016-09-13 00:03:59 -07:00
Alon Zakai
bec5573476 add some detail to fullscreen workaround comment; version 6
Conflicts:
	version.txt
2016-09-13 00:03:58 -07:00
Charlie Birks
405d64b207 only unset fullscreen flags if fullscreen failed 2016-09-13 00:03:56 -07:00
Charlie Birks
c68cac89df use screen resolution instead of canvas size 2016-09-13 00:03:55 -07:00
Boris Gjenero
791b946a42 Fix full screen mode in Firefox, which was broken by 9d4beb2 2016-09-13 00:03:54 -07:00
Boris Gjenero
b71208d452 Support SDL_SetWindowTitle() via Module['setWindowTitle']() 2016-09-13 00:03:53 -07:00
Jukka Jyl?nki
7cf44f1b4a Remove unused variable warning from Emscripten build in Emscripten_HandleFullscreenChange(). 2016-09-13 00:03:51 -07:00
Jukka Jyl?nki
264e996e0f Fix CMake CMAKE_REQUIRED_FLAGS handling to preserve existing CMake flags required by Emscripten toolchain. 2016-09-13 00:03:50 -07:00
Boris Gjenero
b54eb82c67 Unpress all keys on blur to avoid stuck keys 2016-09-13 00:03:49 -07:00
Boris Gjenero
a0a75f384f Listen for blur and focus events on window instead of canvas
Blur and focus events were not arriving for the canvas in
Firefox 35 and Chrome 40.
2016-09-13 00:03:48 -07:00
Boris Gjenero
3e5c4cec94 Mouse events use CSS coordinates, so don't scale by pixel_ratio 2016-09-13 00:03:46 -07:00
Boris Gjenero
a20c40c494 Accumulate subpixel mouse motion so motion is not lost.
Previously when the canvas was scaled up and the pointer was locked,
motion corresponding to less than one pixel was lost. Therefore,
slow mouse motion resulted in no motion. This fixes that.
2016-09-13 00:03:45 -07:00
TelpeNight
443998ff33 Fix of mouse events in browser without pointer locks 2016-09-13 00:03:44 -07:00
Alon Zakai
2b367cb6b0 optimize Emscripten_UpdateWindowFramebuffer
- avoid creating contexts and images all the time
 - use set and then fix alpha directly
2016-09-13 00:03:43 -07:00
Alon Zakai
63200ea395 optimize a getValue 2016-09-13 00:03:41 -07:00
Charlie Birks
42feccea37 Include timers when using cmake (#29) 2016-09-13 00:03:40 -07:00
Charlie Birks
98ec844388 send mouse move on enter/leave 2016-09-13 00:03:39 -07:00
Charlie Birks
a2ef0db8a8 listen for mouse up on document (fixes mouseup outside canvas) 2016-09-13 00:03:37 -07:00
Charlie Birks
cd05184f9b use SDL_SetMouseFocus 2016-09-13 00:03:36 -07:00
Sam Lantinga
bdca510fd6 simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks 2016-09-13 00:03:28 -07:00
Charlie Birks
be08cc61f9 use css size for touch normalisation 2016-09-12 23:58:08 -07:00
Sam Lantinga
1096f32309 Reverted previous commit which breaks game controller input processing. 2016-09-09 15:12:09 -07:00
Sam Lantinga
61c0f2cf64 Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing 2016-09-08 20:38:23 -07:00
Ryan C. Gordon
da1e3d6938 emscripten: special case to make SDL_ShowSimpleMessageBox() work.
Browsers don't have the functionality to fully support the generic
SDL_ShowMessageBox(), but this handles the likely most-common case.

Without this, you'd return immediately with a proper error result and no UI,
but probably no one checks that for SDL_ShowSimpleMessageBox. And if they
did: what would they do to handle this anyhow?

We'd need to lobby for an HTML spec of some sort that allows customizable
message boxes--that block!--to properly support SDL message boxes on
Emscripten, but this is probably Good Enough for now.
2016-09-06 13:13:03 -04:00
Ryan C. Gordon
45553ac4db emscripten-buildbot.sh: exit with an error if configure/make fail. 2016-09-06 12:18:52 -04:00
Ryan C. Gordon
6188c33420 mac: Patched to compile with CMake project. 2016-09-04 01:42:46 -04:00
Ryan C. Gordon
0265d3af9b coreaudio: Move from AudioUnits to AudioQueues.
AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later).
Their API is much more clear (and if you don't mind the threading tapdance
to get its own CFRunLoop) much easier to use in general for our purposes.

As an added benefit: they seemlessly deal with format conversion in ways
AudioUnits don't: for example, my MacBook Pro's built-in microphone won't
capture at 8000Hz and the AudioUnit version wouldn't resample to hide this
fact; the AudioQueue version, however, can handle this.
2016-09-04 01:23:55 -04:00
Ryan C. Gordon
3b53304a94 coreaudio: capture devices should let the system allocate the render buffer. 2016-09-03 00:13:41 -04:00
Ryan C. Gordon
fda7a3d158 coreaudio: Replaced an int with an SDL_bool. 2016-09-02 13:12:21 -04:00
Ryan C. Gordon
f9d9708f6b coreaudio: Move some variable declarations to the top of the scope. 2016-09-02 13:11:28 -04:00
Gabriel Jacobo
1428bab3b3 Fixes building SDL on Ubuntu 16.04 with Mir headers installed 2016-09-01 16:01:54 -03:00
Sam Lantinga
f11a440999 wayland: Add support for relative mouse mode, by Jonas ?dahl <jadahl@gmail.com>
Generate the C protocol files from the protocol XML files installed by
wayland-protocols, and use them to implement support for relative pointer
motions and pointer locking.

Note that at the time, the protocol is unstable and may change in the future.
Any future breaking changes will, however, fail gracefully and result in no
regressions compared to before this patch.
2016-09-01 01:26:56 -07:00
Jonas ?dahl
19d3500ae1 wayland: Build own version of core protocol
Since we are loading shared objects dynamically, build our own version of the
core protocol symbols, so that we in the future can include protocol
extensions.
2016-06-23 18:39:05 +08:00
Bastien Nocera
736a624df0 Wayland: Set "class" for each window we create
This will be used by Wayland compositors to match the application ID and
.desktop file to the SDL window(s).

Applications can set the SDL_VIDEO_WAYLAND_WMCLASS environemnt variable
early in the process to override using the binary name as a fallback.

Note that we also support the SDL_VIDEO_X11_WMCLASS in the Wayland
backend so that if a program correctly associated the desktop file with
the window under X11, only a newer SDL would be needed for it to work
under Wayland.

https://bugzilla.libsdl.org/show_bug.cgi?id=3376
2016-09-01 01:22:58 -07:00
Ryan C. Gordon
2098bfb3ca emscripten: Be more aggressive when closing audio capture devices.
Fixes exceptions being thrown on shutdown.
2016-08-31 16:10:04 -04:00
David Ludwig
f5d43cf912 WinRT: added an extra NULL pointer check for SDL_*ScreenSaver() backend code 2016-08-31 12:52:55 -04:00
Brandon Schaefer
ebb058910d Mir: Add mouse grab support (requires mir 0.24) 2016-08-30 12:58:00 -07:00
Philipp Wiesemann
48490a528a Fixed log message in audio capture test program. 2016-08-30 21:16:04 +02:00
Philipp Wiesemann
379a430408 Android: Removed unused internal function. 2016-08-30 21:15:46 +02:00
Philipp Wiesemann
9581d4a585 Android: Fixed misleading warning in log output (thanks, Sylvain!).
Fixes Bugzilla #3418.
2016-08-30 21:15:18 +02:00
Philipp Wiesemann
cf28727f89 Android: Fixed missing mouse motion events while button down (thanks, Sylvain!).
Happened for real mouse if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH was active.

Fixes Bugzilla #3313.
2016-08-30 21:14:52 +02:00
Philipp Wiesemann
51053a062c Fixed compiling if filesystem is disabled (thanks, Elias!).
Fixes Bugzilla #3414.
2016-08-30 21:14:13 +02:00
David Ludwig
5020fe8fdb WinRT: added SDL_*ScreenSaver() support; fixed crash when restoring app from screensaver 2016-08-29 20:27:21 -04:00
Sam Lantinga
651107a118 Fixed sorting and name of XBox wireless controller entry 2016-08-16 12:02:22 -07:00
Sam Lantinga
4c1484784a Merged Change: 3576099 from rel/streaming_client
Description:
SDL - add mapping for xbox one s wireless controller
2016-08-16 12:02:12 -07:00
David Ludwig
b65763c0c2 WinRT: patched to compile 2016-08-29 10:48:56 -04:00
Ryan C. Gordon
5bcf1d256b cocoa: Fixed incorrect autorelease, noted by static analysis. 2016-08-28 19:06:31 -04:00
Ryan C. Gordon
c9bfcbde6e nacl: Patched to compile. 2016-08-28 18:52:25 -04:00
Ryan C. Gordon
714aa21136 Patched to compile on Haiku. 2016-08-28 18:24:44 -04:00
Ryan C. Gordon
2da1ec8354 Merge audio capture work back into the mainline. 2016-08-28 13:36:13 -04:00
Ryan C. Gordon
06dcdc7d48 Patched to compile. 2016-08-28 11:56:11 -04:00
Ryan C. Gordon
850da32f30 alsa: Implemented hotplug support, cleaned up device names. 2016-08-28 08:50:26 -07:00
Ryan C. Gordon
35e564a694 ios: patched to compile. 2016-08-26 15:46:29 -04:00
Ryan C. Gordon
cfa95fe68c alsa: don't enumerate virtual devices, just physical hardware. 2016-08-15 10:09:41 -04:00
Sam Lantinga
ad1bfea5a0 Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
2016-08-26 12:18:08 -07:00
Sam Lantinga
c69bce6774 commit 1170112da3776fdb06425f62d57b63144c33dc51
Author: James Zipperer <james.zipperer@synapse.com>
Date:   Sun Aug 21 01:19:19 2016 -0700

    bugfix for controller / joystick add / remove being in the event queue at the same time
2016-08-26 11:16:44 -07:00
Philipp Wiesemann
e79f00097a Emscripten: Fixed crash if closing removed joystick (thanks, Sylvain!). 2016-08-25 22:31:44 +02:00
Philipp Wiesemann
e41e185eab Android: Fixed crash if closing removed joystick (thanks, Sylvain!).
Fixes fix for Bugzilla #3408.
2016-08-25 22:31:33 +02:00
David Ludwig
5150eb361f WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
   game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
   again, or clicking somewhere in the app

EXPECTED RESULT: cursor disappears, as game bar disappears

ACTUAL RESULT: cursor didn't always disappear
2016-08-20 13:46:45 -04:00
Philipp Wiesemann
f6f9350a3c Added link in header comment. 2016-08-17 21:05:00 +02:00
Philipp Wiesemann
a128552577 Emscripten: Fixed opening previously closed joystick. 2016-08-17 21:04:50 +02:00
Philipp Wiesemann
c18ff8d253 Android: Fixed opening previously closed joystick (thanks, Sylvain!).
Fixes Bugzilla #3408.
2016-08-17 21:04:32 +02:00
Ryan C. Gordon
b6daf1f60a testaudiocapture: ask for way more output samples.
Fixes Emscripten builds on Chrome for Android.
2016-08-12 22:50:48 -04:00
Ryan C. Gordon
d05ae1941c emscripten: send fake mouse events for touches, like other targets do.
(This really should be handled at the higher level and not in the individual
targets, but this fixes the immediate bug.)
2016-08-12 19:59:00 -04:00
Ryan C. Gordon
3b88f5c690 emscripten audio: check for an "undefined" object, remove some console.log(). 2016-08-12 00:03:58 -04:00
Ryan C. Gordon
e435659c63 audio: Cleaned up "extern AudioBootStrap" list. 2016-08-11 22:26:58 -04:00
Ryan C. Gordon
6f4bcd2498 audio: Renamed some internal driver symbols in various targets. 2016-08-11 22:22:09 -04:00
Ryan C. Gordon
8f0af77354 android: implement audio capture support. 2016-08-11 22:04:49 -04:00
Ryan C. Gordon
b78ec97496 directsound: Implemented audio capture support. 2016-08-10 16:00:16 -04:00
Ryan C. Gordon
21c7fe0060 windows: directsound should also map audio device GUIDs to proper names.
Moved this code from winmm into core so both can use it.

DirectSound (at least on Win10) also returns truncated device names, even
though it's handed in as a string pointer and not a static-sized buffer.  :/
2016-08-10 15:34:24 -04:00
Ryan C. Gordon
b879595a2a audio: Patched to compile on C89 compilers. 2016-08-10 14:14:14 -04:00
Ryan C. Gordon
244d2dbcd5 emscripten audio: fix timer on capture's silence callback. 2016-08-10 14:13:48 -04:00
Ryan C. Gordon
7a8e4cb019 directsound: recalculate audiospec size before creating secondary buffer.
I think this was a bug before? Maybe I'm misunderstanding this, but it looks
like it was working because we allocate room for 8 chunks...
2016-08-09 19:35:46 -04:00
Ryan C. Gordon
358a168c9d emscripten audio: Added audio capture support. 2016-08-09 16:58:32 -04:00
Ryan C. Gordon
5de11a5fc5 Added a FIXME. 2016-08-09 16:58:06 -04:00
Ryan C. Gordon
3139e5d16b testaudiocapture: open capture device to same spec as output device.
...since our resampler is still terrible (sorry!).
2016-08-09 16:57:49 -04:00
Ryan C. Gordon
a05bde2170 audio: Only allocate fake_stream if we're using the standard audio threads. 2016-08-09 00:44:59 -04:00
Ryan C. Gordon
be8d7a46fb audio: simplifed check for internal callback.
Easier to check when it's NULL instead of a list of known internal functions.
2016-08-09 00:44:05 -04:00
Sam Lantinga
8097f272e2 [ OSX ] enables Xbox One S Guide (System Main Menu) button detection. the one possible impact is that since button identifiers on OSX are just their sequence in the HID report descriptor we might change the button order, and any existing/saved mappings may get their order changed. 2016-08-08 12:17:53 -07:00
Ryan C. Gordon
df4985e207 dsp: Implemented audio capture support. 2016-08-07 02:43:20 -04:00
Ryan C. Gordon
a0ff2554c1 winmm: Try to get full device names from the Windows Registry. 2016-08-07 01:48:38 -04:00
Ryan C. Gordon
ff7df7e687 winmm: Added a FIXME for truncated device names. 2016-08-06 23:05:02 -04:00
Ryan C. Gordon
51d1523380 winmm: Implemented audio capture support. 2016-08-06 19:34:32 -04:00
Mikkel Krautz
a21e6af514 Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.

Presumably, this will be fixed in the future.

This patch works around the issue by adding the Xbox One controller series to the
well-known device list.

This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
2016-08-06 15:09:20 +02:00
Ryan C. Gordon
4499e5bcc6 disk audio: Make default i/o delay match what device is meant to be running at. 2016-08-06 03:45:45 -04:00
Ryan C. Gordon
978df1ad74 disk audio: Implemented "capture" support, cleaned up some things. 2016-08-06 03:39:15 -04:00
Ryan C. Gordon
a15b974044 testaudiocapture: use capture device buffer queueing, for better test coverage. 2016-08-06 02:48:00 -04:00
Ryan C. Gordon
7315390171 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()). 2016-08-06 02:47:27 -04:00
Ryan C. Gordon
7bfe494c62 testaudiocapture: don't use fullscreen for the window. 2016-08-06 02:45:51 -04:00
Ryan C. Gordon
e7347a4027 audio: SDL_ClearQueuedAudio() should free everything but two packets.
Otherwise, if you had a massive, one-time queue buildup, the memory from that
remains allocated until you close the device. Also, if you are just using a
reasonable amount of space, this would previously cause you to reallocate it
over and over instead of keeping a little bit of memory around.
2016-08-06 02:27:55 -04:00
Ryan C. Gordon
9a33154450 nas: initial shot at audio capture support. Compiles, but not tested. 2016-08-05 04:23:32 -04:00
Ryan C. Gordon
9b2a59ef05 audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice. 2016-08-05 02:04:48 -04:00
Ryan C. Gordon
761a79788c audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections. 2016-08-05 01:59:06 -04:00
Ryan C. Gordon
979de761c9 audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
2016-08-05 01:44:15 -04:00
Ryan C. Gordon
9b64772775 audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
  failed halfway through. This lets implementation code not have to clean up
  itself on every possible failure point; just return an error and SDL will
  handle it for you.

- Implementations can assume this->hidden != NULL and not check for it.

- implementations don't have to set this->hidden = NULL when done, because
  the caller is always about to free(this).

- Don't reset other fields that are in a block of memory about to be free()'d.

- Implementations all now free things like internal mix buffers last, after
  closing devices and such, to guarantee they definitely aren't in use anymore
  at the point of deallocation.
2016-08-05 01:44:41 -04:00
Ryan C. Gordon
30a9139bc3 arts: backed out audio capture support.
Turns out that libartsc isn't thread-safe, so if we run a capture and playback
device at the same time, it often crashes in arts's internal event loop.

We could throw mutexes around the read/write calls, but these are meant to
block, so one device could cause serious latency and stutter in the other.

Since this audio target isn't in high-demand (Ubuntu hasn't offered a libartsc
package for years), I'm just backing out the capture support. If someone needs
it, they can pull it out of the revision history.
2016-08-04 11:51:17 -04:00
Ryan C. Gordon
20cd5e44ce dummy audio: Patched to compile. 2016-08-03 16:54:10 -04:00
Philipp Wiesemann
24bc00a831 Fixed two old identifiers in header comments. 2016-08-03 22:39:44 +02:00
Philipp Wiesemann
82c94a3f79 PSP: Fixed memory leak if video init failed. 2016-08-03 22:32:20 +02:00
Philipp Wiesemann
9f97ee8a85 WinRT: Removed not needed SDL_zerop() after SDL_calloc().
SDL_calloc() already sets memory to zero.
2016-08-03 22:32:02 +02:00
Philipp Wiesemann
a4abda0b70 Added brackets to function names in header comments so that doxygen links them. 2016-08-03 22:30:31 +02:00
Ryan C. Gordon
17246ba95e dummy audio: Implemented dummy audio capture support. :) 2016-08-03 02:18:47 -04:00
Ryan C. Gordon
9dd8477a21 bsdaudio: first shot at audio capture support!
(untested, uncompiled...for now.)
2016-08-03 01:57:41 -04:00
Ryan C. Gordon
d30a2f5ad8 bsdaudio: this appears to be using the wrong variable...?
(We probably never noticed because this is meant to block until it fully
writes a buffer, and would only trigger an issue if we had a short write
that wasn't otherwise an error condition.)
2016-08-03 01:56:58 -04:00
Ryan C. Gordon
ecbd625c4b arts: Patched to (maybe) compile. 2016-08-03 01:53:59 -04:00
Ryan C. Gordon
a7dddacd99 arts: implemented audio capture support.
(completely untested! Not even compiled!!).
2016-08-03 01:01:44 -04:00
Ryan C. Gordon
38f4b68ca7 alsa: capture devices don't need a mixbuf allocated. 2016-08-03 01:00:30 -04:00
Ryan C. Gordon
3ed9b0f567 testaudiocapture: made test app interactive.
(hold down mouse/finger to record, then it plays back what it heard. Repeat.)
2016-08-03 00:31:08 -04:00
Ryan C. Gordon
a9ef240cef coreaudio: Implemented audio capture for iOS. 2016-08-03 00:30:12 -04:00
Ryan C. Gordon
f758483a28 testaudiocapture: Make a simple green/red window when recording/playing. 2016-08-02 19:17:51 -04:00
Ryan C. Gordon
41e8f9ede4 alsa: Implemented audio capture support! 2016-08-02 15:06:40 -04:00
Ryan C. Gordon
754efd43f4 alsa: Cleaned up the 5.1 swizzle mess a little.
Shouldn't this be something ALSA handles for us with channel maps, so we can
just delete this code?
2016-08-02 15:06:05 -04:00
Ryan C. Gordon
6bd1ec6bb0 audio: a little more robustness in the capture device's thread. 2016-08-02 15:04:33 -04:00
Ryan C. Gordon
d662bc04a5 pulseaudio: Implemented audio capture support! 2016-08-02 13:50:58 -04:00
Ryan C. Gordon
0d0f7080a3 audio: implemented higher level infrastructure for running capture devices. 2016-08-02 13:50:21 -04:00
Ryan C. Gordon
6d5c9c1e67 audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
2016-08-02 13:48:52 -04:00
Ryan C. Gordon
b35b9f950e testaudiocapture: Let specific devices be opened. 2016-08-02 13:38:56 -04:00
Ryan C. Gordon
ca57b9ee11 BUGS.txt: Bugzilla supports SSL; changed link to https:// ... 2016-08-01 13:36:43 -04:00
Ryan C. Gordon
67f2538c41 audio: changed some internal ints to be SDL_bools. 2016-08-01 13:32:27 -04:00
Ryan C. Gordon
a94376c72d nacl: unlock audio thread mutex when done with it. 2016-08-01 11:47:02 -04:00
Ryan C. Gordon
c754662dda audio: Make SDL_AudioDevice::shutdown an atomic value.
Just to make sure this get communicated to the audio thread properly.
2016-08-01 11:45:45 -04:00
Ryan C. Gordon
015dd8dd1d audio: Implemented capture support for Mac OS X CoreAudio.
I don't know what iOS wants yet, so this code might work there, too...?
2016-08-01 00:20:47 -04:00
Ryan C. Gordon
ee09975007 audio: Initial bits to enable audio capture support. 2016-08-01 00:18:56 -04:00
Philipp Wiesemann
456901150c Fixed information in touch README and changed identifiers so doxygen links them. 2016-07-27 20:47:31 +02:00
Philipp Wiesemann
3853f7cd3a Android: Updated a comment. 2016-07-27 20:47:08 +02:00
Philipp Wiesemann
242c3480bf Android: Replaced deprecated AbsoluteLayout with RelativeLayout.
Fixes Bugzilla #2211.
2016-07-27 20:46:18 +02:00
Philipp Wiesemann
4743b55c7a Linux: Fixed memory leak in haptic implementation (thanks, Martin!).
Fixes Bugzilla #3238.
2016-07-20 21:01:14 +02:00
Philipp Wiesemann
8d6cbdd235 Pandora: Fixed memory leak in video implementation. 2016-07-20 21:00:52 +02:00
Philipp Wiesemann
53ac57128b Pandora: Fixed compile warnings in video implementation (thanks, Bombo!).
Fixes Bugzilla #2734.
2016-07-20 21:00:36 +02:00
Philipp Wiesemann
427472fe2e ALSA: Fixed adding wrong status to error message (thanks, romain145!).
Fixes Bugzilla #3364.
2016-07-19 21:02:44 +02:00
Philipp Wiesemann
562926cdda Pandora: Fixed SDL version in debug output. 2016-07-19 21:02:09 +02:00
Philipp Wiesemann
38ad328ab9 Pandora: Updated SDL version in Makefile. 2016-07-19 21:01:30 +02:00
Philipp Wiesemann
f945e2e732 Pandora: Fixed referring to no more existing atomic source file in Makefile. 2016-07-19 21:01:13 +02:00
Philipp Wiesemann
d478f26ef4 Updated comments in video implementations. 2016-07-18 22:03:47 +02:00
Philipp Wiesemann
c8cd5c559a Pandora: Fixed compile error in video implementation (thanks, Bombo!).
Partially fixes Bugzilla #2734.
2016-07-18 22:02:17 +02:00
Philipp Wiesemann
e7a9095f55 Android: Fixed androidbuild.sh not working on OS X (thanks, Steffen!).
Fixes Bugzilla #2429.
2016-07-18 22:01:01 +02:00
Philipp Wiesemann
58b323f192 Android: Fixed missing export of a JNI function (thanks, Andrii!).
Fixes Bugzilla #3393.
2016-07-17 21:43:12 +02:00
Philipp Wiesemann
6b1d5f4461 Android: Fixed compile warning about a missing prototype (thanks, Sylvain!).
Fixes Bugzilla #3351.
2016-07-17 21:42:53 +02:00
Philipp Wiesemann
de5daaad6a Fixed compile warnings about evaluating undefined identifiers.
Partially fixes Bugzilla #3351.
2016-07-17 20:32:44 +02:00
Brandon Schaefer
578edca454 Tests: Would be wise to compile this 2016-07-13 09:41:43 -07:00
Brandon Schaefer
bebb6dee8d Tests: Somehow tabs leaked in... 2016-07-13 07:39:01 -07:00
Brandon Schaefer
f2413850d9 Tests: Add a manual test for a custom cursor (Taken from the API docs) 2016-07-13 07:34:06 -07:00
Brandon Schaefer
d8866e8400 Tests: Mir needs the window to swap at lease 1 frame for the cursor to show. So render in testwm2 2016-07-13 07:07:46 -07:00
Brandon Schaefer
eadb30cd6f MIR: Fix system cursors. Been broken since custom cursor support was added! 2016-07-13 07:07:08 -07:00
Philipp Wiesemann
495057b04b Android: Added new key codes from API 24. 2016-07-09 22:06:00 +02:00
Alex Szpakowski
d0bd0e4855 iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
2016-07-02 13:38:31 -03:00
Philipp Wiesemann
b524657118 Fixed three source comments in tests. 2016-06-28 21:15:16 +02:00
Philipp Wiesemann
b5aa5b04d6 Added a simple test case for SDL_sscanf() to tests.
It fails on platforms where SDL's custom implementation is used.

Relates to Bugzilla #3341.
2016-06-28 21:14:11 +02:00
Philipp Wiesemann
6ec5e64056 Fixed freeing strings created by strdup() with SDL_free().
This only worked on platforms where SDL_free() wraps free().
2016-06-28 21:08:23 +02:00
Philipp Wiesemann
2f016cf88d Mac: Fixed crash if SDL_GetDisplayDPI() got NULL pointers for output parameters. 2016-06-26 21:08:57 +02:00
Philipp Wiesemann
f4d33fcbba Fixed compile warnings in test library about formats strings not being literals.
Partially fixes Bugzilla #3375.
2016-06-25 19:40:44 +02:00
Philipp Wiesemann
696867eed4 Mac: Updated file name in README. 2016-06-25 19:40:02 +02:00
David Ludwig
23af328bb0 Fixed Bug 3147 - Windows: Crash when resizing Window since hg 1f9d57965528
Thanks for the fix, Gab!
2016-06-24 22:17:56 -04:00
Philipp Wiesemann
ce456cfb8e Mac: Updated availability macro in build script. 2016-06-24 19:06:06 +02:00
Brandon Schaefer
4a339a46ec MIR: Add better error handling for a failed connection 2016-06-08 08:01:21 -07:00
Brandon Schaefer
f0708fc9dd MIR: Support relative mouse mode 2016-06-07 09:01:23 -07:00
Alex Szpakowski
ea2f5e5930 Windows: Fix other window positions/sizes being changed when exiting exclusive fullscreen (bug #3315, thanks Simon Hug!) 2016-05-23 15:29:25 -03:00
Alex Szpakowski
0a4085a048 Mac: Fix a crash when SDL is compiled with SDL_MAC_NO_SANDBOX enabled, by increasing the stack size of the mouse tap thread back to OS X' default of 512 KB. 2016-05-21 12:09:23 -03:00
Alex Szpakowski
4a468739f8 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!) 2016-05-21 00:20:52 -03:00
Philipp Wiesemann
6255c8584a Updated documentation of SDL_IsScreenSaverEnabled().
The screensaver is deactivated by default since SDL 2.0.2.
2016-05-20 22:18:15 +02:00
Philipp Wiesemann
d4140ca473 Windows: Fixed missing error message if SDL_GetDisplayDPI() failed. 2016-05-20 22:15:58 +02:00
Philipp Wiesemann
d7b9d321fa X11: Fixed typos in error messages and source comments. 2016-05-20 22:15:28 +02:00
Philipp Wiesemann
81235118ab X11: Fixed missing error message if SDL_GetDisplayDPI() failed. 2016-05-20 22:14:40 +02:00
David Ludwig
441359bd5a WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.

A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
2016-05-14 23:29:49 -04:00
Philipp Wiesemann
e964d00f64 X11: Fixed SDL_GL_GetSwapInterval() returning -1 if interval is unknown.
It should return 0 as a safe default if the interval can not be determined.
2016-05-11 21:11:12 +02:00
Philipp Wiesemann
748b05289c EGL: Fixed SDL_GL_GetSwapInterval() returning -1 on error.
It should return 0 as a safe default on errors. -1 is returned for late swaps.
2016-05-11 21:10:41 +02:00
Philipp Wiesemann
cfe3f26115 Updated documentation of SDL_CreateWindow() and SDL_CreateWindowFrom(). 2016-05-11 21:09:45 +02:00
Philipp Wiesemann
fe4c3b29d9 iOS: Added brackets to function names in README so that doxygen links them. 2016-05-10 21:15:11 +02:00
Philipp Wiesemann
bf7a76155e Fixed missing error message if SDL_GetDisplayDPI() is unsupported. 2016-05-10 21:14:36 +02:00
Philipp Wiesemann
73b63e5b57 Fixed crash in shape test program if memory allocation failed. 2016-05-10 21:13:58 +02:00
Philipp Wiesemann
31e23d57d3 Fixed error return values in filesystem test program. 2016-05-10 21:12:48 +02:00
David Ludwig
52fec6aff0 WinRT: allow on-screen keyboard to be shown via SDL APIs, Win10/UWP only 2016-05-07 21:41:59 -04:00
Philipp Wiesemann
6a9a8b682c Fixed memory leak in game controller test program. 2016-05-05 22:05:21 +02:00
Philipp Wiesemann
63f2ec8e57 Updated documentation of SDL_HINT_THREAD_STACK_SIZE in header file. 2016-05-05 22:04:16 +02:00
Philipp Wiesemann
b1ce3799e9 Added missing links at documentation of SDL_FreeCursor() in header file. 2016-05-05 22:03:52 +02:00
Alex Szpakowski
b15efce277 Cocoa mouse code: Replaced NSPointInRect with NSMouseInRect (thanks Eric Wasylishen!) Fixes bug #3312. 2016-05-01 21:41:30 -03:00
Alex Szpakowski
d383502657 Mac: replaced a deprecated CGSetLocalEventsSuppressionInterval call that I missed in commit 2f72bdfee9bb 2016-05-01 19:51:10 -03:00
Philipp Wiesemann
bb9dcf5714 Android: Updated name of README file. 2016-04-25 22:17:38 +02:00
David Ludwig
46851a6701 WinRT: another README tweak 2016-04-17 22:56:20 -04:00
David Ludwig
937ae32c7b WinRT: README tweaks 2016-04-17 22:54:45 -04:00
Philipp Wiesemann
31cbb34ec9 Wayland: Removed not needed including and setting of errno.
One internal function was setting errno on error but it was not read afterwards.
2016-04-14 21:11:43 +02:00
Philipp Wiesemann
ea86c01a86 Fixed markdown formatting in porting README for doxygen output.
The underscores and the newlines for the list were lost before.
2016-04-14 21:10:57 +02:00
Philipp Wiesemann
b53007b0c8 Added missing error return in test program. 2016-04-14 21:10:08 +02:00
Philipp Wiesemann
72dc8784b3 PSP: Fixed compile error. 2016-04-14 21:09:45 +02:00
David Ludwig
caf152def7 WinRT: build/link fix 2016-04-13 21:59:50 -04:00
Ryan C. Gordon
c137eb61d7 Patched to compile on Haiku...? 2016-04-12 18:40:44 -04:00
Ryan C. Gordon
9b9ca093c7 windows: created threads' stack sizes should be reserved, not committed. 2016-04-12 18:12:04 -04:00
Ryan C. Gordon
9b4db2b8aa Patched to compile on various platforms. 2016-04-12 18:11:36 -04:00
Ryan C. Gordon
c61675dc5d threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.

I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
2016-04-12 16:45:10 -04:00
Ryan C. Gordon
7ae2951fca threads: Handle SDL_HINT_THREAD_STACK_SIZE at top level, implement elsewhere. 2016-04-12 14:38:50 -04:00
David Ludwig
8b65d225e8 WinRT: bug hack-fix - gamepad detection was failing on Xbox One
Win10's 'GamepadAdded' event seems to need to have something registered with it
in order for Xinput-based gamepad detection to work.  This 'fix' simply causes
a dummy event-handler to be added for this event, in case an app wants to use
gamepads on Xbox One (most likely).
2016-04-11 00:22:39 -04:00
Alex Szpakowski
34f095e098 iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older. 2016-04-10 22:07:10 -03:00
Ryan C. Gordon
a581346fae alsa: Make device enumeration robust against weird results with NULL strings. 2016-04-04 22:49:13 -04:00
Alex Szpakowski
6cfa71a10e iOS: Also do the Dictation crash workaround before executing the animation callback. 2016-04-02 13:21:01 -03:00
Alex Szpakowski
88372277b7 Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
Fixes bug #3300.
2016-04-02 11:54:05 -03:00
Alex Szpakowski
5520ed9cc2 iOS: Workaround for a crash after Dictation is used. 2016-04-01 19:18:50 -03:00
Philipp Wiesemann
f3ca4e4d50 iOS: Fixed compiling demos on C89 compilers. 2016-04-01 21:14:49 +02:00
Philipp Wiesemann
831597f714 PSP: Fixed returning success from unsupported SDL_RenderReadPixels().
This also fixed the missing error message.
2016-04-01 21:13:58 +02:00
Philipp Wiesemann
d1e4814120 PSP: Fixed returning success for unsupported SDL_SetTextureColorMod().
Partially fixes Bugzilla #3298.
2016-04-01 21:12:37 +02:00
Philipp Wiesemann
12c78c5ca5 PSP: Fixed missing error message for unsupported SDL_CreateWindowFrom(). 2016-04-01 21:11:31 +02:00
Philipp Wiesemann
3555e6e58e Updated info about required Ubuntu version for Mir support in README. 2016-04-01 21:10:43 +02:00
Philipp Wiesemann
a9edc5137e Wayland: Fixed missing error message if creating a custom cursor failed.
SDL_GetError() returned no error message because it was written to stderr only.
2016-03-28 21:03:04 +02:00
Philipp Wiesemann
9011eb1c41 Removed not needed SDL_WINDOW_SHOWN from chessboard test program. 2016-03-28 21:02:30 +02:00
Philipp Wiesemann
62ebc527d0 iOS: Removed not needed SDL_WINDOW_SHOWN from rectangles demo. 2016-03-28 21:01:46 +02:00
Philipp Wiesemann
bd60850b82 iOS: Fixed keyboard demo ignoring quit requests and window closing.
This also fixed a warning about an unused variable.
2016-03-28 21:01:26 +02:00
Philipp Wiesemann
e9ca5b28a6 iOS: Replaced #import with #include in two demos.
This extension to C is not required here and made the demos less portable.
2016-03-27 22:26:34 +02:00
Philipp Wiesemann
5fa0cbc4ba iOS: Restored older version of rectangles demo.
The demo did not draw rectangles like described in the demo README.
2016-03-27 22:25:13 +02:00
Philipp Wiesemann
16c479f332 iOS: Updated SDL version in demo README. 2016-03-27 22:24:10 +02:00
Philipp Wiesemann
fd3dd4e515 Fixed comment in gesture source. 2016-03-27 22:22:13 +02:00
Alex Szpakowski
08488e6d34 Mac: avoid calling CGSetLocalEventsSuppressionInterval, it was deprecated in OS X 10.6. 2016-03-20 15:35:34 -03:00
Alex Szpakowski
2c3bf6658a Windows CMake: don't try to link dxguid, it's unavailable when using Visual Studio's XP-compatible toolset. 2016-03-18 22:15:53 -03:00
Philipp Wiesemann
35da130828 Wayland: Fixed crash if memory mapping failed while creating a custom cursor. 2016-03-16 22:09:39 +01:00
Philipp Wiesemann
fa77df4e91 Wayland: Fixed storing a theme cursor which is never used in video data. 2016-03-16 22:09:23 +01:00
Sam Lantinga
a29a925d7e Pick up new display mode information after a mode change (Windows only right now). 2016-03-11 08:33:47 -08:00
Sam Lantinga
5333deab1c Quick fix for qsort off-by-one error. 2016-03-11 08:30:18 -08:00
Philipp Wiesemann
19f18558ac Emscripten: Deactivated custom cursor support because it created system cursors. 2016-03-11 22:10:35 +01:00
Philipp Wiesemann
676041aa16 Wayland: Fixed drawing created cursors without transparency. 2016-03-11 22:10:15 +01:00
Philipp Wiesemann
167dd4a1fa Wayland: Fixed showing created cursors incorrectly before the first redraw. 2016-03-11 22:09:50 +01:00
Philipp Wiesemann
0c923fda0b WinRT: Removed dead code and fixed memory leak if allocation for driver failed. 2016-03-10 21:00:44 +01:00
Philipp Wiesemann
b82f48bad3 Fixed compiling IME test program with HAVE_SDL_TTF on C89 compilers. 2016-03-10 21:00:27 +01:00
Philipp Wiesemann
43594e3f3d Removed unnecessary include statement in test program. 2016-03-10 21:00:13 +01:00
Ryan C. Gordon
deb2acbcd9 A simple test program for SDL_qsort(). 2016-03-10 01:50:43 -05:00
Ryan C. Gordon
7e0261ec26 Another commit to test revision control. 2016-03-08 20:26:26 -05:00
Ryan C. Gordon
64d51a93f4 Minor tweak to a README to test Mercurial server. 2016-03-08 20:24:20 -05:00
Sam Lantinga
6303941ac1 Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ???????? 2016-03-08 13:55:50 -08:00
Ethan Lee
2a754ca735 Allow mappings to be added before GameControllerInit 2016-03-07 08:22:55 -05:00
Ryan C. Gordon
1e8df9cd60 alsa: Implemented basic device detection.
This is kind of nasty, because ALSA reports dozens of "devices" that aren't
really things you'd ever want, or things that should be listed this way, but
the default path still works as before, and it at least allows these devices
to be available to apps.

This does not handle hotplugging yet. You get a device list at init time
and that's it.
2016-03-05 23:25:23 -05:00
Ryan C. Gordon
f647dfe874 x11: Fix a few more XMoveWindow() calls to adjust for border size.
Also, fix my inability to do basic math ('+' should have been '-').
2016-03-04 19:41:16 -05:00
Ryan C. Gordon
02f49fdb53 x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).

- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.

- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
2016-03-04 18:47:19 -05:00
Philipp Wiesemann
05b6ca3c35 Raspberry: Fixed crash if memory allocation for cursor failed. 2016-03-03 20:12:51 +01:00
Philipp Wiesemann
21d3297597 Fixed compile warnings about unused variables in IME test program. 2016-03-03 20:11:43 +01:00
Philipp Wiesemann
be34036ed7 Wayland: Fixed fault in event handling which might have caused a crash someday.
Found by Cppcheck.
2016-03-02 20:25:23 +01:00
Philipp Wiesemann
ab8be04310 Wayland: Fixed crash if allocating memory for cursor failed.
Also added missing error message if first allocation failed.
2016-03-02 20:25:09 +01:00
Philipp Wiesemann
e8b4368512 Replaced strlen() with SDL_strlen() in IME test program. 2016-03-02 20:24:43 +01:00
Jonas ?dahl
3a22321d55 wayland: Add wl_proxy_marshal_constructor_versioned sym
wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
2016-02-17 15:14:20 +08:00
Brandon Schaefer
90ef601d8c Mir: Do not use opengl to find the valid pixel format if we dont use opengl 2016-02-25 10:06:33 -08:00
Philipp Wiesemann
966aa3721b Mir: Replaced memcpy() with SDL_memcpy(). 2016-02-24 21:07:19 +01:00
Philipp Wiesemann
b4b36122a4 Mir: Fixed comment at conditional compilation macro. 2016-02-24 21:06:46 +01:00
Philipp Wiesemann
4011d991e7 Fixed doxygen warnings about markdown formatting. 2016-02-24 21:05:19 +01:00
Philipp Wiesemann
92209c260d Mir: Fixed crash if allocating memory for cursor failed. 2016-02-22 19:00:22 +01:00
Ryan C. Gordon
697984df20 Regenerated configure script with Mir changes. 2016-02-21 19:21:21 -05:00
bschaefer
3607d3b756 Fix API/ABI breakage in Mir 0.13/0.14. 2016-02-21 15:19:35 -08:00
Ryan C. Gordon
481a21b025 Windows: Just use WaitForSingleObjectEx() everywhere.
(It's supported on WinXP, no reason to have an #ifdef here...I think.)
2016-02-21 17:21:29 -05:00
Ryan C. Gordon
9fd4d4dd39 Windows: let threads be named in the debugger.
We now only raise the magic exception that names the thread when
IsDebuggerPresent() returns true. In such a case, Visual Studio will
catch the exception, set the thread name, and let the debugged process
continue normally. If the debugger isn't running, we don't raise an exception
at all.

Setting the name is a debugger trick; if the debugger isn't running, the name
won't be set if attached later in any case, so this doesn't lose functionality.

This lets this code work without assembly code, on win32 and win64, and
across various compilers.

The only "gotcha" is that if you have something attached that looks like a
debugger but doesn't respect this magic exception trick, the process will
likely crash, but that's probably a deficiency of the attached program.

Fixes Bugzilla #2089.
2016-02-21 17:05:25 -05:00
Ryan C. Gordon
32c70cc546 stdlib: Restored previous qsort() implementation; the licensing is resolved.
Thanks to Gareth McCaughan for changing his code to the zlib license on
our behalf!
2016-02-21 13:07:14 -05:00
Ryan C. Gordon
2436ca200d x11: better fix for the previous commit's fullscreen vs maximized issue. 2016-02-20 01:03:39 -05:00
Ryan C. Gordon
a4627c5eda x11: Don't mess with fullscreen vs maximized window state on unmapped windows. 2016-02-20 00:44:42 -05:00
Ryan C. Gordon
dddd6a5a9a Android: Restored Philipp's joystick change, lost in the previous merge.
This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
2016-02-19 00:28:53 -05:00
Ryan C. Gordon
03f9711797 Merge Android C89 fixes from Eric Wing. 2016-02-19 00:24:00 -05:00
Ryan C. Gordon
df4be2f200 x11/wayland/mir: Make the dynamic loading macro salsa a little less messy. 2016-02-18 23:27:58 -05:00
Sam Lantinga
d6699d5541 Added support for the Mad Catz FightStick TE S+ PS3 2016-02-17 14:15:37 -08:00
Sam Lantinga
5c59da2e8f Added support for the Mad Catz FightStick TE S+ PS4 2016-02-16 13:51:24 -08:00
Sam Lantinga
0682857783 Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818 2016-02-16 13:51:15 -08:00
Sam Lantinga
a38d5b480d Added support for several Mad Catz arcade sticks 2016-02-16 13:48:46 -08:00
Sam Lantinga
1c2beb2180 Allow using the game controller API with arcade sticks and other XInput devices 2016-02-16 13:47:37 -08:00
Philipp Wiesemann
9cd9925cc9 Android: Changed an internal joystick function to return count instead of id.
The returned value is currently not used by the caller. The instance id would
also not be needed on Java side and providing it just complicated the function.

Partially fixes Bugzilla #3234.
2016-02-16 20:32:22 +01:00
Ryan C. Gordon
0e2badc144 x11: Patched to compile with DEBUG_XEVENTS on C89 compilers. 2016-02-12 00:27:21 -05:00
Ryan C. Gordon
45407d0eac x11: Removed an assert.
This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
2016-02-15 21:49:09 -05:00
Ryan C. Gordon
09ae4df5bf Another attempt to fix Windows build. 2016-02-15 03:37:01 -05:00
Ryan C. Gordon
18f74c6e15 Patched to compile on Visual Studio. 2016-02-15 03:21:26 -05:00
Ryan C. Gordon
014956ac1d Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/ 2016-02-15 03:16:46 -05:00
Alex Szpakowski
33af421d7b Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called. 2016-02-14 21:17:25 -04:00
Philipp Wiesemann
37a5416784 PSP: Deactivated dynamic API.
Thanks to Bugzilla #3240 for pointing this out.
2016-02-13 17:35:38 +01:00
Philipp Wiesemann
570215b9da PSP: Added missing object for generic TLS to Makefile.
Thanks to the SDL mailing list (and later Bugzilla #3240) for pointing this out.
2016-02-13 17:34:14 +01:00
Philipp Wiesemann
7da168db0a Fixed spaces in license comments. 2016-02-10 19:31:23 +01:00
Eric Wing
704298c0c2 Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99. 2016-02-09 17:36:42 -08:00
Ryan C. Gordon
5ed63ae317 x11: Updated imKStoUCS.* to latest from x.org.
This was a version from XFree86 before now.  :)  Although not much has
changed.
2016-02-08 01:08:21 -05:00
Alex Szpakowski
8e7cd6b5da iOS: Implemented clipboard support. 2016-02-03 20:32:55 -04:00
Sam Lantinga
4249f4666c David Carlier implemented SDL_GetBasePath() for OpenBSD 2016-01-31 21:11:15 -08:00
Sam Lantinga
1fb30db048 Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT 2016-01-31 11:29:11 -08:00
Alex Szpakowski
325921789a x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas! 2016-01-31 09:39:42 -04:00
Philipp Wiesemann
9bdd188115 PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality. 2016-01-27 23:20:23 +01:00
Philipp Wiesemann
88f519372f Android: Fixed ignoring a return value while handling motion events.
This should not have caused problems yet because the return value was identical.
2016-01-26 22:20:05 +01:00
Sam Lantinga
67f9fd2bc4 Fixed creating fullscreen windows on Steam Link 2016-01-22 13:12:16 -08:00
Sam Lantinga
e5d575b933 Expose the EGL display and window for Vivante SDL windows 2016-01-16 21:58:49 -08:00
Philipp Wiesemann
0a1999dfd2 Fixed compile warnings about type conversion.
Found by buildbot.
2016-01-16 21:25:10 +01:00
Philipp Wiesemann
2191abb2c9 Android: Fixed finishing Activity on some devices if right mouse button pressed.
Partially fixes Bugzilla #3227.
2016-01-13 19:31:03 +01:00
Philipp Wiesemann
28817c9c71 Fixed two typos in documentation. 2016-01-12 22:23:53 +01:00
Philipp Wiesemann
8d035b1aee Android: Added mouse initialization to reset state.
If the app is launched again then the shared object may be reused (on Android).
2016-01-12 22:23:00 +01:00
Philipp Wiesemann
46cb851018 Android: Fixed a comment. 2016-01-12 22:22:24 +01:00
Philipp Wiesemann
1560351905 Android: Added mapping of mouse forward button and mouse back button. 2016-01-11 20:02:48 +01:00
Alex Szpakowski
87ea39be84 Removed dead code (caught by Clang's static analyzer). 2016-01-09 17:41:09 -04:00
Ryan C. Gordon
1615b2e29d CMake: only set "-O3 -g" defaults if CMAKE_BUILD_TYPE wasn't set at all. 2016-01-08 07:32:51 -05:00
Ryan C. Gordon
06129f6de9 Fixed buildbot's static analysis script to enable assertions.
This removes false positives. Apparently someone forced the default CMake
builds to use -O3, turning these off by default.  :/
2016-01-08 07:21:15 -05:00
Ryan C. Gordon
ed62033366 x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)

Fixes Bugzilla #3067.
2016-01-07 19:58:00 -05:00
Sam Lantinga
757e994eaa Fixed --enable-new-dtags check with cmake 2016-01-07 17:21:50 -08:00
Sam Lantinga
dc5f05bb99 Use --enable-new-dtags to set RUNPATH rather than RPATH so that LD_LIBRARY_PATH is not overridden by the application. 2016-01-07 16:42:30 -08:00
Ryan C. Gordon
73680ab374 Fixed NULL dereference on drop events with no window associated.
(such as when dropping a file onto an app's icon to launch.)

This bug caught by Clang's static analyzer.
2016-01-07 16:01:24 -05:00
Sam Lantinga
1c4c3f505f Updated debian packaging files 2016-01-07 12:01:51 -08:00
Ryan C. Gordon
5dcf6bcc32 Updated dynamic API table. 2016-01-07 14:51:22 -05:00
Ethan Lee
167cf14c1f SDL_RenderSetIntegerScale 2016-01-05 16:39:18 -05:00
Ryan C. Gordon
416d046663 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
Fixes Bugzilla #3223.
2016-01-07 14:02:37 -05:00
Philipp Wiesemann
1d1ba58f28 Fixed compile warnings about uninitialized variables in test library.
Found by buildbot.
2016-01-06 22:39:29 +01:00
Philipp Wiesemann
a4ce22fbf3 Fixed outdated information in a README for iOS.
Four of the listed programs do not exist anymore.
2016-01-06 22:39:04 +01:00
Philipp Wiesemann
1a26c0c838 Fixed doxygen warnings. 2016-01-06 22:38:35 +01:00
Ryan C. Gordon
bb1e2bd0b5 CMake: Turned off Mac OS X rpath warning kludge.
Apparently CMake errors out if it doesn't know this policy, and we don't
otherwise require CMake 3.0 yet. Sigh.
2016-01-05 05:44:32 -05:00
Ryan C. Gordon
49e47688b4 Patched to compile on iOS. 2016-01-05 05:38:55 -05:00
Ryan C. Gordon
881ccccbcf Android: Fixed up drop events for new interface. 2016-01-05 05:31:33 -05:00
Ryan C. Gordon
eeb899999f Patched to compile. 2016-01-05 05:22:35 -05:00
Ryan C. Gordon
7605ccf68a Use SDL's stdinc functions instead of C runtime calls. 2016-01-05 02:29:16 -05:00
Ryan C. Gordon
dc532c70e8 Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Eric Wing
d77a55738b merged SDL 2.0.4 rc2 2015-06-21 04:04:14 -07:00
Philipp Wiesemann
4393a71110 Added missing file and folder to the release archive. 2015-06-20 11:15:37 +02:00
Sam Lantinga
36af63f0c0 Added the docs directory to the release archive 2015-06-20 00:25:28 -07:00
Sam Lantinga
fb5732dc5c GCC is warning about global functions with the same name as variables in the code, when using -Wshadow.
This is a little ridiculous because we have no idea what functions a given platform will provide, so we'll disable -Wshadow for now.
2015-06-19 23:53:33 -07:00
Sam Lantinga
903df4afbd Use CLOCK_MONOTONIC_RAW, if available, which is not subject to adjustment by NTP 2015-06-19 23:49:00 -07:00
Sam Lantinga
f71fa2f402 Android has clock_gettime() - thanks Michael Labbe! 2015-06-19 23:40:23 -07:00
Sam Lantinga
3426c99acf Cleaned up Xcode rules a little more 2015-06-19 23:32:37 -07:00
Sam Lantinga
f6b788f095 Simplified Mercurial ignore rules for Xcode build products 2015-06-19 23:27:35 -07:00
Sam Lantinga
d763a9f64d Fixed bug 2538 - SDL_SetTextureAlphaMod does not work with SDL_FlipMode or rotation in the software renderer
Adam M.

When setting a texture alpha mod other than 255 and also specifying a flip mode in the software renderer, the rendering fails. When the texture has an alpha channel, it becomes invisible when flipped. When the texture does not have an alpha channel, it is flipped but the colors are wrong: the alpha mod makes the texture darker rather than more translucent.

0) Initialize a software renderer.
1) Load 16-bit 565 or 32-bit texture.
2) Set texture blend mode to BLEND.
3) Set texture alpha mod to 150.
4) Draw the texture flipped horizontally and/or vertically.
2015-06-19 23:22:53 -07:00
Sam Lantinga
b7ede6cc47 Fixed bug 1550 - SDL_RenderCopy/CopyEx in software should optionally render 8bit alpha
Adam M.

There are three problems in the code that I see.
1. SW_RenderCopyEx enables a color key on surface_scaled even if the source surface didn't have a color key.
2. SW_RenderCopyEx doesn't copy blend mode, color mod, or alpha mod from src to surface_scaled.
3. When SDL_BlitScaled(src, srcrect, surface_scaled, &tmp_rect) is called, it blends the src pixels into surface_scaled instead of overwriting them (if src has blending, etc. enabled).

I've attached a patch that 1) fixes the three problems that I mentioned, 2) adds the requested performance improvement of using the regular blit function if no rotation or flipping is needed, 3) avoids cloning the source surface if no stretching is required, and simplifies the rotation code slightly.
2015-06-19 23:20:43 -07:00
Sam Lantinga
e589cdba2f Fixed bug 3023 - setting a white and then non-white texture color mod breaks the texture with software renderer
Adam M.

Okay, here is the problem, I think.

During the first blit, RLEAlphaSurface is called to do RLE conversion of the RGBA source into a format allowing it "to be quickly alpha-blittable onto dest". Since the destination is the screen, it has no alpha channel. RLEAlphaSurface calls copy_opaque(dst, src + runstart, len, sf, df) (where copy_opaque is copy_32), which has this code:

SDL_RLEaccel.c:984:
  RGBA_FROM_8888(*src, sfmt, r, g, b, a);
  PIXEL_FROM_RGBA(*d, dfmt, r, g, b, a);

On the first line, it reads the source pixel 0xFFFFFFFF. The second line drops the alpha value (because dfmt for the screen has no alpha channel) and writes 0x00FFFFFF. Later, when the RLE conversion is being undone, uncopy_32 is called, which has the following code:

SDL_RLEaccel.c:1001:
  Uint32 pixel = *s++;
  RGB_FROM_PIXEL(pixel, sfmt, r, g, b);
  a = pixel >> 24;
  PIXEL_FROM_RGBA(*dst, dfmt, r, g, b, a);

However, the the alpha channel has already been dropped by copy_opaque (= copy_32), so pixel = 0x00FFFFFF and 'a' becomes 0. Thus, all opaque pixels lose their alpha channel when being unRLE'd. (I don't know what happens to pixels with alpha from 1-254, but they should be checked too.)

So, that seems to be the problem, but I'm not sure what the solution should be. Since opaque pixels have alpha == 255, I'm thinking to create another uncopy function for opaque pixels that simply uses 255 for alpha.

However, there may be other problems here. For translucent pixels, uncopy_32 assumes the alpha channel is stored in the upper 8 bits, but copy_32 doesn't store it there. Instead, it stores it in whatever location is appropriate for the destination surface. Isn't one of their behaviors incorrect, given the other? I'm not sure which to change, however.

For translucent pixels, it seems that the blit function uses do_blend, which is the BLIT_TRANSL_888 macro, which also assumes alpha is in top 8 bits. It has the comment "we have made sure the alpha is stored in the top 8 bits...", but it seems that's not true (copy_32 doesn't make sure the alpha goes there).

Perhaps the correct fix is to make copy_32 put the alpha there, but then that seems to require that RLE conversion be limited to destination surfaces that don't use the upper 8 bits. However, looking further, it seems that has already been done: if (masksum != 0x00ffffff) return -1; /* requires unused high byte */
2015-06-19 23:12:13 -07:00
Sam Lantinga
82ae4f6fc5 [mq]: 3027_rleperf.diff 2015-06-19 22:12:47 -07:00
Philipp Wiesemann
21935b0313 Added more entries and brackets to WhatsNew.txt for 2.0.4. 2015-06-19 21:17:00 +02:00
Ryan C. Gordon
3a84f7b520 CMake fixes for MingW (thanks, Ozkan!).
- ignore DXSDK_DIR for mingw environment
- use dxerr8 instead of dxerr for mingw.

Partially fixes Bugzilla #3016.
2015-06-18 22:34:39 -04:00
Alex Szpakowski
dd8c64779b Updated WhatsNew.txt's 2.0.4 list to include a more detailed set of changes for iOS, and added a couple missing items to the OS X and Windows sections. 2015-06-18 12:20:46 -03:00
Ryan C. Gordon
604932ea84 Moving some whitespace around to test something on the Mercurial server. 2015-06-18 00:44:57 -04:00
Eric Wing
27fab8f4bb merged SDL 2.0.4rc1+ 2015-06-17 20:03:08 -07:00
Philipp Wiesemann
1a348aac4f Android: Fixed two warnings. 2015-06-17 21:05:25 +02:00
Ryan C. Gordon
40244dc1a9 Whitespace fix. 2015-06-17 13:02:41 -04:00
Ryan C. Gordon
d002d6bf9f Removed Edgar's name from SDL_haptic.h at his request. 2015-06-17 12:59:12 -04:00
Sam Lantinga
4598903548 Partial fix for bug 2758 - Android issues with NDK r10c and API-21
Sylvain

When using API 21 and running on an old device (android < 5.0 ?) some function are missing.

functions are (at least) : signal, sigemptyset, atof, stpcpy (strcat and strcpy), srand, rand.


Very few modifications on SDL to get this working :

on SDL
======

Undefine android configuration :

HAVE_SIGNAL
HAVE_SIGACTION
HAVE_ATOF

In "SDL_systrhead.c", comment out the few block of lines with "sigemptyset".

Android.mk:
remove the compilation of "test" directory because it contains a few rand/srand calls

Also, there are more discussions about this in internet :
https://groups.google.com/forum/#!topic/android-ndk/RjO9WmG9pfE
http://stackoverflow.com/questions/25475055/android-ndk-load-library-cannot-locate-srand
2015-06-17 00:07:45 -07:00
Sam Lantinga
3779bf3845 Fixed bug 2948 - [Android] Arrow keys from external keyboard are not received
Sylvain

http://developer.android.com/reference/android/view/InputDevice.html
 int SOURCE_CLASS_JOYSTICK   Constant Value: 16       (0x00000010)

 int SOURCE_JOYSTICK         Constant Value: 16777232 (0x01000010)
 int SOURCE_KEYBOARD         Constant Value: 257      (0x00000101)
 int SOURCE_GAMEPAD          Constant Value: 1025     (0x00000401)
 int SOURCE_DPAD             Constant Value:  513     (0x00000201)


I have an a PC keyboard that I connect to an android device.
The issue is that "arrow" keys gets lost.

More explanation:

This device gets detected twice by the java "pollInputDevices()" both as SOURCE_KEYBOARD and as a composite (0x1000311 == SOURCE_JOYSTICK | SOURCE_KEYBOARD | SOURCE_DPAD).
Because of being a SOURCE_CLASS_JOYSTICK, only the second entry is registered, and I opened it.


When I press one arrow key, the java method "onKey(...)" is called.
The Source "event.getSource()" is "SOURCE_KEYBOARD", so it enters this conditions :

   if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 ||
      (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {


And then, it enters :

   SDLActivity.onNativePadDown() (native code in "SDL_sysjoystick.c")


Since the "arrows" are viewed as "D-PAD", it gets translated :

   int button = keycode_to_SDL(keycode);


But the android-java "event.getDeviceId()" is wrong: this is the one from the Keyboard, and not the one from the Joystick that I have opened.
So I don't get them through the Joystick interface.


And since, the keycode has been translated, it returns 0 and assume it was consumed.
So I lost the key in the function "Android_OnPadDown()"


Notice, It won't happen with other normal "letters" keys because they does not get translated by "keycode_to_SDL", so "Android_OnPadDown()" returns -1.
And then java code send the keys to "SDLActivity.onNativeKeyDown()".




Possible patch on "Android_OnPadDown" and also "Android_OnPadUp" (and maybe other functons):

85 int
186 Android_OnPadDown(int device_id, int keycode)
187 {
188     SDL_joylist_item *item;
189     int button = keycode_to_SDL(keycode);
190     if (button >= 0) {
191         item = JoystickByDeviceId(device_id);
192         if (item && item->joystick) {
193             SDL_PrivateJoystickButton(item->joystick, button , SDL_PRESSED);
194         }
+           else return -1;
195         return 0;
196     }
197
198     return -1;
199 }

It would allow the java caller function to send the key to "SDLActivity.onNativeKeyDown();"



Another solution, would be to replace:

 if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 ||
      (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {

by

 if ( (event.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0)

Because only "SOURCE_CLASS_JOYSTICK" devices are registered/opened.
2015-06-17 00:00:53 -07:00
Sam Lantinga
5db002bb1e Fixed bug 2949 - [Android] Virtual DPAD remote not registered
Sylvain

I have an android device to which I try to connect the google virtual remote application.
https://play.google.com/store/apps/details?id=com.google.android.tv.remote

The java method "pollInputDevices()" detects it as an input source 0x701 which is (SOURCE_KEYBOARD | SOURCE_GAMEPAD | SOURCE_DPAD).

It it not added because it does not AND-bitwise with "SOURCE_CLASS_JOYSTICK".
It's only a virtual DPAD and it works when checking also with SOURCE_CLASS_BUTTON
2015-06-16 23:58:09 -07:00
Sam Lantinga
33ed20fafa Fixed bug 2774 - Android: screen distorted in Landscape after background/foreground
Sylvain

With a Landscape application.
Going to background with Home Key, then foreground.
The screen is distorted.

This has been reported by Samsung. It happens on S5 and Samsung Alpha, see the video attached.

I have captured the following logcat:

V/SDL     (20549): onResume()
V/SDL     (20549): surfaceCreated()
V/SDL     (20549): surfaceChanged()
V/SDL     (20549): pixel format RGB_565
V/SDL     (20549): Window size:1920x1080
I/SDL     (20549): SDL_Android_Init()
I/SDL     (20549): SDL_Android_Init() finished!
V/SDL     (20549): SDL audio: opening device
V/SDL     (20549): SDL audio: wanted stereo 16-bit 22.05kHz, 256 frames buffer
V/SDL     (20549): SDL audio: got stereo 16-bit 22.05kHz, 1764 frames buffer
V/SDL     (20549): onWindowFocusChanged(): true
V/SDL     (20549): onWindowFocusChanged(): false
V/SDL     (20549): onPause()
V/SDL     (20549): nativePause()
V/SDL     (20549): surfaceDestroyed()

Background / Foreground

V/SDL     (20549): onResume()
V/SDL     (20549): surfaceCreated()
V/SDL     (20549): surfaceChanged()
V/SDL     (20549): pixel format RGB_565
V/SDL     (20549): Window size:1080x1920
V/SDL     (20549): surfaceChanged()
V/SDL     (20549): pixel format RGB_565
V/SDL     (20549): Window size:1920x1080
V/SDL     (20549): onWindowFocusChanged(): true
V/SDL     (20549): nativeResume()



This seems to be related to the fact that I have in "AndroidManifest.xml":
android:configChanges="..."
Because of the fields: "orientation" and also "screenSize".


I have looked for another way to solve the issue. Discarding the "surfaceChanged" call, based on the "requestedOrientation" and the new Orientation. It seems to be better.


On my failing test case, the first "surfaceChanged()" is discarded. Sometimes the "focusChanged()" might appear between the two "surfaceChanged()", while the surface is not yet ready. Thus, discarding also the "nativeResume()".

So, for robustness, a call to "nativeResume()" is added at the end of "surfaceChanged()".

Some update:

1/ First I tried, to discard the surface using the current orientation (rather than width / heigh). -> that solve the issue sometimes, but not always.

2/ Samsung Certification now accepts my application that were previously failing.

3/ I personally now owns a Samsung S5, and was able to solve the issue on my side.

4/ I now use the patch and get no complaints from my users. (but I admit, nobody seemed to be complaining before neither...).

5/ I have added a v2 because of a new smart-phone called "Black Berry Passport" that has a square screen of 1440x1440. This screen has a "status bar" so the resolution is in fact : 1440x1308. (as reported by "surfaceChanged").

Problem is: the portrait resolution is in fact a Landscape!

So the "v1" patch is always discarding the "surface" of BlackBerry Passport. Which is terribly bad.


Hence, I added the "v2" patch not to discard the surface when aspect ratio is < 1.20. (BB 1440/1308 is : 1.1009). Which seems fair.
2015-06-16 22:16:35 -07:00
Philipp Wiesemann
d29812d092 Moved entry in WhatsNew.txt because it was already in 2.0.0 for Android and iOS. 2015-06-16 20:28:21 +02:00
Philipp Wiesemann
58efd8e547 Fixed comment in test program. 2015-06-16 20:27:01 +02:00
Philipp Wiesemann
ae60afce16 Excluded SDL_egl.h from doxygen input. 2015-06-16 20:25:53 +02:00
Sam Lantinga
59d34bc35d Fixed bug 3015 - grab mouse inconsistent state
Martin Gerhardy

Not sure - but I think there might be a logic flaw in SDL_SetWindowGrab.

The problem here is that this modifies the window flags and e.g. sets
SDL_WINDOW_INPUT_GRABBED - but the _this->grabbed_window pointer is not
yet set.

Then in SDL_UpdateWindowGrab the _this->grabbed_window pointer is only
set if the function pointer _this->SetWindowGrab is not NULL. But if
this is NULL, the _this->grabbed_window pointer is never set, but every
future call to any of the grab functions include an assert for:
SDL_assert(!_this->grabbed_window || ((_this->grabbed_window->flags &
SDL_WINDOW_INPUT_GRABBED) != 0));

That means the first call works, the second always fails and triggers
the assert.
2015-06-15 23:44:08 -07:00
Colby Klein
ccc12a3632 Implement repositioning the OS-rendered IME with SDL_SetTextInputRect on Windows. 2015-06-15 20:24:51 -07:00
Ryan C. Gordon
0c3830a9a9 Haptic/Linux: Keep track of device numbers properly to track duplicates.
Fixes Bugzilla #3014.
2015-06-16 00:57:45 -04:00
Sam Lantinga
d797582376 Fixed style 2015-06-14 19:26:20 -07:00
Sam Lantinga
34634082ff Fixed bug 3012 - Android accelerometer joystick axis values overflow when values from Android are larger than gravity
Magnus Bjerke Vik

This causes issues when for instance using the joystick API to make an Android phone rotate an object by rotating the phone. When the absolute value of an axis reported by android is larger than earth gravity, SDL will overflow the Sint16 value used for joystick axes, causing sporadic movements when close to the gravity. Just holding the phone so that e.g. Y points directly upwards will make it unstable, and even more if you just tap the phone gently from below (increasing the acceleration).

More detailed: SDLActivity gets the accelerometer values in onSensorChanged and divides each axis by earth gravity. SDL_SYS_JoystickUpdate takes each of the axis values, multiplies them by 32767.0 (largest Sint16), and the casts them to Sint16. From this you can see that any value from Android that exceeds earth gravity will overflow the joystick axis.

A fix is to clamp the values so that they won't overflow the Sint16.
2015-06-14 19:25:12 -07:00
Sam Lantinga
e3df6d5e66 Fixed bug 2953 - Crash due to a bad cleanup in the SDL_SYS_HapticQuit function
Technically this is caused by the haptic devices not being closed at quit time, which we need to fix anyway, but this is a bandaid for now.
2015-06-14 19:21:13 -07:00
Sam Lantinga
a4eb0dea86 Fixed bug 2908 - Fix clang warnings
Simon Deschenes

My build system still shows warning as errors.

The first warning says that the member named instances can never be false (or NULL) as it is a static array, and we should check for instances[index] which we do anyway.
2015-06-14 19:10:51 -07:00
Sam Lantinga
564ece516e Only use explicit inlining - otherwise Visual Studio 2010 will inline SDL_zero(info) in SDL_vsnprintf() into a memset() call when compiling the Release x64 configuration. 2015-06-14 18:57:05 -07:00
Sam Lantinga
c18e7724eb Fixed 2010 solution and removed Release_NoSTDIO build configuration 2015-06-14 18:37:43 -07:00
Sam Lantinga
4c48485681 Updated Visual Studio projects
There is now a single solution used by Visual Studio 2010 and newer
2015-06-14 18:21:04 -07:00
David Ludwig
0c9da0c855 WinRT: made sure build script generates Release-built binaries, by default
winrtbuild.bat/.ps1 were generating Debug-built binaries, in some cases.
This change makes sure that Release mode is the default.
2015-06-14 20:15:36 -04:00
Sam Lantinga
98f9b88cef Fixed bug 3011 - pthread/SDL_syssem.c requires _GNU_SOURCE
Ozkan Sezer

pthread/SDL_syssem.c requires _GNU_SOURCE predefined (like SDL_sysmutex.c),
otherwise sem_timedwait() prototype might not be available to it.  Problem
seen with glibc-2.3.4.
2015-06-13 13:36:47 -07:00
Sam Lantinga
9cf47d2f0d Fixed bug 3010 - SDL_x11messagebox.c needs including X11/keysym.h
Ozkan Sezer

SDL_x11messagebox.c needs including <X11/keysym.h> otherwise XK_Escape,
etc might not be available to it. Seen this with x.org-x11-6.8.2.
2015-06-13 13:34:30 -07:00
Sam Lantinga
8b737fa8f6 Updated WhatsNew.txt for 2.0.4 2015-06-13 13:19:31 -07:00
Sam Lantinga
aee0552229 Fixed bug 3009 - Cannot compile SDL2 on Windows
CMakeLists.txt was missing handling for running CMake with -DDIRECTX=0
2015-06-13 10:47:55 -07:00
Philipp Wiesemann
d8c2b36c21 Fixed crash if allocation for touch device failed.
If the allocation of an SDL_Touch failed, the number of touch devices was still
increased. Later access of the SDL_Touch would then have dereferenced the NULL.
2015-06-12 21:10:31 +02:00
Ryan C. Gordon
714687427a Make some string literals "const char *", not "char *" (thanks, Martin!).
Fixes Bugzilla #3007.
2015-06-12 11:58:31 -04:00
Sam Lantinga
f29de0d324 Fixed bug 3005 - MOMO steering wheel not detected by SDL
Joe Thompson

This is a regression. The changes to fix #2460 cause the EnumJoysticksCallback() function to return without adding devices (Line 345 in SDL-0a2b6bc7005f\src\joystick\windows\SDL_dinputjoystick.c).
Looking at dinput.h on my system, at least DI8DEVTYPE_DRIVING and DI8DEVTYPE_FLIGHT need to be added to the test.
It might be better to check if (devtype == DI8DEVTYPE_SUPPLEMENTAL) rather than checking if it is NOT EQUAL to a long list of types. Or check if the device is already in the list.
2015-06-11 12:04:57 -07:00
Alex Szpakowski
a86df3b7cf iOS: Fixed some cases where SDL_DestroyWindow or SDL_GL_DeleteContext can cause crashes. 2015-06-09 21:08:24 -03:00
Philipp Wiesemann
cd1d7c94e9 Wayland: Fixed SDL_GetTouchDevice() returning 0 for the valid device index.
The single touch device gets SDL_TouchID 1 (like on Emscripten, iOS and WinRT).
2015-06-09 21:06:55 +02:00
Philipp Wiesemann
5d6aa08b28 Emscripten: Fixed SDL_GetTouchDevice() returning 0 for the valid device index.
The single touch device gets SDL_TouchID 1 (like on iOS and WinRT).
2015-06-09 21:06:29 +02:00
Philipp Wiesemann
86e9ab79ce Linux: Fixed not needed call to close() on error.
It was called if file descriptor was none and -1.
2015-06-08 20:46:09 +02:00
Ryan C. Gordon
f1924a616d Normalized endlines. 2015-06-08 03:07:24 -04:00
Ryan C. Gordon
69bef005b5 Added LDFLAGS note to Raspberry Pi documentation (thanks, Michael!). 2015-06-08 03:07:16 -04:00
Ryan C. Gordon
50981d418a x11: Drop duplicate XInput2 XI_RawMotion events.
This happens when the pointer is grabbed, but it's not clear if this is a
bug in x.org or my misunderstanding of the XGrabPointer() documentation.

At any rate, we'll want to revisit this later for a better solution.

Fixes Bugzilla #2963.
2015-06-08 02:58:46 -04:00
Ryan C. Gordon
7232e51a68 Unix: Don't send quit events during signal handler.
Make note to send it, and send next time we SDL_PumpEvents().

Otherwise, we might be trying to use malloc() to push a new event on the
queue while a signal is interrupting malloc() elsewhere, usually causing a
crash.

Fixes Bugzilla #2870.
2015-06-08 01:52:43 -04:00
Ryan C. Gordon
8283abdb78 Updated configure script. 2015-06-08 01:17:58 -04:00
Ryan C. Gordon
e3f4ca0d71 configure/cmake/x11: Removed SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32 test.
This was the only thing that made SDL_config.h generate differently between
32 and 64-bit versions of Linux, so instead we force a function cast in our
X11 code to match our dynamic loader version, which removes the compile error
on some machines that prompted this test in the first place.

Xlib never wrote to this data, so if you're on an older Xlib where this param
wasn't const, your data should still be intact when we force the caller to
think it was actually const after all.

Fixes Bugzilla #1893.
2015-06-08 01:13:51 -04:00
Ryan C. Gordon
f5dce3c63c CMake: default to shared library builds being enabled. 2015-06-07 20:15:09 -04:00
Ryan C. Gordon
d98cfe1435 Let's assume that if VS2005 and VS2010 do it, VS2008 probably does, too. 2015-06-07 20:00:20 -04:00
Ryan C. Gordon
753f95c5dd VS2005 tweaks (thanks, Ozkan!).
Fixes Bugzilla #2895.

His notes:

The following trivial changes make SDL2 tree (mostly) compatible with Visual
Studio 2005:

* SDL_stdlib.c: Similar to VS2010 and newer, VS2005 also generates memcpy(),
  (it also generates memset(), see below), so propagate the #if condition to
  cover VS2005.

* SDL_pixels.c (SDL_CalculateGammaRamp): VS2005 generates a memset() call for
  gamma==0 case, so replace the if loop with SDL_memset().

* SDL_windowsvideo.h: Include msctf.h only with VS2008 and newer, otherwise
  include SDL_msctf.h

* SDL_windowskeyboard.c: Adjust the #ifdefs so that SDL_msctf.h inclusion is
  always recognized correctly.
2015-06-07 19:58:42 -04:00
Ryan C. Gordon
8bac796791 Maybe patched to compile on some Windows configurations.
(Maybe) Fixes Bugzilla #3001.
2015-06-07 18:29:23 -04:00
Ryan C. Gordon
141ac2b59d Backed out changeset c6d43e08be34
This caused Bugzilla #2963, so we'll find a better solution.
2015-06-07 17:59:31 -04:00
Ryan C. Gordon
699f879a8f Fixed a memory leak (thanks, Zack!).
We should probably rework this piece of code a little more after 2.0.4 ships,
though.

Fixes Bugzilla #3004.
2015-06-07 17:54:39 -04:00
Ryan C. Gordon
8a85084fc1 RPi: Patched to compile without OpenGL (thanks, Simon!), other cleanups.
Fixes Bugzilla #3003.
2015-06-06 22:45:22 -04:00
Philipp Wiesemann
5b2e7aab30 Fixed comments at conditional compilation macro in header file. 2015-06-05 19:41:34 +02:00
Philipp Wiesemann
fd8b7c1ca3 Fixed comments at conditional compilation macros. 2015-06-05 19:41:18 +02:00
Philipp Wiesemann
c3186d5ee9 Android: Added deactivated intent filter for testing drop file support. 2015-06-05 19:40:50 +02:00
Ryan C. Gordon
f080ac3e6f Fixed docs path in RPM .spec file. 2015-06-04 19:05:01 -04:00
Ryan C. Gordon
360d05bf72 X11: Fixed SelectionRequest replies for target TARGETS.
Fixes Google Chrome, etc, freezing up when SDL owns the clipboard selection
and actually sends thems the correct text for pasting. Confirmed working with
Unicode strings in UTF-8 format.

There were a few tweaks in this patch, but the specific fix is that
event.xselection.target in the SelectionNotify event we send back in reply
must be set to the same atom as the request ("TARGETS" in this case), and
we failed to do that in this special case. Things that don't ask for a target,
like the Gnome Terminal app, worked fine because they don't ask for TARGETS
and just go right to asking for a UTF8_STRING, and Mozilla apparently just
was more liberal in what they accepted in reply.

Chrome would reject our wrong reply and freeze up waiting for a valid one.
Someone should fix that in Chrome, too.  :)

Fixes Bugzilla #2926.
2015-06-04 15:41:39 -04:00
Ryan C. Gordon
96aef8cbca X11: Fixed compiler warnings in DEBUG_XEVENTS sections. 2015-06-04 10:59:02 -04:00
Philipp Wiesemann
7738bd9b55 AIX: Fixed nearly impossible file descriptor leak. 2015-06-04 17:52:51 +02:00
Philipp Wiesemann
eab076a7ee Fixed not needed calculation in test program. 2015-06-04 17:52:27 +02:00
Sam Lantinga
38549a7bba Fixed bug 2625 - Direct3D9 with SDL_TEXTUREACCESS_TARGET textures causes an application crash
Roberto

I have debugged the code checking the function calls when Direct3D is the renderer, remember that with software and OpenGL renderers, this issue is not happening.

- Create the texture:
SDL_Texture *pTex = SDL_CreateTexture(pRenderer, iFormat, SDL_TEXTUREACCESS_TARGET, pSurf->w, pSurf->h);

- Update the texture:
SDL_UpdateTexture(pTex, NULL, pSurf->pixels, pSurf->pitch);
  SDL_render.c, SDL_UpdateTexture(): return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
    SDL_render_d3d.c, D3D_UpdateTexture(): if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
      SDL_render_d3d.c, D3D_UpdateTextureRep(): if (D3D_CreateStagingTexture(device, texture) < 0) {
        SDL_render_d3d.c, D3D_CreateStagingTexture(): result = IDirect3DDevice9_CreateTexture(..., D3DPOOL_SYSTEMMEM, ...) --> FAIL! with INVALIDCALL code

After checking a bit the Microsoft documentation, I found this:

D3DUSAGE_RENDERTARGET can only be used with D3DPOOL_DEFAULT. (https://msdn.microsoft.com/en-us/library/windows/desktop/bb172625%28v=vs.85%29.aspx)

The call that fails, is using D3DUSAGE_RENDERTARGET with D3DPOOL_SYSTEMMEM which is unsupported, hence the INVALIDCALL return code.
2015-06-04 00:56:11 -07:00
Ryan C. Gordon
ba1263cd1d Backout commit 83034612a883
This caused 8-bit modes to be chosen on older OS X releases.

Fixes Bugzilla #3000.
2015-06-04 02:12:06 -04:00
Ryan C. Gordon
e8b376c9d5 Linux: Implemented sysfs-based version of SDL_GetPowerInfo().
Fixes Bugzilla #2938.
2015-06-03 13:11:28 -07:00
Ryan C. Gordon
36ecb766c8 Changed a static function to match the naming scheme of rest of source file. 2015-06-01 01:25:22 -04:00
Jason Wyatt
cad269bc27 Also set the _NET_WM_NAME. Window managers supporting this will take this value over the value set by XStoreName. This explicitly supports UTF-8 encoding, which fixes corrupt UTF-8 titles in KDE. 2015-05-05 09:16:12 +01:00
Ryan C. Gordon
52df7f5b8f testmessage: Try Unicode chars in the title, too. 2015-05-31 23:53:10 -04:00
Ryan C. Gordon
05e78b3f49 X11: search all XI2 touch devices, not just masters (thanks, Volumetic!).
Otherwise, you won't find touch devices that aren't currently assigned to a
system cursor.
2015-05-31 22:59:59 -04:00
Ryan C. Gordon
554b2b0e36 X11: Fixed message boxes not responding to click on titlebar close button.
The window needs to catch ClientMessage events for one specific window, but
XNextEvent() catches everything, and XWindowEvent doesn't catch ClientMessage,
so we need predicate procedure and XIfEvent() here.

Fixes Bugzilla #2980.
2015-05-31 22:48:26 -04:00
Ryan C. Gordon
cb60f2dfc2 testmessage.c should report when message boxes were closed. 2015-05-31 22:27:46 -04:00
Ryan C. Gordon
8bfc622b18 Fixed memory leaks in testfilesystem.c (thanks, Nitz!).
Fixes Bugzilla #2991.
2015-05-31 21:50:50 -04:00
Ryan C. Gordon
7619ad3430 Cocoa: deal with mouse focus when warping the cursor from outside a window.
Otherwise, you might not get appropriate mouse enter/leave events.

Better fix for Bugzilla #2984.
2015-05-31 21:43:36 -04:00
Ryan C. Gordon
5b2ff76c12 Cocoa: send a MOUSEMOTION event when warping cursor from outside the window.
Fixes Bugzilla #2984.
2015-05-31 13:58:36 -04:00
Philipp Wiesemann
dbfd4fdd22 Android: Added missing space in three log messages.
Also fixed a typo and changed tag string to constant.
2015-05-31 19:23:16 +02:00
Philipp Wiesemann
551fbf7bea Android: Changed two unknown keys to be consistent with Windows and X11 mapping. 2015-05-31 19:22:42 +02:00
Ryan C. Gordon
80614b27e4 Fixed swizzle of SDL_FillRect() on 24-bit surface (thanks, "nagydavid91"!).
Fixes Bugzilla #2986.
2015-05-31 11:38:10 -04:00
Ryan C. Gordon
1899dfb041 Fixed SDL_ISPIXELFORMAT_ALPHA to check pixel orders that match pixel type.
Otherwise, SDL_PIXELFORMAT_BGR24 is reported as having alpha, because
 its SDL_ARRAYORDER_BGR pixel order uses the same integer value as
 SDL_PACKEDORDER_RGBA, since we weren't checking the pixel type to
 differentiate.

Fixes Bugzilla #2977.
2015-05-31 01:45:20 -04:00
Ryan C. Gordon
e58a5c43c4 X11: Fixed high mouse buttons mappings and horizontal wheels (thanks, Daniel!).
Fixes Bugzilla #2472.
2015-05-31 00:58:43 -04:00
Ryan C. Gordon
870df8adab Cocoa: ignore mouseDown events in a window's titlebar.
These events accidentally slipping in sometimes appears to be a bug (or
maybe new behavior) in 10.10, as previous versions of Mac OS X don't appear
to ever trigger this.

Thanks to Paulo Marques for pointing out the fix on the SDL mailing list!

Fixes Bugzilla #2842 (again).
2015-05-31 00:50:30 -04:00
Philipp Wiesemann
8c9571a26b Fixed typo in header file documentation comment. 2015-05-29 22:24:38 +02:00
Ryan C. Gordon
f001a00b08 X11: Force the window focus during ShowWindow if there's no window manager.
Fixes Bugzilla #2997.
2015-05-29 15:21:47 -04:00
Sam Lantinga
c888183728 Improved fix for bug 2096 - Mapping from scancode to keycode doesn't work for remapped modifier keys
Zack Middleton

The change to the keymap to use SDL_SCANCODE_TO_KEYCODE in SDL_x11keyboard.c causes all SDL scancodes without a Usc4 character to be XOR'd with SDLK_SCANCODE_MASK, but not all key code are suppose to be (as seen in include/SDL_keycodes.h). SDLK_BACKSPACE is not 0x4000002A.

I think the full list of keys affected are return, escape, backspace, tab, and delete.
2015-05-28 19:06:07 -07:00
Sam Lantinga
45f967be8f Fixed building test programs on the iOS simulator 2015-05-28 18:57:57 -07:00
Sam Lantinga
da1909755b Fixed clip rectangle calculation when there is a viewport offset 2015-05-28 18:57:10 -07:00
Sam Lantinga
6e67c949c1 Fixed bug 2054 - SDL_GetError: "Unknown touch device"
Volumetric

The "Unknown touch device" message appears because the initial touch device setup loop uses SDL_GetTouch() as a guard for calling SDL_AddTouch().  SDL_GetTouch() will always report "Unknown touch device" since the device hasn't been added yet.  The SDL_GetTouch() call is unnecessary since SDL_AddTouch() calls SDL_GetTouchIndex() to verify that the device hasn't been added yet, and SDL_GetTouchIndex() has the benefit of not reporting an error for a device it can't find.
2015-05-28 12:55:01 -07:00
Sam Lantinga
32d6dcdb47 Fixed bug 2096 - Mapping from scancode to keycode doesn't work for remapped modifier keys
Jacob Lee

If a user has a non-standard keyboard mapping -- say, their caps lock key has been mapped to Ctrl -- then SDL_GetModState() is no longer accurate: it only considers the unmapped keys. This is a regression from SDL 1.2.

I think there are two parts to this bug: first, GetModState should use keycodes, rather than scancodes, which is easy enough.

Unfortunately, on my system, SDL considers Caps Lock, even when mapped as Control, to be both SDL_SCANCODE_CAPSLOCK and SDLK_CAPSLOCK. The output from checkkeys for it is:

INFO: Key pressed :  scancode 57 = CapsLock, keycode 0x40000039 = CapsLock  modifiers: CAPS

Whereas the output for xev is:

KeyPress event, serial 41, synthetic NO, window 0x4a00001,
    root 0x9a, subw 0x0, time 40218333, (144,177), root:(1458,222),
    state 0x10, keycode 66 (keysym 0xffe3, Control_L), same_screen YES,
    XKeysymToKeycode returns keycode: 37
    XLookupString gives 0 bytes:
    XmbLookupString gives 0 bytes:
    XFilterEvent returns: False

I think the problem is that X11_UpdateKeymap in SDL_x11keyboard.c only builds a mapping for keycodes associated with a Unicode character (anything where X11_KeyCodeToUcs returns a value). In the case of caps lock, SDL scancode 57 becomes x11 keycode 66, which becomes x11 keysym 65507(Control_L), which does not have a unicode value.

To fix this, I suspect that SDL needs a mapping of the rest of the x11 keysyms to their corresponding SDL key codes.
2015-05-28 12:48:20 -07:00
Ryan C. Gordon
4d1626d042 Windows SDL_GetBasePath: free string on failure. 2015-05-28 15:36:27 -04:00
Ryan C. Gordon
aa43bee434 Windows GetBasePath: fixed reallocation code. 2015-05-28 15:32:45 -04:00
Ryan C. Gordon
566316e052 Windows SDL_GetBasePath: Fixed wrong variable when growing the buffer size. 2015-05-28 15:29:43 -04:00
Sam Lantinga
f9abea2061 Fixed bug 2210 - Initializing Video produces unnecessary errors
hiduei

Overview:
Initializing the Video Subsystem causes many errors though everything works as it should.

Steps to Reproduce:
1) Set Loglevel to SDL_LOG_PRIORITY_ERROR

2) Initialize the Video Subsystem (SDL_Init(SDL_INIT_VIDEO))

Actual Results:
Many errors (see attachment) are printed on stderr, then the application continues as expected.

Expected Results:
The errors should have been warnings at most.
2015-05-28 12:31:25 -07:00
Sam Lantinga
6a3ad8a998 Fixed bug 2367 - Bad mouse motion coordinates with two windows where one has changed logical size
Andreas Ragnerstam

I have two windows where one has a renderer where the logical size has been changed with SDL_RenderSetLogicalSize. When I get SDL_MOUSEMOTION events belonging to the non-scaled window these will have been scaled with the factor of the scaled window, which is not expected.

Adding some printf debugging to SDL_RendererEventWatch of SDL_render.c, where (event->type == SDL_MOUSEMOTION), I found that for every mouse motion SDL_RendererEventWatch is called twice and the event->motion.x and event.motion.y are set twice for the event, once for each renderer where only the last one set will be saved to the event struct. This will work fine if both renderers have the same scale, but otherwise the motion coordinates will be scaled for the renderer belonging to another window than the mouse was moved in.

I guess one solution would be to check that window == renderer->window for SDL_MOUSEMOTION events, similar to what is done for when SDL_WINDOWEVENT events.

I get the same error on both X11 and Windows.
The same problem also exists for SDL_MOUSEBUTTONDOWN and SDL_MOUSEBUTTONUP events.
2015-05-28 12:18:05 -07:00
Sam Lantinga
bccc2ad09e Fixed compiling and tested on Windows 2015-05-28 12:06:48 -07:00
Ryan C. Gordon
6d1ad3847a Windows GetBasePath should use GetModuleFileNameExW() and check for overflows.
Apparently you might get strange paths from GetModuleFileName(), such as
short path names or UNC filenames, so this avoids that problem. Since you have
to tapdance with linking different libraries and defining macros depending on
what Windows you plan to target, we dynamically load the API we need, which
works on all versions of Windows (on Win7, it'll load a compatibility wrapper
for the newer API location).

What a mess.

This also now does the right thing if there isn't enough space to store the
path, looping with a larger allocated buffer each try.

Fixes Bugzilla #2435.
2015-05-28 01:54:52 -04:00
Ryan C. Gordon
75702ffebc Make sure we have the vsscanf() prototype (thanks, Ozkan!).
issue seen with glibc-2.8.

Fixes Bugzilla #2721.
2015-05-28 14:34:38 -04:00
Sam Lantinga
cb24f4de94 Fixed bug 2772 - SDL2 doesn't handle X KeymapNotify events
Jason Wyatt

Currently the keymapnotify event handling is commented out as FIXME in SDL_x11events.c (It looks like this may have functioned SDL1.2).

Not handling this event means that if a window manager shortcut such as ALT+SPACE is used, SDL will send an ALT key down signal, but not an up signal. Also querying SDL about the key state, it believes the ALT key remains pressed.
X passes the events keypress (alt), ?focusout?, ?focusin?, keymapnotify.
2015-05-28 10:44:46 -07:00
Ryan C. Gordon
aa4952fdef Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon
d4aedf9951 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
e497e46515 Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
3bdaf4c611 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
5696e88e6b Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
f9af0c0376 x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon
8e855f2fbc Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.

This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon
f2defe5e11 Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.

This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon
f9b7379341 Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon
c3114975db Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Ryan C. Gordon
8875a4014f x11: Optimize SDL_GetGlobalMouseState() a little.
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
2015-04-22 16:50:48 -04:00
Ryan C. Gordon
14e007772a x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 10:14:17 -04:00
Ryan C. Gordon
9a7527988a x11: Workaround window managers that mark fullscreen windows as maximized.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 01:22:32 -04:00
Ryan C. Gordon
81209acbd8 x11: Let apps specify that video init should fail if XRandR is unavailable.
Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.
2016-01-04 23:44:27 -05:00
Ryan C. Gordon
f9d478b6c3 x11: _NET_WM_PID needs a long, not a pid_t, I think. 2016-01-05 02:40:14 -05:00
Ryan C. Gordon
e6e62bee71 CMake: Let static libraries optionally be built with Position Independent Code. 2016-01-05 01:26:32 -05:00
Ryan C. Gordon
008a6abd04 CMake: use the old MACOSX_RPATH behavior (for now), silence the warning. 2016-01-05 01:25:54 -05:00
Ryan C. Gordon
0c0ce2096c Updated comment: this is the correct way to do fullscreen on X11 now. 2015-04-21 10:19:20 -04:00
Ryan C. Gordon
e0e04542d0 Added a few FIXMEs. 2015-04-21 09:46:48 -04:00
Ryan C. Gordon
1373e8909a Try to build with GCC's -Wdeclaration-after-statement.
This will help catch things that'll cause issues on C89 compilers before we
send them on to fail on Buildbot.
2016-01-04 22:58:38 -05:00
Ryan C. Gordon
15bc7aea64 Mac: allows apps to use OpenGL on a slower, integrated GPU.
This is often useful for SDL apps that aren't meant to be games: the
integrated GPU starts up faster, uses less power, and is often more than
fast enough.

Note that even with this change, the app will still default to the more
powerful, discrete GPU if one is available; an app that prefers the integrated
GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly
set in its Info.plist and Mac OS X 10.7 or later.

https://developer.apple.com/library/mac/qa/qa1734/_index.html
2016-01-04 22:00:04 -05:00
Ryan C. Gordon
7678b1db88 Patch to compile on C89 compilers. 2016-01-04 16:36:42 -05:00
Ryan C. Gordon
6df5e1e535 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
2016-01-04 16:25:27 -05:00
Ryan C. Gordon
9fcf5d7d4d CMake: Don't link directly to libGL on Unix.
(we always dynamically load it at runtime when appropriate.)
2016-01-03 21:48:17 -05:00
Ryan C. Gordon
1240f8e0a6 CMake: Don't make a libSDL2.so symlink on Mac OS X (do .dylib instead). 2016-01-03 20:52:44 -05:00
Ryan C. Gordon
fa8c83c1c1 Remove almost all instances of "volatile" keyword.
As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety:

https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/

Some of these volatiles didn't need to be, some were otherwise protected by
spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc.

Fixes Bugzilla #3220.
2016-01-03 06:50:50 -05:00
Sam Lantinga
21f66ea295 Added tag release-2.0.4 for changeset 5596f75b34e8 2016-01-02 12:17:33 -08:00
Sam Lantinga
e2fd1c0fe3 Backed out commit 80ce90dbc266, this causes Visual Studio build failure on buildbot 2016-01-02 11:17:06 -08:00
Sam Lantinga
68a3272852 Fixed sed error on Mac OS X and updated copyright on a few last files 2016-01-02 10:38:51 -08:00
Sam Lantinga
ac444cd313 Fixed bug 3092 - Statically link sdl2 with /MT for msvc
Martin Gerhardy

According to https://msdn.microsoft.com/de-de/library/2kzt1wy3%28v=vs.120%29.aspx when one is using /MT for msvc compilations the libcmt.lib is already linked to the binary. This lib includes the symbol that is now guarded (see attached patch) by the #ifndef _MT.
2016-01-02 10:25:53 -08:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
5ba1fd9bb1 Fixed typo in README for iOS. 2016-01-01 17:41:11 +01:00
Philipp Wiesemann
4a93dae4cd Added brackets to function names in header comments so doxygen links them. 2016-01-01 17:39:55 +01:00
Alex Szpakowski
4aae0290ea Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00
Alex Szpakowski
b0d8dfcd8a CMake: Fixed building for Windows with VS2015 (bug #3080).
- Don't try to link with the Visual C runtime.

- Avoid code generation that would use functions from the VC runtime.
2015-12-31 15:26:40 -04:00
David Ludwig
44c0b2da87 WinRT: minor code-comment cleanups 2015-12-31 01:54:11 -05:00
David Ludwig
6823a22162 WinRT: fixed bug whereby a Win8.x app's SDL_Window wasn't getting de-marked as maximized (on window restore) 2015-12-31 01:50:30 -05:00
David Ludwig
d8aa066288 Fixed Bug 3217 - WinRT: after alt-tab'ing back into fullscreen app, mouse cursor is sometimes wrong 2015-12-31 01:40:50 -05:00
David Ludwig
854cf7ac40 Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen 2015-12-30 12:44:13 -05:00
Philipp Wiesemann
9d789ebe0d Updated configure script. 2015-12-29 19:14:19 +01:00
Philipp Wiesemann
c41feca5de Fixed a crash if creating accelerated renderer after accessing window surface.
Partially fixes Bugzilla #3196.
2015-12-29 19:13:56 +01:00
Ryan C. Gordon
696cd7975c NetBSD: fixed issues with cpuinfo and pthread_setname_np (thanks, Thomas!).
Fixes Bugzilla #3176.
2015-12-29 02:32:47 -05:00
Ryan C. Gordon
ce0f90ffb9 NetBSD: improved joystick support (thanks, Thomas!).
This patch skips non-joystick HID devices and gives joysticks on NetBSD
a human readable name.

Fixes Bugzilla #3178.
2015-12-29 02:29:56 -05:00
Ryan C. Gordon
2254932b3e Added support for building for NetBSD on the Raspberry Pi (thanks, Jared!).
Fixes Bugzilla #3179.
2015-12-29 02:27:02 -05:00
Ryan C. Gordon
18c7d6df21 XRandR: fixed primary output detection logic (thanks, "winterknight"!).
Fixes Bugzilla #3185.
2015-12-29 02:16:14 -05:00
Ryan C. Gordon
326b357804 Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!).
Fixes Bugzilla #3190.
2015-12-29 01:09:58 -05:00
Ryan C. Gordon
61518bce6b CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.

(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
2015-12-29 00:57:24 -05:00
Ryan C. Gordon
7e679ed2c1 CMake: fixed a failure to reset CMAKE_REQUIRED_FLAGS (thanks, Martin!).
This would break Emscripten builds with the CMake project files (etc).

Fixes Bugzilla #3197.
2015-12-29 00:36:03 -05:00
Ryan C. Gordon
c9927bbb17 CMake: don't try to use the Linux joystick code on Android (thanks, Martin!).
Fixes Bugzilla #3201.
2015-12-29 00:24:37 -05:00
Ryan C. Gordon
7ca3b27064 CMake: Fixed to work on Windows 8 SDK (thanks, Martin!).
Fixes Bugzilla #3207.
2015-12-29 00:02:43 -05:00
Ryan C. Gordon
2f59284971 Fixed typo in sdl2-config.cmake.in (thanks, Rafal!).
Partially fixes Bugzilla #3208.
2015-12-28 23:29:11 -05:00
Ryan C. Gordon
f893ce3d3e OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!).
Fixes Bugzilla #2700.
2015-12-28 15:15:58 -05:00
Alex Szpakowski
4ae69e3222 Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages.
I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
2015-12-28 15:44:09 -04:00
Ryan C. Gordon
51c1d69d13 Mac: Whoops, lost legit Caps lock keypress events. Fixed. 2015-12-28 13:30:58 -05:00
Ryan C. Gordon
fd6b435c6a Windows: resync num/caps lock when window is gaining focus. 2015-12-28 13:08:19 -05:00
Ryan C. Gordon
257b7af247 Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
2015-12-28 13:07:44 -05:00
Ryan C. Gordon
d3b323f89d Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground. 2015-12-27 23:39:43 -05:00
David Ludwig
fa7c15ce1f WinRT: made bug 3202/3213's fix apply for WinRT apps 2015-12-27 22:26:27 -05:00
Ryan C. Gordon
2befe01d39 Removed a tabstop. 2015-12-27 18:56:46 -05:00
Ryan C. Gordon
6a2e8a7a90 Win: make sure SDL keyboard state reflects system capslock state at startup. 2015-12-27 18:48:14 -05:00
David Ludwig
9e9ef5ad31 Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state
Many thanks to id.zeta for details on the bug, and for the fix!
2015-12-27 17:55:45 -05:00
Ryan C. Gordon
faed05850e Mac: make sure SDL keyboard state reflects system capslock state at startup. 2015-12-27 16:46:12 -05:00
Philipp Wiesemann
1446faf00e Fixed a comment in two test programs. 2015-12-25 13:41:23 +01:00
Sam Lantinga
cbe19d5378 Fixed whitespace in testspriteminimal.c 2015-12-24 06:11:05 -08:00
David Ludwig
8281cc72ba WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps" 2015-12-22 00:58:47 -05:00
Sam Lantinga
8ddcc63ac7 sdl:
xaudio2 is not linked against sdl but the sdk already handles dynamically loading (XAudio2Create is inlined and just loads a com object). Updated SDL_xaudio2.c
2015-12-18 18:49:35 -08:00
Sam Lantinga
7b680a2ab7 Fixed mapping third party XBox controllers that have the trigger axis all the way in until they are pulled and get updated values. 2015-12-18 18:49:23 -08:00
Alex Szpakowski
4026980917 Cleaned up some code formatting. 2015-12-18 00:49:27 -04:00
Alex Szpakowski
cb15bb4cfa iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened. 2015-12-11 16:41:59 -04:00
Alex Szpakowski
a2235d7b29 Cocoa: Use NSTextInputClient instead of NSTextInput for text input handling. The latter was deprecated in OS X 10.6. 2015-12-10 22:17:22 -04:00
Alex Szpakowski
0c463d770b SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried. 2015-12-10 20:25:34 -04:00
David Ludwig
f2f435ee45 WinRT: fixed bug: Back button(s) weren't working on Win10
Many thanks go to Sylvain Becker for providing details on the fix!
2015-12-09 21:34:56 -05:00
Sam Lantinga
d1e6a2ebe6 Added broad support for wireless XBox 360 controllers on Linux 2015-12-09 12:11:40 -08:00
Philipp Wiesemann
11c13916dd Fixed outdated information in README for test programs.
Two programs were removed some time ago and one was renamed.
2015-12-07 21:43:16 +01:00
Philipp Wiesemann
0dc43729bd Pandora: Fixed referring to no more existing CD-ROM source files in Makefile. 2015-12-07 21:42:44 +01:00
Philipp Wiesemann
d3a841eb88 Pandora: Fixed deactivating no more available CD-ROM support in config header. 2015-12-07 21:41:55 +01:00
David Ludwig
976bc9a919 WinRT: build fix for Windows Phone 8.0 2015-12-06 18:48:46 -05:00
David Ludwig
2b48481879 WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.0 apps 2015-12-06 18:42:30 -05:00
David Ludwig
a40d49aa1c WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.1 apps 2015-12-06 18:33:43 -05:00
David Ludwig
898054a179 WinRT: fixed a build error when compiling Windows 8.1 .dlls 2015-12-06 17:32:33 -05:00
David Ludwig
c8e3bfbf54 WinRT: removed an unused variable from DXGI-based display-detection code 2015-12-06 17:07:37 -05:00
David Ludwig
781455fd8b WinRT: workaround for a possible bug in the Win10 Store's Certification Kit
DXGI fails to report any displays in at least one of the
"Windows App Certification Kit 10.0"'s tests for Store Apps.  This was
causing SDL's video initialization code to fail, when the suspect test
("Direct3D Feature Test") was run, as DXGI was unable to report a
display-output at adapter-index 0, output-index 0.

The workaround that is applied here attempts to detect this case, then
use a hopefully-reasonable alternative means to calculate at least one
display output.
2015-12-06 17:06:40 -05:00
Philipp Wiesemann
57f2f3baf3 Windows: Added missing NULL check after SDL_stack_alloc().
SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
2015-12-06 17:51:11 +01:00
Philipp Wiesemann
96229eed81 Changed comment in test program to avoid confusion.
There is a library called SDL_sound which is not used here.
2015-12-06 17:50:51 +01:00
Philipp Wiesemann
32147ba780 X11: Fixed memory leak when initializing multiple screens. 2015-12-05 17:08:07 +01:00
Philipp Wiesemann
4abb73298a Fixed comment in filesystem test program. 2015-12-04 22:12:36 +01:00
David Ludwig
5790f59f88 WinRT: minor tweak to NuGet package naming 2015-12-02 08:04:17 -05:00
David Ludwig
3b79ab4c2b WinRT: allowed NuGet packaging code to get hg revision regardless of cwd 2015-12-02 07:58:23 -05:00
David Ludwig
89898d8341 WinRT: added NuGet-package creation support to WinRT build script 2015-12-01 22:07:24 -05:00
Philipp Wiesemann
74de09ad4e Fixed compile error in timer test program if PRIu64 not available. 2015-12-01 22:24:04 +01:00
Philipp Wiesemann
1e2a4439a3 Fixed compile warning in IME test program. 2015-12-01 22:22:58 +01:00
Philipp Wiesemann
b2445f7bbd Fixed filesystem test program to compile with older versions of C. 2015-12-01 22:21:29 +01:00
David Ludwig
fd9f06a0c2 WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4) 2015-11-30 23:30:01 -05:00
David Ludwig
0020aa94c8 WinRT: made WinRT build script create Win10/UWP .dll files 2015-11-30 21:11:33 -05:00
Edward Rudd
9394953400 Add Logitech F510 Gamepad Direct input mode mapping 2015-11-30 10:39:34 -05:00
Alex Szpakowski
6a50d33385 Removed some debug prints. 2015-11-30 03:30:35 -04:00
Alex Szpakowski
9ddc6c3441 Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space. 2015-11-30 03:30:07 -04:00
David Ludwig
25abce513d WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.

This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT.  It has been tested on Win10 on a desktop.  In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.

This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
  the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
  the WinRT backend
- WinRT README updates
2015-11-29 19:33:11 -05:00
David Ludwig
fa2d5ab497 WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority.  WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).

This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
2015-11-26 13:51:03 -05:00
David Ludwig
d07aa877d2 WinRT: minor code cleanup in window-creation code
Window flags can be detected on all WinRT platforms.
2015-11-26 11:15:43 -05:00
David Ludwig
a70fe9a53e WinRT: native windows are inherently resizable (in WinRT 8.x) 2015-11-26 11:09:50 -05:00
David Ludwig
7bd640d5da WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps
This bug did not occur in Windows 8.1 apps, just Windows 8.0.
2015-11-26 02:37:51 -05:00
David Ludwig
36090f576f WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes
Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely
SDL_WINDOW_OPENGL.
2015-11-26 02:13:15 -05:00
David Ludwig
f520994455 WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees 2015-11-26 01:36:36 -05:00
David Ludwig
623898f70b WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work).  The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
  non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
  programmatically possible in Win 8.x apps).
2015-11-26 00:41:39 -05:00
David Ludwig
a5a80cd033 WinRT: fixed crash in SDL_CondWaitTimeout, when using Win10's MSVC runtime 2015-11-15 13:04:42 -05:00
Philipp Wiesemann
11d98995da Replaced tabs with spaces in test programs. 2015-11-25 21:39:28 +01:00
Philipp Wiesemann
2e525193ef Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4. 2015-11-25 21:31:02 +01:00
Ryan C. Gordon
5224dfcc9a X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc). 2015-11-17 12:15:35 -05:00
Sam Lantinga
11f2a9f8c4 Fixed bug 3168 - xinput build failure with dxsdk
Ozkan Sezer

Yes, the annotations can actually be removed.  They are used only by MSVC and aren't vital.
2015-11-16 21:20:38 -08:00
David Ludwig
dc804c0e1a WinRT: fixed build error in latest XInput code
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010.  It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
2015-11-14 21:29:14 -05:00
Ryan C. Gordon
f09d3750ea Minor whitespace fix. 2015-11-14 14:53:44 -05:00
Ryan C. Gordon
e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Alex Szpakowski
998a54f9c5 Mac: Fix a warning about implicit declaration of SDL_SendKeymapChangedEvent (bug #3167.) 2015-11-14 04:24:39 -04:00
Sam Lantinga
dee61c5a30 Added support for the Gamestop Logic3 Controller 2015-11-13 14:26:00 -08:00
Alex Szpakowski
2816d4477d Mac: Added SDL_GameController mappings for the Steelseries Stratus XL and Nimbus gamepads. 2015-11-12 22:53:37 -04:00
Alex Szpakowski
9c51c4a639 Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.) 2015-11-12 22:44:32 -04:00
Alex Szpakowski
7267835842 iOS: Fixed crashes when rotating the screen after destroying a window. 2015-11-12 20:58:11 -04:00
Sam Lantinga
faee628941 Added Linux support for the Razer Sabertooth game controller 2015-11-12 13:13:36 -08:00
Alex Szpakowski
0da59802aa iOS: Set the 'player index' of MFi game controllers when they're opened for use.
MFi controllers display their player index via LEDs on the controller.
2015-11-09 18:13:47 -04:00
Alex Szpakowski
84f6bc41b8 iOS: Fixed MFi game controller triggers to report the proper range of values. 2015-11-09 17:41:54 -04:00
Sam Lantinga
5103ae9fd6 one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first 2015-11-09 08:55:07 -08:00
Sam Lantinga
ebfb2ecb68 don't toggle SDL fullscreen state on OSX if we're destroying the window 2015-11-09 08:55:01 -08:00
Sam Lantinga
eeddb7c534 more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state 2015-11-09 08:54:56 -08:00
Sam Lantinga
792354d6f0 SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing. 2015-11-09 08:54:49 -08:00
Sam Lantinga
2d884656c4 add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles. 2015-11-09 08:54:42 -08:00
Alex Szpakowski
7ce64372c8 iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers. 2015-11-09 02:32:37 -04:00
Sam Lantinga
cef2242025 Added Linux binding for Wii-U Pro controller 2015-11-05 18:10:19 -08:00
Sam Lantinga
38edc1779a Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
2015-10-27 11:18:04 -07:00
Sam Lantinga
2b0140a91f Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes. 2015-10-27 11:17:32 -07:00
Alex Szpakowski
f8824cb99b Mac: Fix returning to the window's Space in OS X 10.11+ when SDL_WINDOW_FULLSCREEN_DESKTOP is used (bug #3152.) 2015-10-23 03:37:53 -03:00
Philipp Wiesemann
4c72d39ce7 D3D11: Fixed SDL_RenderDrawPoints() ignoring input after the first 128 points.
If a limit would be needed then count should be adapted before stack allocation.
2015-10-15 22:26:21 +02:00
Philipp Wiesemann
2a4855f9ee Android: Added missing import statement.
It did not compile without.
2015-10-15 22:26:00 +02:00
Ryan C. Gordon
82603b6058 Fix some Android keyboards that didn't work properly.
This conversation came from Joshua Granick on Twitter, starting here:

https://twitter.com/singmajesty/status/653640543675641857

"We found an issue where certain Android keyboards (like the S6 with
predictive text) wouldn't work ... Certain keyboards use a predictive text
mode that does not dispatch a traditional onKey events, which is troublesome
... but telling the OS to use a "visible password" keyboard helps deal with
this problem ... perhaps there's some other way (onKeyPreIme?) to do
"textediting" events, but for now, this should be a fast fix ...
I hear it affects the Galaxy Tab A 8.0", Galaxy S6, Asus ZenPhone 2, maybe
others"
2015-10-15 12:52:00 -04:00
Philipp Wiesemann
ceb43129ac Added SDL_JoystickCurrentPowerLevel() to WhatsNew.txt for 2.0.4. 2015-10-07 21:18:08 +02:00
Philipp Wiesemann
d80f45666b Fixed freeing uninitialized pointers on failure cleanup in tests. 2015-10-07 21:16:59 +02:00
Philipp Wiesemann
5bc93cc5c6 Android: Added a new method in SDLSurface. 2015-10-07 21:16:40 +02:00
Philipp Wiesemann
86711041f2 Android: Added new key codes without mapping. 2015-10-07 21:16:18 +02:00
Sam Lantinga
5b1741132f Converted tabs to spaces for SDL style 2015-10-06 21:40:50 -07:00
Sam Lantinga
9bd640e1a0 Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2) 2015-10-06 21:16:21 -07:00
Ryan C. Gordon
c5e68d68e7 Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa.
Otherwise, bad things happen.
2015-10-06 00:10:54 -04:00
Sam Lantinga
7bc72eaf84 Fixed forcing the window size when creating a non-resizable window on Windows. 2015-10-01 11:21:06 -07:00
Sam Lantinga
667783ba88 Fixed swapped Windows and Linux entries for the Cideko AK08b 2015-09-30 16:00:21 -07:00
Sam Lantinga
a0c4b56ff9 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
2015-09-30 15:39:30 -07:00
Sam Lantinga
c2f0394831 Fix crash on controller hotplug on linux.
CR: Sam
2015-09-30 15:38:30 -07:00
Sam Lantinga
e015140af3 SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel 2015-09-30 15:38:18 -07:00
Sam Lantinga
ed23a3f887 Added support for the Cideko AK08b 2015-09-30 15:33:33 -07:00
Philipp Wiesemann
10daf1f4d3 Android: Removed three internal functions not used by SDL.
They were not needed internally since the switch to the common EGL backend.

Thanks to the SDL mailing list for pointing out that the functions seem unused.
2015-09-27 20:12:47 +02:00
Alex Szpakowski
ab2a350033 iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView.
UIAlertController is also supported on tvOS, whereas UIAlertView is not.
2015-09-25 15:17:20 -03:00
Philipp Wiesemann
774b077513 iOS: Fixed pointer dereference after free. 2015-09-21 21:19:37 +02:00
Philipp Wiesemann
7805c1bc52 Updated configure.in file. 2015-09-21 21:16:54 +02:00
Alex Szpakowski
2bf6f1bcb7 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
Ryan C. Gordon
d338f46512 Added copyright information on test/sample.wav; the mystery is solved! :) 2015-09-18 16:22:23 -04:00
Philipp Wiesemann
cdfec382c6 Added more entries to WhatsNew.txt for 2.0.4. 2015-09-18 21:27:00 +02:00
Philipp Wiesemann
efad04c317 Android: Added check if Java method for APK expansion file exists. 2015-09-18 21:26:46 +02:00
Philipp Wiesemann
40364541f5 Android: Improved last error message for failed APK expansion file use. 2015-09-18 21:26:28 +02:00
Philipp Wiesemann
625d39b164 Android: Added additional error messages for APK expansion file use. 2015-09-17 22:36:11 +02:00
Philipp Wiesemann
6e7c479ec2 Android: Fixed trying to read from APK expansion files without version hint set.
This also fixed overwriting the asset error message which is more useful if no
APK expansion files are available and the requested file was not found.
2015-09-17 22:30:24 +02:00
Philipp Wiesemann
92ca42d940 Android: Renamed SDLActivity's Java method used for APK expansion files.
The name was not correct.
2015-09-17 22:24:54 +02:00
Philipp Wiesemann
5e5936822f Android: Added to APK expansion file hint documentation in header file. 2015-09-17 22:21:12 +02:00
Philipp Wiesemann
68b3b5423e Android: Removed empty onDraw() override method from SDLActivity.
It was redundant because SDLActivity already inherits an empty method from the
base class SurfaceView (which does not implement it but inherits it from View).
Visibility of onDraw() in SDLActivity is now protected again instead of public.
2015-09-17 22:14:37 +02:00
Alex Szpakowski
ecfdb10cfa iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context.
This matches the SDL_GL_CreateContext behavior in OS X.
2015-09-15 00:25:07 -03:00
Alex Szpakowski
a506f1cbc7 Windows: Try to use xinput9_1_0.dll if XInput 1.4 and 1.3 are not available.
XInput "9.1.0" ships with Windows Vista and 7 systems, but it lacks some features, including support for detecting Guide button presses.
2015-09-14 22:50:55 -03:00
Alex Szpakowski
76fc378837 Fixed the header guard in the darwin SDL_sysjoystick_c.h file. 2015-09-14 22:44:20 -03:00
Sam Lantinga
08ce12c4e3 Fixed divide by zero if the application has run out of GDI handles and is trying to show an error dialog 2015-09-14 11:15:25 -07:00
Ryan C. Gordon
4295a6fe47 Mac: Fixed off-by-one bug when plugging in a joystick (thanks, Konstantin!). 2015-09-13 11:29:45 -04:00
Alex Szpakowski
82c8825cb5 iOS: Added support for force-touch on capable devices. 2015-09-09 19:08:52 -03:00
Alex Szpakowski
6a32ca7a39 Mac: Fixed SDL_SetWindowSize to set the size of the content area of the window, rather than the total size including decorations. 2015-09-09 13:55:11 -03:00
David Ludwig
c964ac91bf Fix Bug 3114: SDL's MSVC-2010+ projects can fail to build via a custom VS .sln 2015-09-07 13:25:36 -04:00
Philipp Wiesemann
e8757e873e Android: Changed return type of four JNI functions from int to jint. 2015-09-05 20:21:52 +02:00
Philipp Wiesemann
a4a5483faf Android: Fixed unused variable warning. 2015-09-05 20:21:35 +02:00
Philipp Wiesemann
2b6f64220a Android: Fixed missing break warning. 2015-09-05 20:21:06 +02:00
Philipp Wiesemann
440d6cc00e Added another entry to WhatsNew.txt for 2.0.4. 2015-09-05 20:20:35 +02:00
Alex Szpakowski
42f282cc1b Fix bug 3081: CMake configuration auto-disables OpenGL ES support on Windows.
Thanks to EntranceJew for the patch.
2015-08-28 19:10:46 -03:00
Alex Szpakowski
d154e6c6e3 Fixed bug 3098: CMake project never enables xinput support on Windows.
Thanks to EntranceJew for debugging the issue.
2015-08-28 19:05:24 -03:00
Philipp Wiesemann
212e99633b PSP: Replaced use of SDLKey with SDL_Keycode. 2015-08-24 22:35:01 +02:00
Philipp Wiesemann
991feafa09 PSP: Fixed a syntax error.
Found by Cppcheck.
2015-08-24 22:31:36 +02:00
Philipp Wiesemann
83e94e257b Corrected documentation of the SDL_CreateTexture() functions in header file. 2015-08-21 23:50:59 +02:00
Philipp Wiesemann
0856a7ef34 Changed an error return value from 0 to NULL for consistency. 2015-08-21 23:50:37 +02:00
Alex Szpakowski
2d63af8eb1 Updated SDL_egl.h to have the latest EGL version and extension information. 2015-08-21 00:19:36 -03:00
Philipp Wiesemann
2fa0394855 Corrected documentation of SDL_AddTimer() in header file. 2015-08-19 22:29:37 +02:00
Philipp Wiesemann
98986f39e9 Removed not needed call to pthread_attr_getstacksize() for SDL_CreateThread(). 2015-08-15 21:21:29 +02:00
Ryan C. Gordon
8145760314 X11: Handle keyboard layout changing during app's run on Ubuntu 12.04 (etc).
Fixes Bugzilla #3050 (in addition to Jason Wyatt's patch, prior to this).
2015-08-15 00:36:39 -04:00
Ryan C. Gordon
0d8c3a0b76 Patched to compile. 2015-08-14 23:38:40 -04:00
Ryan C. Gordon
0cf81fbdf9 Minor coding convention fix. 2015-08-14 23:30:46 -04:00
Jason Wyatt
fb37956d9b Supply current group when translating X11 Keycodes to Keysyms. 2015-08-14 16:23:31 +01:00
Ryan C. Gordon
9e2b90e2a4 Cocoa: Keep the window's screen position through SDL_SetWindowSize().
The Y coordinate is flipped in Cocoa, so if you change the height, the window
will move and maybe clip against the screen edge if you don't adjust its Y
coordinate to match.

Possibly fixes Bugzilla #3066.
2015-08-14 01:20:41 -04:00
Ryan C. Gordon
f2f8e6f5ef X11: only send mouse button up events if not a mousewheel "button"
(Brackets in the wrong place, my bad!)
2015-08-13 21:40:32 -04:00
Ryan C. Gordon
874bf86504 X11: Simplified mousewheel event handling.
Under load, this would race and report an incorrect mouse button event instead
of a wheel event.

Fixes Bugzilla #2987.
2015-08-13 17:40:28 -04:00
Ryan C. Gordon
da6f2221e3 X11: isConfigureNotify() isn't used at the moment, comment it out. 2015-08-13 17:37:09 -04:00
Ryan C. Gordon
8a1fd98261 X11: don't block on a ConfigureNotify event during SDL_SetWindowBordered().
Unity's window manager is (legitimately, since it moves the client window's
position) sending one, and SDL was incorrectly trying to mask it out. Other
window managers (KWin, apparently) don't move the window and would hang here
indefinitely.

Fixes Bugzilla #3052.
2015-08-13 14:56:16 -04:00
Philipp Wiesemann
eb57d75242 Added missing SDL_Quit() in test program. 2015-08-09 20:01:01 +02:00
Philipp Wiesemann
3362c9f196 Emscripten: Changed return -1 after SDL_SetError() to return SDL_SetError(). 2015-08-09 20:00:51 +02:00
Ryan C. Gordon
c67213f331 X11: Fixed XRandR display detection.
Previously this only worked on X11 when Xinerama was carrying the weight.

Fixes Bugzilla #3062.
2015-08-07 01:02:35 -04:00
Ryan C. Gordon
344fbe61b3 testdisplayinfo.c forgot to SDL_Quit() at the end. 2015-08-07 01:00:14 -04:00
Ryan C. Gordon
ca46804210 X11: Fixed a memory leak when adding duplicate display modes. 2015-08-07 00:59:31 -04:00
Philipp Wiesemann
fcc5940935 Emscripten: Added missing error messages for audio and joystick init failures. 2015-08-05 21:04:10 +02:00
Philipp Wiesemann
2d8c49fdbd Added more entries to WhatsNew.txt for 2.0.4. 2015-08-05 21:03:31 +02:00
andrewb
a702c338f0 Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4. 2015-08-03 11:37:03 -07:00
Sam Lantinga
270f38db08 Fixed bug 3083 - Android JNIEXPORT and JNICALL missing
Martin Gerhardy

Just a minor thing, but a huge outcome. All the other jni related functions already have those flags, but the nativeInit function lacks them - so it might be stripped away.
2015-08-01 22:03:50 -07:00
Alex Szpakowski
5a3cc7f580 EGL: Added support for sRGB system framebuffers, when the required EGL extension is present. 2015-08-01 15:16:57 -03:00
Philipp Wiesemann
c57f409fe8 Mac: Fixed check for SDL_HINT_MAC_BACKGROUND_APP. 2015-07-31 20:16:58 +02:00
Philipp Wiesemann
c509e798d7 Fixed documentation of SDL_DropEvent in header file. 2015-07-31 20:16:18 +02:00
Philipp Wiesemann
d79bfa0d18 Added filesystem to list of paths in porting README. 2015-07-31 20:15:39 +02:00
Philipp Wiesemann
682604b2f3 Android: Changed androidbuild.sh to use path from variable. 2015-07-31 20:15:02 +02:00
Alfred Reynolds
0aa2a6df2c SDL
- fix hint check, we want or not and
2015-07-31 09:16:21 -07:00
Sam Lantinga
e93f90ae90 Trivial integer truncation warning fixes. 2015-07-30 10:01:04 -07:00
Alfred Reynolds
628d8edb95 SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
2015-07-29 17:19:15 -07:00
Alfred Reynolds
5aaf81c84e Fix up monitor enumeration for Windows 8.1 case. 2015-07-29 17:19:13 -07:00
Alfred Reynolds
e09d95c36a Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened. 2015-07-29 17:19:11 -07:00
Alfred Reynolds
6ebbf7ddd0 Turn on debug info generation for release configs. 2015-07-29 17:19:09 -07:00
Alfred Reynolds
b0e145b3e1 Move GetDisplayDPI to the end of the file. 2015-07-29 17:19:06 -07:00
Alfred Reynolds
dc2e9ba13b Fix build. 2015-07-29 17:19:04 -07:00
Alfred Reynolds
51c72e10f7 Add X11 implementation of SDL_GetDisplayDPI. 2015-07-29 17:19:02 -07:00
Alfred Reynolds
61c7415071 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Ryan C. Gordon
f5cf86769a x11: Catch fatal X errors when calling glXMakeCurrent().
In extremely rare cases, probably due to misconfigured drivers, one might
see this happen, and rather than terminate the process, we try to recover
by reporting an error to the app.

Fixes Bugzilla #3068.
2015-07-28 00:12:50 -04:00
Alex Szpakowski
c344b734f4 iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported. 2015-07-19 19:56:16 -03:00
Alex Szpakowski
6ea942dae3 Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
2015-07-19 19:44:40 -03:00
Ryan C. Gordon
b24586309c Fixed dynapi for new SDL_WarpMouseGlobal() function signature. 2015-07-18 00:04:49 -04:00
Ryan C. Gordon
9d3d643742 Patched to compile on Raspberry Pi. 2015-07-18 00:03:34 -04:00
Ryan C. Gordon
e346f14277 SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
2015-07-17 21:03:58 -04:00
Philipp Wiesemann
a955bec49a Fixed spaces in header file. 2015-07-16 21:48:35 +02:00
Philipp Wiesemann
16e18817e9 Windows: Fixed wrong debugger output if logging empty string as info or warning. 2015-07-16 21:31:21 +02:00
Philipp Wiesemann
cad94bd502 Fixed typo in test header file comment. 2015-07-15 21:12:04 +02:00
Philipp Wiesemann
2919905620 PSP: Fixed error handling in SDL_SemWaitTimeout().
Signed integers were converted to unsigned before being checked if smaller 0.

Found by Cppcheck.
2015-07-15 21:11:24 +02:00
Philipp Wiesemann
8bbded2583 Fixed comment in test program. 2015-07-15 21:10:38 +02:00
Ryan C. Gordon
27055ea0ad X11: center parentless message boxes on the primary display if possible.
This relies on a successful SDL_Init(SDL_INIT_VIDEO) to work, since it's
silly to reproduce all the Xinerama/XRandR code in the message box parts. If
X11 is available but SDL hasn't been initialized, the message box will center
in the primary screen, which will be positioned weirdly on multi-head setups,
but this should fix the most significant common case.
2015-07-14 23:46:35 -04:00
Ryan C. Gordon
b7ecc67009 Added test/testdisplayinfo.c 2015-07-14 21:28:26 -04:00
Ryan C. Gordon
0c19501eeb x11: Patched to compile on systems without the Xutf8LookupString() function. 2015-07-11 00:59:56 -04:00
Philipp Wiesemann
4679195dbf Fixed memory leak in test harness.
Found by Cppcheck.
2015-07-06 21:02:20 +02:00
Sam Lantinga
396b3b8992 Better fix for bug 3048, don't crash if the window title is NULL 2015-07-05 15:45:48 -07:00
David Ludwig
d0ba0c1d8a Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle" 2015-07-04 21:04:49 -04:00
Ryan C. Gordon
65a1a3e7e9 Cocoa: support drag-and-drop of multiple objects. 2015-07-04 14:09:09 -04:00
Sam Lantinga
b5c43a88b4 Fixed style 2015-07-03 09:18:14 -07:00
Sam Lantinga
35c4468f9d commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date:   Fri Jul 3 02:17:10 2015 +0200

    fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression

    The window manager detection code in X11_HasWindowManager does not work
    with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
    result of the more correct checks in X11_CheckWindowManager.
2015-07-03 09:17:24 -07:00
Philipp Wiesemann
f9d8c59a6f Added missing file to the release archive. 2015-07-02 20:11:40 +02:00
Philipp Wiesemann
26ecab9010 Removed redundant variable check when processing gestures. 2015-07-01 21:10:54 +02:00
Sam Lantinga
e8954d5d8c Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10 2015-06-30 19:30:02 -07:00
Ryan C. Gordon
1e3c28ac64 X11: Added a test for a weird X11 error we get with Xinerama, rarely. 2015-06-30 15:00:48 -04:00
Ryan C. Gordon
20ec137763 X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events.
According to the Xlib docs, you need to do this or Xlib's internal state gets
out of sync.
2015-06-30 14:41:17 -04:00
Ryan C. Gordon
acdb494ffd X11: Don't ignore keyboard mapping changes.
MappingNotify events don't have a window associated with them, so SDL was
dropping these before the point where we would have handled them.
2015-06-30 14:39:39 -04:00
Ryan C. Gordon
4986563d2f Fixed assertion failure in diskaudio target caused by new hotplugging support.
Fixes Bugzilla #3032.
2015-06-30 13:46:06 -04:00
Sam Lantinga
bf9bd59c01 Fixed bug 2464 - Configure a sdl2-config.cmake.in together with sdl2.pc.in
Leonardo

Despite having a CMakeLists.txt file, SDL2 seems to be mainly built using the autotools system by package-managers. It is nice to have it but it is only useful if you are building SDL2 by yourself.

People that want to use CMake to find their already-installed SDL2 are using a FindSDL2.cmake module based on the old FindSDL.cmake. This is not deprecated but it is discouraged by the CMake devs (see http://www.cmake.org/Bug/view.php?id=14826), as these modules needs maintainers to be included in the official CMake installation.

To fix that, SDL and its accompanying libraries could configure a simple sdl2-config.cmake file, much like it does with sdl2.pc.in. We don't need to configure a full sdl2-config.cmake as in this post, http://forums.libsdl.org/viewtopic.php?t=10068&sid=ccf8abbf0d73fb03ae9cded991e60959 (because it depends on it being built with CMake). Using something as simple as http://www.cmake.org/Wiki/CMake/Tutorials/Packaging#Package_Configuration_Files is deemed enough. Here is another: http://quickgit.kde.org/?p=prison.git&a=blob&f=lib%2Fprison%2FPrisonConfig.cmake.in
2015-06-29 22:24:00 -07:00
Sam Lantinga
f1b7a8434f Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined 2015-06-25 07:17:08 -07:00
Philipp Wiesemann
c5857ab498 Mac OS X: Fixed typo in build script comment. 2015-06-26 20:12:10 +02:00
Philipp Wiesemann
9b6f159c3d Emscripten: Corrected build instructions in documentation.
And fixed a typo.
2015-06-26 20:11:41 +02:00
Sam Lantinga
3a08b46336 Fixed bug 2834 - Patch to support dead keys on Windows
Elise Maurer

When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.

Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.

I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:

  * r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.

  * But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).

  * It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.

The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
2015-06-25 11:49:48 -07:00
Sam Lantinga
82eec4b630 Fixed whitespace in SDL_evdev.c 2015-06-24 17:55:38 -07:00
Sam Lantinga
9f50d63dd5 Fixed an issue with mouse/keyboard removal
Sometimes, on removal SDL_EVDEV_udev_callback() gets called with zero udev_class. This in turn seems to be caused the SDL_udev.c:guess_device_class() failing to find the attributes of the parent device.

Apparently this is normal, attributes are not guaranteed to be in place during removal, depending on timing. This lack of attributes causes guess_device_class() to return zero.

This fix mimics the code in linux/SDL_sysjoystick.c:joystick_udev_callback() which effectively has the same fix already in place.
2015-06-24 17:54:39 -07:00
Alfred Reynolds
cbbdd27ad3 SDL
- disable compiling in XAudio2 support. We both need the DX SDK to make this code plus we need to work out the runtime dependency problem this code bring in on windows (needing the DX runtime installed).

CR: SamL
2015-06-24 10:56:51 -07:00
Alfred Reynolds
e4e4e1b82a SDL
- do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`".  Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data.

CR: SamL
2015-06-24 10:56:37 -07:00
Sam Lantinga
b7aa856c8f Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc.
Adam M.

It loses the title and icon when window recreation fails. For instance, this may happen when trying to create an OpenGL ES window on a system that doesn't support it. But at that point, the title and icon have already been lost.
2015-06-22 23:36:06 -07:00
Ryan C. Gordon
ded3a16e72 Fixed compiler warning about shadowed local variables. 2015-06-23 01:44:44 -04:00
Ryan C. Gordon
437a6d9da9 Updated Mac OS X documentation for fatbuilt.sh -> gcc-fat.sh transition. 2015-06-22 21:30:08 -04:00
Philipp Wiesemann
8cea1b986e Windows: Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 19:37:37 +02:00
Philipp Wiesemann
72590685c0 Backed out changeset 4ad56dbf4a6f 2015-06-21 19:36:35 +02:00
Philipp Wiesemann
0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00
Eric Wing
7d5147bad3 resync'd overscan patch with SDL mainline. 2015-04-17 21:25:19 -07:00
Philipp Wiesemann
5a578a0783 Fixed return value of SDL_SaveBMP_RW() depending on set errors after NULL input.
If SDL_SaveBMP_RW() was called with NULL passed as SDL_RWops argument, different
values were returned depending on SDL_GetError(). If no error was set before the
call (or SDL_ClearError() was called) then 0 was returned. This is wrong because
nothing was saved. If an error was set before the call then -1 was returned.

This was fixed by directly returning -1 for NULL input instead of deciding based
on SDL_GetError(). No new error is set because this would otherwise override a
maybe more useful error set in SDL_RWFromFile() which is used by SDL_SaveBMP().
2015-04-16 22:04:35 +02:00
Philipp Wiesemann
db878a4336 Linux: Removed not needed platform info from two entries of controller database.
Not needed because entries of this file are selected by conditional compilation.
2015-04-16 22:02:03 +02:00
Philipp Wiesemann
3e1d36299a Fixed typo in internal joystick documentation comments. 2015-04-15 21:29:55 +02:00
Philipp Wiesemann
e6b7b38c6c Emscripten: Simplified implementation of joystick update function.
The function was implemented using four loops but only needed two.
2015-04-15 21:27:10 +02:00
Philipp Wiesemann
86fb92a7da Emscripten: Fixed memory leak if SDL_GetPrefPath() failed. 2015-04-15 21:25:15 +02:00
Philipp Wiesemann
e97fc56209 Android: Fixed lint warning about order of elements in AndroidManifest.xml. 2015-04-13 20:52:38 +02:00
Philipp Wiesemann
0fbd3372d4 WinRT: Fixed format string for error message. 2015-04-13 20:52:18 +02:00
Ryan C. Gordon
3a0270593e Patched to compile on C89 compilers. 2015-04-12 21:02:21 -04:00
Ryan C. Gordon
c539b3f9e9 Make X11 and Wayland ProcessHitTest() code less verbose. 2015-04-12 20:59:48 -04:00
Ryan C. Gordon
d10201be08 Implemented SetWindowHitTest() for Wayland (thanks, x414e54!).
Fixes Bugzilla #2941.
2015-04-12 20:40:06 -04:00
Ryan C. Gordon
c6538cb977 Merged. 2015-04-12 20:28:28 -04:00
Alex Szpakowski
a27fad1e24 Fixed orientation issues in the iOS extended launch screen. 2015-04-12 01:50:28 -03:00
Rohit Nirmal
cf6b9752f9 Ignore some more test binaries. 2015-04-10 22:31:52 -05:00
Philipp Wiesemann
26b4898ac2 Windows: Fixed format string for error message. 2015-04-11 20:43:11 +02:00
Philipp Wiesemann
56c82bc828 Mac: Fixed typo in two error messages. 2015-04-11 20:41:49 +02:00
Ryan C. Gordon
1a73b4eba2 Some Raspberry Pi build fixes (including Raspberry Pi 2 support).
Fixes Bugzilla #2879.
2015-04-11 05:58:37 +00:00
Alex Szpakowski
fe6c797cad Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called. 2015-04-10 23:30:31 -03:00
Ryan C. Gordon
6ae7a20647 Placate static analysis with an assertion. 2015-04-10 21:40:50 -04:00
Ryan C. Gordon
2afa4aeda8 Fixed memory leak in failure case that static analysis found. 2015-04-10 21:15:51 -04:00
Philipp Wiesemann
7bd7221997 PSP: Removed empty statement. 2015-04-10 23:45:13 +02:00
Philipp Wiesemann
ce2d5f70e4 Wayland: Removed empty statement. 2015-04-10 23:44:55 +02:00
Ryan C. Gordon
562414c74c Merged Alex Szpakowski's iOS-improvement branch to default.
Fixes Bugzilla #2798.
Fixes Bugzilla #2212.
Fixes Bugzilla #2826.
Fixes Bugzilla #2661.
Fixes Bugzilla #1885.
Fixes Bugzilla #1578.
Fixes Bugzilla #2751.

(whew!)

Notable changes, from Alex's notes:

- The SDL_WINDOW_ALLOW_HIGHDPI flag is now needed (along with SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize) to use Retina / high DPI resolutions, bringing SDL?s Retina-related behavior on iOS in line with Mac OS X. Window dimensions and display modes are now in the ?points? (non-high DPI) coordinate system rather than pixels, whereas SDL_GL_GetDrawableSize is in pixels.

- Reworked the custom extended launch screen code:
	- It now hides after the first SDL_PumpEvents call rather than SDL_CreateWindow, and it fades out in a similar manner to the system launch screen behavior.
	- It now mirrors the system launch screen behavior when deciding which image to display: it falls back to using the Launch Images dictionary in Info.plist if the iOS 8+ launch screen nib isn?t available, and if the Launch Images dictionary doesn?t exist it uses the old standard launch image names.
	- The extended launch screen can now be disabled via the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h.

- Added support for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.

- Added access to a window view's renderbuffer and framebuffer to syswm.

- Added OpenGL ES debug labels for the Renderbuffer and Framebuffer Objects created with SDL_GL_CreateContext.

- Added support for sRGB OpenGL ES contexts on iOS 7+.

- Updated OpenGL ES contexts to support native-resolution rendering (when SDL_WINDOW_ALLOW_HIGHDPI is enabled) on the iPhone 6 Plus, i.e. 1080x1920 rather than 1242x2208.

- Updated SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext to be more robust.

- Updated SDL windows to display a UIView at all times, even when an OpenGL context is not active. This allows rotation, touch events, and other windowing-related events to work properly without an active OpenGL context. It also makes it easier to use SDL_GetWindowWMInfo after creating a SDL window.

- Updated the iOS-specific Objective-C code to use cleaner and more modern language features and APIs, including ARC instead of manual reference counting.

- Updated SDL_HINT_ORIENTATIONS to allow disabling custom orientations if the hint is set with no valid orientation names.

- Fixed several rotation and orientation bugs with windows and display modes, especially in iOS 8+.

- Fixed SDL_SetWindowFullscreen failing to update the status bar visibility on iOS 7+.

- Fixed the orientation of the offset applied to the window?s view when the onscreen keyboard is shown in iOS 8+.

- Fixed SDL_IsScreenKeyboardShown (patch by Phil Hassey.)

- Fixed several major memory leaks caused by missing autorelease pool blocks in the iOS-specific Objective-C code.

- Removed several dead code paths.

- The iOS 7 SDK (Xcode 5) or newer is now required to build SDL for iOS.
2015-04-09 22:28:37 -04:00
Alex Szpakowski
c4035654a9 Added framebuffer and colorbuffer members to the uikit portion of the SDL_SysWMinfo struct, removed SDL_iOSGetViewRenderbuffer and SDL_iOSGetViewFramebuffer. 2015-04-09 19:28:00 -03:00
Philipp Wiesemann
67549d3320 Backed out changeset 064a1998a957 2015-04-09 22:14:05 +02:00
Philipp Wiesemann
f87963488b Wayland: Fixed not freeing memory if initialization failed. 2015-04-09 21:13:41 +02:00
Philipp Wiesemann
dc33fb942d Wayland: Fixed accessing not fully initialized subsystem if errors happened.
The VideoInit() implementation returned 0 on errors instead of -1.
2015-04-09 21:13:20 +02:00
Philipp Wiesemann
8a573844c9 Wayland: Fixed accessing not fully initialized window if no memory available.
The CreateWindow() implementation returned 0 on no more memory instead of -1.
2015-04-09 21:11:43 +02:00
Philipp Wiesemann
049ef9a35b Android: Fixed calling a getter method twice. 2015-04-08 22:24:33 +02:00
Philipp Wiesemann
458b94da5f Android: Fixed creating mouse coordinates which are not needed if hint is set. 2015-04-08 22:18:10 +02:00
Philipp Wiesemann
b473d30f19 Android: Fixed not resetting mouse pointer state if hint was changed at runtime. 2015-04-08 22:15:25 +02:00
Alex Szpakowski
fcd0f06a88 Renamed SDL_iPhoneGetViewFramebuffer/Renderbuffer to SDL_iOSGetViewFramebuffer/Renderbuffer. Added #defines for SDL_iOSSetAnimationCallback and SDL_iOSSetEventPump, which point to SDL_iPhoneSetAnimationCallback and SDL_iPhoneSetEventPump. 2015-04-08 15:59:29 -03:00
Alex Szpakowski
1152a75954 Generated dynapi prototypes for the new iPhone functions. 2015-04-08 15:44:07 -03:00
Alex Szpakowski
26c28114ee Merged default into iOS-improvements 2015-04-08 15:35:07 -03:00
Ryan C. Gordon
a210dbcb13 Removed unused variable. 2015-04-08 02:42:29 -04:00
Ryan C. Gordon
53287ad51c X11: Removed code to set "icon" title, since it was never used.
(Leftover from SDL 1.2, which let you specify this?)
2015-04-08 02:31:54 -04:00
Ryan C. Gordon
78026f5492 Patched to compile on Windows. 2015-04-08 02:24:17 -04:00
Ryan C. Gordon
e0ad1021a5 Wayland: Patched to compile. 2015-04-08 02:22:28 -04:00
Ryan C. Gordon
785618afec DirectInput: ignore everything but joysticks and gamepads (thanks, Justin!).
Fixes Bugzilla #2460.
2015-04-08 02:14:59 -04:00
Ryan C. Gordon
6e53bc9b10 SDL_SetWindowTitle() should never set a NULL pointer for the title string.
Various backends reacted differently (or not at all) in the presence of a
NULL pointer. This simplifies things.

Fixes Bugzilla #2902.
2015-04-08 02:00:14 -04:00
Ryan C. Gordon
1339ce71f6 Make SDL_stdinc.h work when compiling with -Wundef (thanks, Ben!).
Fixes Bugzilla #2664.
2015-04-08 01:42:47 -04:00
Ryan C. Gordon
88e85f4ddd Patched to compile on C89 compilers. 2015-04-08 01:40:01 -04:00
Ryan C. Gordon
8da7e8adc9 Log Android hardware at startup (thanks, rettichschnidi!).
Fixes Bugzilla #2653.
2015-04-08 01:37:17 -04:00
Ryan C. Gordon
6a126a48df Do the "fix" for asserts with MSVC's /W4 warnings only on MSVC.
Naturally, this way generates a warning on GCC and Clang instead.  :)
2015-04-07 23:40:01 -04:00
Ryan C. Gordon
9a686aaa56 Wayland: changed a few "SetError(); return -1;" to "return SetError()". 2015-04-07 22:49:56 -04:00
Alex Szpakowski
df98b11c47 Merged default into iOS-improvements 2015-04-06 15:26:37 -03:00
Ryan C. Gordon
f3590aba15 X11: Always specify "True" if setting GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB.
Fixes Bugzilla #2897.
2015-04-06 00:11:58 -04:00
Ryan C. Gordon
83aeb31d12 This function can be static. 2015-04-06 00:10:54 -04:00
Ryan C. Gordon
2f3f328714 Make loading/saving dollar gesture templates endian clean (thanks, Martin!).
Fixes Bugzilla #2674.
2015-04-05 18:59:52 -04:00
Ryan C. Gordon
05a9206a4f Add some SDL_SetError() calls to the dollar gesture code (thanks, Martin!).
Fixes Bugzilla #2673.
2015-04-05 18:44:24 -04:00
Ryan C. Gordon
0713c1e53b Patched to compile on Android when audio subsystem is disabled (thanks, Jonas!)
Fixes Bugzilla #2797.
2015-04-05 15:52:37 -04:00
Sam Lantinga
3e4a8ce1c2 Fixed detecting the NVIDIA controller which shows up as both a mouse and a game controller 2015-04-01 19:18:56 -07:00
Joseba Garc?a Etxebarria
41961e4f31 Cast the result of calling getButtonState to an Integer 2015-04-02 00:55:45 +02:00
Sam Lantinga
c5d9d1646f Added a game controller entry for the NVIDIA Controller 2015-04-01 18:22:42 -07:00
Edward Rudd
c7ec9c1d85 handle the case where the ibus address can't be found. (prevents nasty crash) 2015-04-01 16:11:37 -04:00
Ryan C. Gordon
64237d7f01 Patched to compile on Android (I hope). 2015-04-01 14:45:09 -04:00
Ryan C. Gordon
f9041771d5 Android: more separate-mouse-and-touch work.
This avoids a hint lookup for each mouse event we get by setting a static Java
variable from native code during our hint watcher callback.

Also attempts to do the right thing with mouse buttons if you happen to be
on an API14 (Ice Cream Sandwich, Android 4.0) or later device. We still
target API12 (Honeycomb MR1, Android 3.1) for SDL 2.0.4 though.

This isn't tested, so I'm pushing to see what the Android buildbot says. Stand
back, I'm a professional!
2015-04-01 12:14:56 -04:00
Sam Lantinga
236deab49b Fixed relative mouse motion moving farther and farther off screen. 2015-03-30 11:31:53 -07:00
Emmanuel Gil Peyrot
b620df3ea7 Wayland: Specify the output we want to put our window on.
Fixes Bugzilla #2803.
2015-03-28 19:43:46 +01:00
Ryan C. Gordon
a0e878aafb Minor input grab clarifications.
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.

Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.

In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
2015-03-28 00:48:03 -04:00
Joseba Garc?a Etxebarria
7399062855 Renamed SDLGenericMotionListener back to SDLGenericMotionListener_API12 2015-03-27 18:09:51 -04:00
Philipp Wiesemann
e7a659ebcc Removed not needed call to SDL_free(). 2015-03-25 22:48:57 +01:00
Philipp Wiesemann
37672303d3 Android: Removed outdated comment from source. 2015-03-25 22:47:22 +01:00
Ryan C. Gordon
03f5185eff Make the Dynamic API master switch more clear. 2015-03-25 11:18:54 -04:00
Ryan C. Gordon
1270247ccd Add a hint watch callback for SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH. 2015-03-25 10:59:10 -04:00
Ryan C. Gordon
83a44680cb Removed unnecessary SDL_log.h include. 2015-03-25 10:48:59 -04:00
Joseba Garc?a Etxebarria
ca7b18e43f * More Android patch work 2015-03-24 21:02:28 +01:00
Joseba Garc?a Etxebarria
387fa5dcfb * Improve mouse support in Android. These changes require Android API v12 to compile 2015-03-24 20:45:29 +01:00
Ryan C. Gordon
87ef19c44a Keep track of maximum number of events in-flight in the SDL queue at once. 2015-03-25 10:19:10 -04:00
Ryan C. Gordon
3f9f0027bc Patched to compile on C89 compilers. 2015-03-24 14:40:31 -04:00
Ryan C. Gordon
672ccb4f54 Make the signal handler hint more generic. 2015-03-24 14:36:36 -04:00
Ryan C. Gordon
a91a5604cd Added a hint to prevent SDL from installing signal handlers.
Fixes Bugzilla #2431.
2015-03-24 14:29:25 -04:00
Ryan C. Gordon
162ef5eae9 Cleanups in the joystick code.
Removed some redundant state and other confusions.

Fixes Bugzilla #2738.
2015-03-24 13:52:01 -04:00
Ryan C. Gordon
4a071b311b Mac: patched to compile with haptic subsystem disabled (thanks, Rodrigo!).
Fixes Bugzilla #2717.
2015-03-24 03:24:57 -04:00
Ryan C. Gordon
9470f4a2bd Better fixes for CMake subsystem enabling (thanks, Sebastian!).
Fixes Bugzilla #2875.
2015-03-24 03:21:57 -04:00
Ryan C. Gordon
d9f378530b Make SDL error string formatting deal with nasty corner cases.
We continued looping while maxlen > 0, but maxlen was unsigned, so an overflow
 would make it a large number instead of negative. Fixed.

Some snprintf() implementations might return a negative value if there isn't
 enough space, and we now check for that.

Don't overrun the SDL error message buffer, if snprintf() returned the number
 of chars it wanted to write instead of the number it did.

snprintf is a portability mess, we should just never use the C runtime for it.

Fixes Bugzilla #2049.
2015-03-24 03:12:35 -04:00
Ryan C. Gordon
54f4725a12 Ran hardcoded game controller database through sort_controllers.py. 2015-03-24 02:48:16 -04:00
Ryan C. Gordon
a300a73501 Added Logitect RumblePad 2 controller mapping for Linux (thanks, Nicholas!).
Fixes Bugzilla #2091.
2015-03-24 02:47:25 -04:00
Ryan C. Gordon
878c2324b1 winmm: Let audio callback buffer size be less than 1/4 second (thanks, Jon!).
Maybe this was here for Win9x? There's no reason to insert this much latency
by default.

Fixes Bugzilla #2835.
2015-03-24 02:13:25 -04:00
Ryan C. Gordon
ac2bb3f200 configure script: fix recursive mutex test on Linux systems (thanks, Ozkan!). 2015-03-23 20:07:24 -04:00
Ryan C. Gordon
c76130c9cc X11: Reenabled setlocale() and fork() for message boxes.
Fixes Bugzilla #1658.
2015-03-23 19:54:33 -04:00
Ryan C. Gordon
331a434fa1 Windows: Report window HDC in SDL_SysWMinfo.
Fixes Bugzilla #2668.
2015-03-23 19:47:08 -04:00
Philipp Wiesemann
528e48b980 Android: Removed not needed include statement. 2015-03-23 20:24:04 +01:00
Philipp Wiesemann
8a58e12f5f Updated test program for Emscripten. 2015-03-23 20:21:45 +01:00
Ryan C. Gordon
b42c259752 Cocoa: Handle more cases of lost focus when Key window closes (thanks, Alex!).
Sort of fixes Bugzilla #1825 a little more. It's an ongoing effort.  :)
2015-03-22 01:25:12 -04:00
Philipp Wiesemann
49f33b41a7 Added missing SDL_DOLLARRECORD event type documentation in header. 2015-03-21 22:42:53 +01:00
Philipp Wiesemann
716ef0d5f2 Fixed confusing audio and touch events because of shared enumeration values. 2015-03-21 08:01:43 +01:00
Ryan C. Gordon
eb49f8caa3 Patched to compile on OpenGL ES-based platforms. 2015-03-21 00:09:22 -04:00
Ryan C. Gordon
161e5d150f Whoops, lost a newline in here. 2015-03-20 23:29:09 -04:00
Ryan C. Gordon
3c76d2ff19 Several corrections to the CMake project files (thanks, Ozkan!).
Fixes Bugzilla #2732.
2015-03-20 21:57:15 -04:00
Ryan C. Gordon
34415c4557 Windows: support for OpenGL extension WGL_ARB_context_flush_control. 2015-03-20 12:23:53 -04:00
Emmanuel Gil Peyrot
89be609adf Wayland: Properly discover displays and their modes.
Fixes Bugzilla #2913.
2015-03-18 01:14:45 +01:00
Ryan C. Gordon
e7ba78a35a CMake: Dependency variable for FUSIONSOUND_SHARED was wrong (thanks, Kaleb!).
Fixes Bugzilla #2055.
2015-04-07 21:52:22 -04:00
Ryan C. Gordon
5b6e064acd CMake: fix CHECK_OBJC_SOURCE_COMPILES to work with GCC (thanks, Ivan!).
Apparently -ObjC works with Clang, but -x objective-c works with both.

Fixes Bugzilla #2392.
2015-04-07 20:01:43 -04:00
Philipp Wiesemann
684f9e9603 Fixed typo in gesture README. 2015-04-07 23:00:56 +02:00
Ryan C. Gordon
3e9c2e7512 Another attempt to make MSVC's /W4 warning level cooperate with SDL_assert.
Fixes Bugzilla #2733.
2015-04-07 00:39:16 -04:00
Alex Baines
a4458a7002 Fix DBus error message if IBus couldn't be initialized. 2015-03-20 19:47:03 +00:00
Ryan C. Gordon
8011557458 Refuse to make a window that's too large. Some systems (x11) freak out at this.
Fixes Bugzilla #2255.
2015-04-06 18:26:13 -04:00
Marc Di Luzio
f5d96416ad Allow setting of GL_CONTEXT_RELEASE_BEHAVIOR when creating the GL context when GLX_ARB_context_flush_control is available.
This extension allows the user to specify whether a full flush is performed when making a context not current.
The only way to set this currently is at context creation, so this patch provides that functionality.
Defualt behaviour is set at FLUSH, as per the spec.

This patch does not contain the changes to WGL, appleGL or other platforms as I do not have access to GL 4.5 hardware on those platforms.

Full details on the use of KHR_context_flush_control can be found here:
https://www.opengl.org/registry/specs/KHR/context_flush_control.txt
2015-03-06 16:03:40 +00:00
Ryan C. Gordon
70191a9302 CMake: Don't search for the OpenGL library on Mac OS X. It's always there. 2015-03-20 11:51:03 -04:00
Ryan C. Gordon
182a7768e1 Audio hotplug fixes for winmm and XAudio2 backends. 2015-03-20 11:11:44 -04:00
Ryan C. Gordon
c1091f32fb CMake project files no longer force you to link against Wayland or Mir libs. 2015-03-20 10:35:42 -04:00
Ryan C. Gordon
d8988ea842 Fixed some defaults in CMake project file.
Fixes not finding dlopen(), etc.
2015-03-20 10:02:45 -04:00
Ryan C. Gordon
6c072917e9 Patched to compile on gcc2. 2015-03-19 23:54:35 -04:00
Ryan C. Gordon
06e85acd72 Removed unused variable. 2015-03-19 23:45:34 -04:00
Ryan C. Gordon
b24ff44692 Make static analysis happy. 2015-03-19 23:44:47 -04:00
Ryan C. Gordon
277e07e700 Fixed a compiler warning on Visual Studio. 2015-03-19 23:39:53 -04:00
Ryan C. Gordon
1877f5745b Patched to compile on Windows. 2015-03-19 23:35:43 -04:00
Ryan C. Gordon
e9a7a81f28 Immediately minimize the goofy window in testaudiohotplug. 2015-03-19 22:20:12 -04:00
Ryan C. Gordon
537b68b9f0 Zero out the audio hotplug event structure, so the "padded" fields are sane.
Just in case we ever need those bits in the future.
2015-03-19 22:11:20 -04:00
Ryan C. Gordon
cafd030ba6 PulseAudio: Hotplug support! 2015-03-19 22:08:12 -04:00
Ryan C. Gordon
11cffe1dc9 SDL_RemoveAudioDevice() should specify capture vs output.
This lets us reuse values between the two categories without conflicting, etc.
2015-03-19 15:43:00 -04:00
Ryan C. Gordon
1e78ef2155 Removed the broken audio streaming code, other small cleanups. 2015-03-19 13:34:17 -04:00
Ryan C. Gordon
5cbb32ef57 Disconnected/broken/lost audio devices now continue to fire their callback.
The data produced by the callback is just thrown away and the audio thread
delays as if it's waiting for the hardware to drain.

This lets apps that rely on their audio callback firing regularly continue
to make progress to function as properly as possible in the face of disaster.
Apps that want to know that the device is really gone and deal with that
scenario can use the new hotplug functionality.
2015-03-19 13:27:10 -04:00
Ryan C. Gordon
75973f81b2 Don't assert if an audio backend reports the same device disconnected twice. 2015-03-19 13:15:28 -04:00
Ryan C. Gordon
7c4b88f2db PulseAudio: Improved multidevice support.
Added capture device enumeration, report human-readable device name, other
cleanups.
2015-03-18 10:29:04 -04:00
Ryan C. Gordon
f9cfd9fa14 Bunch of reworking to how we manage audio devices.
Device enumeration now happens at startup and then is managed exclusively
through hotplugging instead of full redetection. The device name list now has
a unique "handle" associated with each item and SDL will pass this to the
backend so they don't have to figure out how a human readable name maps to
real hardware for a second time.

Other cleanups, fixes, improvements, plus all the audio backends updated to
the new interface...largely untested at this point, though.
2015-03-18 02:01:17 -04:00
Ryan C. Gordon
0e02ce0856 Initial work on audio device hotplug support.
This fills in the core pieces and fully implements it for Mac OS X.

Most other platforms, at the moment, will report a disconnected device if
it fails to write audio, but don't notice if the system's device list changed
at all.
2015-03-16 02:11:39 -04:00
Ryan C. Gordon
338bf5d297 Changed some SDL_memset() calls to SDL_zero(). 2015-03-18 10:09:39 -04:00
Ryan C. Gordon
97ff10c63c Tweaked a couple comments, added some FIXMEs. 2015-03-18 10:09:23 -04:00
David Ludwig
1110f53610 WinRT: updated names, and references-to, various ANGLE/WinRT repositories 2015-03-18 12:03:32 -04:00
Ryan C. Gordon
43674503e1 Patched to compile on C89 compilers. 2015-03-18 10:05:36 -04:00
Ryan C. Gordon
9a83151e9c PulseAudio: Added multiple device support, other cleanups.
Thanks to Dominik Frizel for most of the effort on this!

Fixes Bugzilla #2730.
2015-03-18 09:59:22 -04:00
Ryan C. Gordon
73feb8c042 Fixed a compiler warning. 2015-03-18 00:56:33 -04:00
David Ludwig
522fd82901 WinRT: made OpenGL window-init work with latest round of ANGLE/WinRT updates
Various constants in ANGLE/WinRT, both in MSOpenTech's ms-master branch, and
in Google's branch, were changed again.  This change makes SDL/WinRT work with
them.

To note, the ms-master branch (of ANGLE) was updated via this merge:
bbd2eb0a9c (diff-d1377fbe747de154e1bfcf7221d3de67)
2015-03-17 19:45:47 -04:00
David Ludwig
b12ea75991 WinRT: another ANGLE/OpenGL-initialization, error messaging tweak 2015-03-17 10:25:21 -04:00
David Ludwig
1083ae22e6 WinRT: ANGLE/OpenGLES-initialization, error message improvements 2015-03-17 10:22:36 -04:00
Philipp Wiesemann
5b7ddd534c Updated name of assert type in test program. 2015-03-15 19:25:10 +01:00
Ryan C. Gordon
809b7be27f Cleaning out a silly coding style I used to use.
Changed all the "return (x);" lines to "return x;"
2015-03-13 12:20:17 -04:00
Ryan C. Gordon
3a53258814 Removed an unnecessary #ifdef. 2015-03-13 00:48:30 -04:00
Philipp Wiesemann
da843f6a8d Updated internal documentation comments. 2015-03-11 21:14:21 +01:00
Philipp Wiesemann
060d243f66 Windows: Fixed ignoring return value of internal function.
If the function WIN_ConvertUTF32toUTF8() failed (should currently not be
possible) a not terminated string would have been sent as text input event.

This also fixed converting characters more often than needed on key repetition.
2015-03-06 21:34:10 +01:00
Philipp Wiesemann
8f4c2a8f9c Emscripten: Fixed ignoring return value of internal function.
If the function Emscripten_ConvertUTF32toUTF8() failed (should currently not be
possible) a not terminated string would have been sent as text input event.
2015-03-06 21:29:25 +01:00
Philipp Wiesemann
1686af726e Emscripten: Partially fixed not removing key event callbacks if hint was used.
The key event callbacks were always removed from the same target although it is
possible to set them to different targets using the hint. This is only a partial
fix because it assumes that the hint is not changed to a different value later.
2015-03-06 21:26:37 +01:00
Ryan C. Gordon
483ea8b7b0 Fixed SDL_PRI?64 for 64-bit Linux.
64-bit Linux uses a "long" instead of "long long" for 64-bit ints.

Added a special-case this so SDL_PRI?64 doesn't trigger compiler warnings
when used with SDL's 64-bit datatypes on 64-bit Linux.
2015-03-02 21:36:45 -05:00
Alfred Reynolds
d34d608e59 SDL
- fix crash on OSX when removing a device. If the remove happened due to the CFRunLoopRunInMode call in SDL_SYS_JoystickDetect then we would delete the device right away, before SDL_SYS_JoystickUpdate could clean it up. So move the CFRunLoopRunInMode to after the cleanup logic, preventing this case. This does mean that adds and removes of joysticks now take 1 extra frame to show up.
2015-03-02 11:43:24 -08:00
David Ludwig
d6c4296653 Fixed bug 2868 - SDL_FillRect can crash if surface's clip-rect is out-of-bounds
Thanks to John Skaller for the research into this, and for the fix!
2015-02-22 20:34:08 -05:00
Philipp Wiesemann
8321efba33 Emscripten: Fixed out of range joystick device index after joystick disconnect.
After disconnecting a joystick the remaining kept their original device index.
This was not correct because the device index must be a number between 0 and
SDL_NumJoysticks(). It was fixed with ideas from SDL's joystick implementation
for Android. Some range checks were removed as the caller already checks them.
2015-02-22 23:21:32 +01:00
Philipp Wiesemann
5c43207fad Emscripten: Fixed sending button and motion events for not opened joysticks.
SDL_SYS_JoystickUpdate() was implemented incorrectly. For every call to it all
attached joysticks were checked. But actually only the given SDL_Joystick should
be checked then. This allowed sending broken events for attached but not opened
joysticks. It also checked the opened joysticks more often than actually needed.
2015-02-22 21:00:35 +01:00
Ryan C. Gordon
e4be934f5d Fixed naming conventions in some SDL_assert types, added compat #defines.
Fixes Bugzilla #1997.
2015-02-21 00:33:25 -05:00
Ryan C. Gordon
201868156e Mac OS X: Better way to stop duplicate joystick reports (thanks, Kyungdahm!).
Fixes Bugzilla #2822.
2015-02-19 23:52:10 -05:00
Ryan C. Gordon
33b9d9ad7f Windows: Added a FIXME. 2015-02-19 21:51:13 -05:00
Ryan C. Gordon
674eb55638 Windows: Free the argv we allocated for console_wmain(). 2015-02-19 21:50:40 -05:00
Ryan C. Gordon
e974ccf828 Windows: Added a FIXME. 2015-02-19 21:49:30 -05:00
Ryan C. Gordon
f7c4c3d010 Windows: Make a distinction between ANSI mainline and UTF-8 mainline. 2015-02-19 21:49:15 -05:00
Ryan C. Gordon
e93ee5d7b1 Windows: Support unicode arguments for console applications (thanks, Jorgen!).
Fixes Bugzilla #2864.
2015-02-19 21:44:41 -05:00
Ryan C. Gordon
1b2cb70ca0 Mac OS X: replace some deprecated APIs with modern equivalents (thanks, Alex!).
Fixes Bugzilla #2858.
2015-02-19 19:55:30 -05:00
Edward Rudd
635a369c9d SDL_SetWindowPosition respects display num for SDL_WINDOWPOS_CENTERED_DISPLAY.
This allows for this kind of code in an application:

int monitorID = 1;  // the second monitor!
SDL_SetWindowPosition(sdlWin,
                      SDL_WINDOWPOS_CENTERED_DISPLAY(monitorID),
                      SDL_WINDOWPOS_CENTERED_DISPLAY(monitorID));

Fixes Bugzilla #2849.
2015-02-19 19:40:58 -05:00
Edward Rudd
b88ca1b4a6 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here.  Not 5 or 10 depending on the architecture.

More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
2015-02-10 16:28:56 -05:00
Alex Szpakowski
66867e654c Merged default into iOS-improvements 2015-01-24 23:58:07 -04:00
Alex Szpakowski
3e17fbee7e Fixed the extended launch screen causing minor visual issues when rotating the screen in some circumstances. 2015-01-24 23:53:41 -04:00
Philipp Wiesemann
a26a4e9ee2 Fixed bug 2816 - [patch] Android: Expose screen refresh rate
Jonas Kulla

Display::getRefreshRate() is available on all API levels.
2015-01-23 20:29:08 +01:00
Ryan C. Gordon
f15d13d6ef CMake: Removed unused variable (thanks, Felix!).
"MACOSX_COREAUDIO" is actually an internal #define set up elsewhere, and
this CMake var is never exported past the CMake script anyhow.

Partially fixes Bugzilla #2807.
2015-01-18 02:50:14 -05:00
Felix H. Dahlke
c4275f95ce Fixed bug 2807 - Not using CoreAudio on OS X when built via CMake 2015-01-17 04:36:15 +01:00
Philipp Wiesemann
2b53ffc77c Fixed wrong documentation in joystick implementation source. 2015-01-16 23:07:10 +01:00
Philipp Wiesemann
4b3f0d6ddb Fixed two warnings about initialized but unused local variables in tests. 2015-01-16 23:03:14 +01:00
Alex Szpakowski
ea5d1a8a3f Merged default into iOS-improvements 2015-01-15 01:15:24 -04:00
Alex Szpakowski
01bfc2158a Several improvements to the iOS backend:
- Added new custom launch screen code. It uses the launch screen nib when available on iOS 8+, the launch images dictionary if the launch screen nib isn't available, and the old standard image names if the launch image dictionary isn't in the plist.
The launch screen is now hidden during the first call to SDL_PumpEvents rather than SDL_CreateWindow so apps can have the launch screen still visible if they do time-consuming loading after creating their window. It also fades out in roughly the same way as the system launch screen behavior.
It can be disabled by setting the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h to 0.

- A blank UIView is now created and displayed when the window is first created. The old behavior was to defer creating any view until SDL_GL_CreateContext, which prevented rotation, touch events, and other windowing-related things from working until then. This also makes it easier to use SDL_GetWindowWMInfo after creating a window.

- Moved the keyboard and animation callback code from SDL's UIView subclasses to its UIViewController subclass, which lets them work properly in all cases when a SDL window is valid, even before SDL_GL_CreateContext is called and after SDL_GL_DeleteContext is called.

- SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext are more robust.

- Fixed some edge cases where SDL windows weren't rotating properly or their reported sizes were out of sync with their actual sizes.

- Removed all calls to [UIApplication setStatusBarOrientation:]. It doesn't seem to work as expected in all cases in recent iOS versions.

- Some code style cleanup.
2015-01-15 01:06:14 -04:00
Philipp Wiesemann
775a5aa554 Added and fixed doxygen markup in header file. 2015-01-12 23:20:52 +01:00
Arne Janbu
aefcd86dea Fix build on Linux when wayland is enabled
Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2838
2015-01-10 13:47:37 +01:00
Ryan C. Gordon
b7f6da0629 Some corrections to the SDL2.spec.in (thanks, Simone!).
Fixes Bugzilla #2809.
2015-02-19 13:42:56 -05:00
Ryan C. Gordon
a309755961 Remove unnecessary parentheses and an unnecessary free() of a NULL pointer.
(Thanks, Simon!)

Fixes Bugzilla #2881.
2015-02-19 13:11:19 -05:00
Ryan C. Gordon
80ba854749 Corrected documentation about triggers values in SDL_GameControllerGetAxis().
Fixes Bugzilla #2319.
2015-02-18 16:25:15 -05:00
Ryan C. Gordon
8751b956f1 We maintain the list of platforms on the wiki now.
Also, I don't really want people emailing community members directly with
problems, so I'm removing their email addresses.

Fixes Bugzilla #2304.
2015-02-18 16:17:53 -05:00
Philipp Wiesemann
6dda14c0d8 Emscripten: Fixed receiving joystick events after failed init or subsystem quit.
The callbacks used to receive the HTML events were not removed if the joystick
subsystem initialization failed or if the joystick subsystem was quit. Also, the
already connected joysticks were not deleted if the initialization failed later.
2015-02-18 21:34:07 +01:00
Philipp Wiesemann
f9adb453dd Removed redundant include statements from test programs.
The needed header files are already included with SDL.h. Still including them in
the test programs is confusing because it somehow suggests they would be needed.
2015-02-18 21:31:21 +01:00
Ryan C. Gordon
f75d6c0915 X11: Don't create a window and GL context to look up the glX extension string.
It's not necessary.
2015-02-17 23:00:46 -05:00
Ryan C. Gordon
f0c061d141 glX HasExtension(): check for NULL ext string first.
It's slightly faster than failing later, after a strchr() call, since this
will get called multiple times with a NULL string if the system totally
fails elsewhere.
2015-02-17 22:59:56 -05:00
Philipp Wiesemann
052720f7d5 Emscripten: Removed unused internal function. 2015-02-15 21:47:10 +01:00
Philipp Wiesemann
bd2d014645 Emscripten: Changed return type of callback implementations from int to EM_BOOL.
The prototypes are declared with EM_BOOL (which is currently an int) in html5.h.
2015-02-15 21:44:36 +01:00
David Ludwig
8a700d4db2 WinRT: a minor, nit-picky cleanup of some OpenGL code 2015-02-15 12:11:44 -05:00
David Ludwig
5ad34f7a79 WinRT: improved OpenGL ES compatibility on WinPhone/ARM and Surface RT
This change integrates initialization settings for ANGLE/WinRT, as suggested in
MSOpenTech's latest ANGLE template-projects (for MSVC).

This should fix some OpenGL initialization issues on WinPhone 8.1 on ARM, and
on the 1st-generation Surface RT.
2015-02-15 11:53:24 -05:00
Philipp Wiesemann
ec2df6490e Fixed crash if using clipboard functions without having initialized video. 2015-02-15 11:35:07 +01:00
Philipp Wiesemann
cec3efe627 Fixed compile warning about unused variable in wave test program. 2015-02-15 11:33:39 +01:00
David Ludwig
df3299627d WinRT: fixed crash when using up-to-date versions of ANGLE/WinRT 2015-02-15 00:08:27 -05:00
Philipp Wiesemann
2ef8b1a76f Emscripten: Fixed sending SDL_JOYDEVICEADDED events with an index out of range.
SDL_JOYDEVICEADDED events must contain the device index which is a value between
0 and the number of connected joysticks. The old implementation included a value
based on the instance id instead. It worked in some cases because the values are
similar initially. But after disconnecting joysticks this is no more the case
and the always increasing instance id becomes larger than number of joysticks.
2015-02-14 15:22:04 +01:00
Philipp Wiesemann
3941848838 Emscripten: Deactivated and corrected debug log messages on joystick events. 2015-02-14 15:16:41 +01:00
Philipp Wiesemann
6abd242b93 Emscripten: Fixed throwing JavaScript exception if no audio context available.
Handling the error in C provides the possibility to just continue without audio.
2015-02-14 00:16:27 +01:00
Philipp Wiesemann
c5179c6acf Emscripten: Fixed not including SDL_internal.h. 2015-02-14 00:13:00 +01:00
Philipp Wiesemann
697c5c5758 Emscripten: Fixed framebuffer error message. 2015-02-14 00:10:58 +01:00
Philipp Wiesemann
2bb73d170c Emscripten: Fixed SDL_GetPlatform() returning "Unknown" instead of "Emscripten". 2015-02-14 00:08:48 +01:00
Philipp Wiesemann
d1932834e2 Fixed test programs for joystick not exiting on events after first disconnect.
Exit was broken since the main loop extraction needed for Emscripten support
because the former local but now global variables were not reset correctly.
2015-02-12 21:40:53 +01:00
Ryan C. Gordon
7fd15e7e2c X11: Set dialog hint on message boxes (thanks, Melker!).
This helps the window manager do the right thing with these windows.
2015-02-11 01:48:52 -05:00
Philipp Wiesemann
39c41bb952 Fixed bug 2873 - Joystick test won't reload after reattach
lectem

-plug in the joystick
-start testjoystick 0
-unplug
-replug

The joystick is detected but doesn't enter the loop anymore since done==SDL_TRUE
2015-02-10 20:40:03 +01:00
Philipp Wiesemann
bd61c276fa Fixed compiling test with older C. 2015-02-10 20:31:05 +01:00
Philipp Wiesemann
e3f9bf3378 Fixed two inconsistencies on failed allocation. 2015-02-08 22:50:16 +01:00
David Ludwig
78f3a80cf2 WinRT: made note that VSync is always enabled on WinPhone, due to OS
Windows Phone does not appear to allow VSync to be turned off.  Doing so appears
to either result in content not getting drawn (when the D3D debug runtime is
turned off), or forcing VSync back on and logging an error (when the D3D debug
runtime is turned on).

VSync had been getting turned on anyways, this change just notes such:
- via the WinRT README
- by always setting the SDL_RENDERER_PRESENTVSYNC flag when creating an
  SDL_Renderer on Windows Phone
2015-02-08 15:44:15 -05:00
Philipp Wiesemann
fe586d077f Fixed three memory leaks on failed allocation. 2015-02-08 21:25:37 +01:00
Philipp Wiesemann
c17a5b1177 Fixed bug 2866 - testrelative.c: patch to make the orange box wrap around
Eric Wasylishen

Here's a patch to make the 'testrelative' demo program more useful: it just makes the orange rectangle wrap around. Previously, the orange cursor would just disappear off screen if you move the mouse a lot in one direction, so it was hard to tell if relative mouse mode was still working.
2015-02-07 22:40:36 +01:00
Philipp Wiesemann
60329e6a1e Added missing guards. 2015-02-03 21:22:25 +01:00
Ryan C. Gordon
56edbb4062 X11: Add events related to maximizing a window (thanks, Andrei and Gergely!).
Fixes Bugzilla #1447.
2015-02-02 01:21:02 -05:00
Ryan C. Gordon
ece8d2bb05 X11: Fixes for OpenGL 3.0 and later context creation.
- Don't create a temporary context first; this was probably due to Windows
needing one to get the address of wglCreateContextAttribsARB(), but that's
a unique quirk of WGL, and doesn't apply to glX. The glX spec explicitly says
you have to get a function pointer that works with any context from
glXGetProcAddress(), including when no context exists.

- Properly check for the GLX_ARB_create_context instead of just looking for a
non-NULL glXCreateContextAttribsARB()...some implementations, like Mesa,
never return NULL for function lookups (Mesa returns pointers into a jump
table that is filled out when the GL is initialized; since you can look up
functions before you have a valid context, it can't definitely say a function
isn't valid at that point).
2015-02-02 01:05:41 -05:00
Philipp Wiesemann
86f87bf755 Added missing guards in implementation for PSP.
Thanks to Martin Gerhardy for pointing this out.
2015-01-31 22:45:54 +01:00
Philipp Wiesemann
d036ad84ae Added missing include statements in implementation for PSP.
SDL_internal.h should be included to support dynamic API and fix warnings.
2015-01-31 22:43:05 +01:00
Philipp Wiesemann
43500a78b8 Fixed comment in implementation for NaCl. 2015-01-31 21:06:37 +01:00
Philipp Wiesemann
f4b7cf6e81 Fixed including SDL_config.h in implementation for Android.
SDL_internal.h should be included to support dynamic API.
2015-01-31 21:02:56 +01:00
Philipp Wiesemann
7384f147f8 Fixed names in implementation for PSP. 2015-01-31 10:33:48 +01:00
Philipp Wiesemann
7815393b2e Fixed wrong comment in implementation for Android. 2015-01-31 10:32:45 +01:00
Philipp Wiesemann
0781b5f9ee Fix typos in header file documentation comments. 2015-01-30 23:20:15 +01:00
Philipp Wiesemann
f1a56cd565 Changed static variable to local variable in implementation for Android. 2015-01-30 23:18:14 +01:00
Sam Lantinga
a725806662 Fixed game controller hotplug support for some embedded Linux devices
When guessing the device class, it ends up being 0 for devices that have been removed (because the device node no longer exists)
2015-01-29 13:33:53 -08:00
Sam Lantinga
0874eb9713 Add binding layout for Xbone pad. 2015-01-29 13:33:20 -08:00
Ryan C. Gordon
203ea98173 X11: Don't delay delivery of focus events unless we just changed vidmodes.
Normally there's a 200 millisecond delay on all focus events in case there
was a vidmode change, now we note the last vidmode change and only impose this
delay if a change happened extremely recently.

Thanks to Epic Games for reporting this issue.
2015-01-26 17:46:39 -05:00
Philipp Wiesemann
34a5c70cf9 Fixed recently broken configure script for FreeBSD.
Found by buildbot.
2015-01-26 22:27:27 +01:00
Philipp Wiesemann
f64e6742bc Fixed memory leak in video quit implementation for Android. 2015-01-26 22:12:38 +01:00
Philipp Wiesemann
60f50c70a7 Updated a README. 2015-01-26 22:02:53 +01:00
Philipp Wiesemann
b48e54aafe Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla

The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.

I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
2015-01-26 22:00:29 +01:00
Philipp Wiesemann
86c5c3f219 Replaced include of SDL_types.h with SDL_stdinc.h in internal header file.
SDL_types.h is deprecated and currently only includes SDL_stdinc.h itself.
2015-01-08 21:45:46 +01:00
Ryan C. Gordon
a823982e02 Clang static analysis builds should use C runtime directly.
This is a little macro magic to use malloc() directly instead of SDL_malloc(),
 etc, so static analysis tests that know about the C runtime can function
 properly, and understand that we are dealing with heap allocations, etc.

This changed our static analysis report from 5 outstanding bugs to 30.

5x as many bugs were hidden by SDL_malloc() not being recognized as malloc()
 by the static analyzer!
2015-01-05 01:41:42 -05:00
Ryan C. Gordon
2a1e422375 Dynamic API: don't leak if a library loaded but didn't have the entry point. 2015-01-05 01:07:36 -05:00
Philipp Wiesemann
f5fa9a59d0 Removed unused enumeration and constant from internal header file. 2014-12-31 21:00:32 +01:00
Philipp Wiesemann
3cfe0abe7b Fixed copyright date. 2014-12-28 22:10:24 +01:00
Philipp Wiesemann
69f18b6268 Linked README-emscripten.md in README.md and added markdown formatting. 2014-12-28 22:02:17 +01:00
Philipp Wiesemann
3e8040f300 Renamed README-emscripten.txt to README-emscripten.md. 2014-12-28 22:00:24 +01:00
Ryan C. Gordon
16f3cbfc02 Cleaned up some compiler warnings. 2014-12-26 23:16:54 -05:00
Ryan C. Gordon
f5bbbe417d GLES2: Only use VBOs for Emscripten (for now).
This is causing a regression on actual iOS hardware, which we should revisit
 after 2.0.4 ships.
2014-12-26 22:30:19 -05:00
Philipp Wiesemann
d8c60342cc Added three missing checks for return values of SDL_calloc(). 2014-12-26 20:11:28 +01:00
David Ludwig
bbaaa77751 WinRT: hiding SDL_WinRTRunApp's XAML functionality, until it's ready for use
SDL_WinRTRunApp() is used on WinRT to launch a main(int, char **)-style
function.  It has optional, and experimental support for launching content
inside a XAML control, backed by a main() function running on a separate thread.
This is provided via it's 2nd parameter, which can be a pointer to a XAML
control.  (If NULL, XAML support will not be used.)

This change renames the experimental feature's parameter (to SDL_WinRTRunApp())
as "reserved", until such time as the functionality is ready for use.  It will
likely be renamed again in the future, when running SDL on top of a XAML control
via a separate thread, becomes reasonably usable.
2014-12-24 11:33:42 -05:00
Philipp Wiesemann
31832d2a58 Removed missing test program from Makefile. 2014-12-25 22:47:04 +01:00
Philipp Wiesemann
f4dcc24698 Changed Emscripten entry in gamecontroller database to allow sorting by script. 2014-12-25 22:43:17 +01:00
Philipp Wiesemann
22855927ce Removed unnecessary call to SDL_free(). 2014-12-25 22:08:48 +01:00
Philipp Wiesemann
2cde19c635 Fixed typos in a README. 2014-12-25 22:07:15 +01:00
Philipp Wiesemann
80d19b7ee3 Fixed typo in header file documentation comment. 2014-12-25 22:05:48 +01:00
Philipp Wiesemann
79b3221b0e Fixed compile warnings about unused variables.
Found by buildbot.
2014-12-25 22:03:07 +01:00
Philipp Wiesemann
97e876671b Fixed compile errors in example programs. 2014-12-25 21:42:56 +01:00
Ryan C. Gordon
e8467cbca9 Maybe actually patched to compile this time? 2014-12-24 22:22:35 -05:00
Ryan C. Gordon
629c13fbf1 Actually fix Unix scripts this time. :) 2014-12-24 13:23:48 -05:00
Ryan C. Gordon
9c38244f5d Really patched to compile this time? 2014-12-24 13:21:28 -05:00
Ryan C. Gordon
9f111ce4b9 Patched to compile. 2014-12-24 13:16:27 -05:00
Ryan C. Gordon
208636828d I don't know if Unix scripts are useful at all on Emscripten, but fix them up. 2014-12-24 13:13:19 -05:00
Ryan C. Gordon
fc40516744 A little more work on the Emscripten buildbot script.
Should upload tarballs now, etc.
2014-12-24 13:03:20 -05:00
Ryan C. Gordon
f4bd828af5 Added buildbot script for Emscripten port. 2014-12-24 12:49:35 -05:00
Ryan C. Gordon
eab2433f6d Maybe patched to compile on Windows for real now? 2014-12-24 02:12:16 -05:00
Ryan C. Gordon
b0ebfabf33 Patched to compile on Windows. 2014-12-24 02:06:38 -05:00
Ryan C. Gordon
707c11f64f Patched to compile on non-Emscripten targets. 2014-12-24 02:01:12 -05:00
David Ludwig
a6df21cd00 Partial fix for bug 2726 - Win32 'mouse' events not applying 'SDL_TOUCH_MOUSEID'
This is a Win32-specific fix for bug 2726.  A WinRT fix for this bug was applied
separately, via https://hg.libsdl.org/SDL/rev/91f56dcad879

This fix applies SDL_TOUCH_MOUSEID to 'mouse' events coming from touch devices,
but only when relative-mouse-mode is turned OFF.  This bug is still present
when relative-mouse-mode is ON, however Microsoft does not provide documentation
on whether or not those input events (which come from WM_INPUT) can be
identified as touch-specific or not.  Unofficially, that data might be available
(via GetMessageExtraInfo()), however this patch only uses MS-documented APIs.
2014-12-20 11:45:39 -05:00
Sam Lantinga
719bb6fcee Fixed X11 build, added code to print initial modifiers to checkkeys 2015-05-28 09:52:48 -07:00
Sam Lantinga
0694baf260 Fixed bug 2736 - X11 doesn't set KMOD_NUM and KMOD_CAPS to system state
Zack Middleton

Using X11 (on Debian Wheezy), SDL_GetModState() & KMOD_NUM and KMOD_CAPS are not set to system state (numlock/capslock LEDs). Pressing numlock or capslock toggles the mod state, though if num/caps lock is enabled before starting the program it's still reversed from system state. This makes getting KMOD_NUM and KMOD_CAPS in programs unreliable. This can be seen using the checkkeys test program.

The function that appears to have handle this in SDL 1.2 is X11_SetKeyboardState. The function call is commented out with "FIXME:" in SDL 2.

Using Windows backend through WINE; on first key press if numlock and/or capslock is enabled on system, numlock/capslock SDL_SendKeyboardKey is run and toggles KMOD_NUM/KMOD_CAPS to the correct state. On X11 this does not happen.

The attached patch makes X11 backend set keyboard state on window focus if no window was previously focused. It sets all keys to system up/down state and toggles KMOD_NUM/KMOD_CAPS via SDL_SendKeyboardKey to match system if needed. The patch is based on SDL 1.2's X11_SetKeyboardState.
2015-05-28 09:33:47 -07:00
Sam Lantinga
779d403563 Fixed Windows build 2015-05-28 08:51:59 -07:00
Sam Lantinga
0669a224f5 Fixed bug 2860 - SetProp must be paired with RemoveProp especially for properties added to external windows
Coriiander

Upon creating a window, a window property is added to it through the Win32-function "SetProp". This is done in the SDL-function "SetupWindowData" in file "src\video\windows\SDL_windowswindow.c".

Whenever you call "SetProp" to add a property to a Win32-window, you should also call the Win32-function "RemoveProp" to remove it before destroying that Win32-window.

While you might think that it's ok and that Windows will clean up nicely itself, it is not ok. It is against all Win32-API guidelines and is mostlikely a leak. Especially on external windows (CreateWindowFrom) you want to have things done right, not messy and leaky, affecting some other module. Even if SDL gets shutdown entirely that external window will now forever still have the "SDL_WindowData" prop attached to it.
2015-05-28 08:41:07 -07:00
Ryan C. Gordon
84ce000670 I think this will be the time... 2015-05-28 01:27:24 -04:00
Ryan C. Gordon
7964f3adb2 Still trying to get this to compile... 2015-05-28 01:22:14 -04:00
Ryan C. Gordon
cae4fd7fb2 More patching to compile... 2015-05-28 01:16:55 -04:00
Ryan C. Gordon
e90f87bab0 Another attempt to get this to compile. 2015-05-28 01:08:33 -04:00
Ryan C. Gordon
4add16943e Patched to compile on MingW.
(I think!)
2015-05-28 01:02:03 -04:00
Ryan C. Gordon
58447b24c1 Move tests from SDL_config higher up in Windows joystick/haptic code.
Fixes Bugzilla #2932.
2015-05-28 00:54:52 -04:00
Ryan C. Gordon
2a75782553 X11: Add Xdbe support to message boxes (thanks, Melker!).
Without this, message boxes with a lot of text will noticibly flicker as
you mouse over buttons.

Fixes Bugzilla #2343.
2015-05-28 00:30:21 -04:00
Ryan C. Gordon
bea1854cac Patched to compile on C89 compilers. 2015-05-27 19:00:56 -04:00
Ryan C. Gordon
9c343681c4 Wayland: Avoid NULL dereference after window destruction (thanks, "x414e54"!).
Fixes Bugzilla #2934.
2015-05-27 18:54:06 -04:00
Sam Lantinga
7f17e0ab9e Fixed detecting PS4 wired controller on Windows 2015-05-27 10:29:43 -07:00
Ryan C. Gordon
80cfccbf8d Back out changeset b80349dd6d40.
This change didn't do what I thought it did, sorry.
2015-05-26 22:57:42 -04:00
Ryan C. Gordon
c69a559239 X11: generate clipboard update events (thanks, "chw"!).
Partially fixes Bugzilla #2266.
2015-05-26 21:29:45 -04:00
Ryan C. Gordon
059a030716 Uh, yeah, it helps to press "Save" before committing... 2015-05-26 21:30:41 -04:00
Ryan C. Gordon
cc493d7195 X11: use XA_STRING for text SDL puts on the clipboard (thanks, "chw"!).
Partially fixes Bugzilla #2266.
2015-05-26 21:26:27 -04:00
Ryan C. Gordon
baea64e642 Stack hint should look for 0, not -1, and not care about environment variables. 2015-05-26 21:19:23 -04:00
Ryan C. Gordon
a8fa7bd1f7 Added a hint to specify new thread stack size (thanks, Gabriel!).
Fixes Bugzilla #2019.

(we'll do a better fix when we break the API in SDL 2.1.)
2015-05-26 21:13:27 -04:00
Ryan C. Gordon
bcdc63a38b Properly report DX headers in the CMake project files (thanks, "MailMr_S"!).
Fixes Bugzilla #2900.
2015-05-26 21:09:48 -04:00
Alex Baines
dae40bff0d [IBus] Only register interest in messages sent to our input context. 2015-02-27 21:17:29 +00:00
Alex Baines
42d9cf6978 [ibus] Send an empty TextEditing event when the text is cleared by pressing backspace. 2015-02-01 21:08:54 +00:00
Ryan C. Gordon
21d0cdedb3 Added some unknown keys from Japanese 106/109 keyboards (thanks, "ver0hiro"!).
This adds them for Windows and X11.

Fixes Bugzilla #2820.
2015-05-26 20:55:03 -04:00
Alex Szpakowski
262e8ef3f0 Mac: Send a window resize event when the window's backing scale factor changes.
The backing scale factor can change when the window moves between retina and non-retina displays.

The only other way to detect such a change is to compare the output of SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize every frame, which is less than desirable, especially since the necessary app logic is likely already being executed when a window resize event is received.
2015-05-26 21:51:47 -03:00
Ryan C. Gordon
be89fa09ef Reset the keyboard state when launching a message box (thanks, Sean!).
Otherwise, pressed keys get stuck.

Fixes Bugzilla #2776.
2015-05-26 20:49:27 -04:00
Ryan C. Gordon
41908548b9 Windows: Alt-F4 hotkey should be checked on keydown, not keyup (thanks, Matt!).
Fixes Bugzilla #2780.
2015-05-26 20:40:00 -04:00
Ryan C. Gordon
72a244da41 Android: Added basic drop file support (thanks, "noxalus"!).
This lets SDL-based apps respond to "Open With" commands properly, as they
can now obtain the requested path via a standard SDL dropfile event.

This is only checked on startup, so apps don't get drop events at any other
time, even if Android supports that, but this is still a definite
improvement.

Fixes Bugzilla #2762.
2015-05-26 20:36:45 -04:00
Alex Baines
ae6555dff8 Pump IBus events after X events. 2015-05-26 20:22:14 -04:00
Ryan C. Gordon
46f758aebb Fix a libtool issue with some mingw-w64 cross compilers (thanks, Ozkan!).
http://debbugs.gnu.org/cgi/bugreport.cgi?bug=15321
http://git.savannah.gnu.org/gitweb/?p=libtool.git;a=commit;h=0ebb734910bf56186dd0c0e84b1c8be507bad336

Fixes Bugzilla #2722.
2015-05-26 19:54:06 -04:00
Alex Szpakowski
a4f0daedae EGL: OpenGL ES 3.0 contexts can now be created without the EGL_KHR_create_context extension.
Fixes bugzilla #2994.
2015-05-26 19:34:56 -03:00
Ryan C. Gordon
d5a578531b Drop out of SDL_UpdateTexture() early if the rectangle is zero pixels.
Hopefully makes static analysis happy about a zero-byte malloc elsewhere.
2015-05-26 16:42:36 -04:00
Ryan C. Gordon
2e2b84fb32 Some setups need _GNU_SOURCE to make LLONG_MAX available (thanks, Ozkan!).
Fixes Bugzilla #2721.
2015-05-26 16:31:11 -04:00
Ryan C. Gordon
a21672c893 Fix fallback define for DECLSPEC for non-Windows platforms.
Looks like it was a copy/paste error?

GCC doesn't support visibility attributes until gcc4, so just make it blank.

Fixes Bugzilla #2720.
2015-05-26 16:25:22 -04:00
Ryan C. Gordon
59f69f6317 Whoops, fix the static analysis fix. 2015-05-26 16:14:25 -04:00
Ryan C. Gordon
d1980b93fb Mac: Fix compiler warning when building with a min target >= 10.6. 2015-05-26 12:52:28 -04:00
Ryan C. Gordon
37f4eb5379 Darwin haptic: Fixed a static analysis warning if axes==0. 2015-05-26 12:47:03 -04:00
Ryan C. Gordon
f99d6e1df8 Linux joystick: Look at entire axis namespace for controls (thanks, "spaz16"!).
This apparently has fallout: the PS4 (and maybe PS3?) controllers apparently
report some bogus axes, but it won't change the axes we currently expect, and
thus the game controller config string is still stable.

Fixes Bugzilla #2719.
2015-05-26 12:03:51 -04:00
Sam Lantinga
523064592a Fixed bug 2869 - Controllers connected on launch are reported twice.
Since all device detection/removal happens on the main thread now, post events inline with when the status changes occur.
Also fixed rare cases when joystick API functions could return data about removed joysticks when called with a device index.
2015-05-26 08:52:02 -07:00
Ryan C. Gordon
80916e01f3 Cocoa: Fixed relative mouse mode when app loses/regains focus (thanks, Eric!).
Fixes Bugzilla #2718.
2015-05-26 11:38:04 -04:00
Ryan C. Gordon
d074a532e2 Make dot easier to see in testrelative. 2015-05-26 11:32:06 -04:00
Ryan C. Gordon
a2c28ec188 Updated configure script. 2015-05-26 11:13:51 -04:00
Ryan C. Gordon
903d0f730d Removed -XCCLinker from MingW command line (thanks, Fredrik!).
Fixes Bugzilla #2707.
2015-05-26 11:12:28 -04:00
Ryan C. Gordon
b11b3493b9 Windows: don't beep on Alt-* key combos (Thanks, historic_bruno!).
Fixes Bugzilla 2669.
2015-05-26 11:08:30 -04:00
Ryan C. Gordon
bb437f0233 Cocoa: report SDL_WINDOWEVENT_EXPOSED events to the app (thanks, David!).
Fixes Bugzilla #2644.
2015-05-26 11:01:19 -04:00
Ryan C. Gordon
22704ac2df Cocoa: don't fail outright if we see an unknown display format.
Just treat it as ARGB8888.
2015-05-26 09:55:41 -04:00
Ryan C. Gordon
aba4d78384 Don't look for (and fail without) glGetIntegerv() until we need to.
Fixes Bugzilla #2615.
2015-05-26 10:25:15 -04:00
Sam Lantinga
13487426dd Fixed bug 1392 - Debian patch: do not propagate -lpthread 2015-05-26 06:32:19 -07:00
Sam Lantinga
2c4a6ea0a2 Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Sam Lantinga
c133c8c8a5 Script from Sylvain to automate updating the copyright year 2015-05-26 06:27:12 -07:00
Sam Lantinga
d88b6738f0 Fixed bug 2989 - Memory loss in clipboard_testClipboardTextFunctions 2015-05-26 06:16:43 -07:00
Sam Lantinga
507157abdb Wait for devices to finish initializing when inserted, before using them. Fixes hotplug issue with XBox 360 game controller. 2015-05-25 16:22:09 -07:00
Sam Lantinga
b0c5e201f8 Added support for Razer Serval Bluetooth mode 2015-05-25 14:52:41 -07:00
Victor Luchits
afc97cbd5d Fix duplicate raw mouse events with XInput2
Make XGrabPointer calls in X11_SetWindowGrab and X11_CaptureMouse
consistent by passing False to owner_mask along with proper event_mask.
2015-05-14 14:40:56 +03:00
Sam Lantinga
447194987c Sign any subframeworks - not needed for SDL proper, but included for consistency with other projects 2015-05-23 09:33:20 -07:00
Philipp Wiesemann
1968ff0471 Android: Fixed touch pressure being out of range.
According to the documentation of Android's MotionEvent, the getPressure() may
return values higher than 1 on some devices. To prevent passing such values into
SDL they are now corrected to 1 in Java before the JNI call (where it is assumed
to be correct).

Currently SDL only sends SDL_FINGERMOTION events if the touch state (position or
pressure) changed. By correcting pressure down to 1 some events may get dropped
in the rare case that only the pressure was changed but was out of range and the
position did not change.
2015-05-22 22:34:08 +02:00
Philipp Wiesemann
4f00dda95d Removed redundant NULL check in test program. 2015-05-21 21:27:53 +02:00
Philipp Wiesemann
b00214c3d6 Changed clean-up order in test program. 2015-05-21 21:25:32 +02:00
Philipp Wiesemann
39d27a6380 Fixed undefined key access in test program. 2015-05-21 21:25:14 +02:00
Sam Lantinga
6365381422 Added game controller support for the Razer Serval 2015-05-20 16:28:21 -07:00
Philipp Wiesemann
2c4ad51d44 Added missing loop cancel for Emscripten in test programs. 2015-05-18 21:21:14 +02:00
Philipp Wiesemann
ac10a2f29d Fixed compiling test program with Emscripten. 2015-05-18 21:17:13 +02:00
Philipp Wiesemann
1ed86d2211 Fixed handling only one event per frame in test program. 2015-05-18 21:12:16 +02:00
Alex Szpakowski
fcee3e734d Code style cleanup in the GLES and GLES2 render backends. 2015-05-16 17:35:36 -03:00
Alex Szpakowski
240a3fbffe iOS: Added support for SDL_DisableScreenSaver and SDL_EnableScreenSaver. 2015-05-16 16:55:56 -03:00
Philipp Wiesemann
f7ac02010f Android: Replaced logging tag strings with constant. 2015-05-16 21:15:59 +02:00
Philipp Wiesemann
a54d038b64 Emscripten: Fixed wrong source comment and updated web link. 2015-05-16 21:15:27 +02:00
Alex Szpakowski
d57b973518 Mac: Use CoreFoundation headers instead of Carbon headers, in GetPowerInfo code. 2015-05-16 12:05:42 -03:00
Sam Lantinga
1c6ea0f226 Added a userdata parameter to SDL_SetWindowsMessageHook() 2015-05-13 22:39:32 -07:00
Sam Lantinga
b2be9253e3 Fixed Mac and Linux builds 2015-05-13 22:39:27 -07:00
Sam Lantinga
7de242e72c Added SDL_SetWindowsMessageHook() to facilitate full IME support on Windows 2015-05-13 22:39:20 -07:00
Sam Lantinga
094c4a160f Added generic xinput fallback for XBox compatible controllers on Linux 2015-05-13 22:37:26 -07:00
Alex Szpakowski
f1a7c00d06 Refactored SDL_EGL_CreateContext: It now supports context flags and OpenGL ES 3+ contexts, and its behavior more closely matches the GLX and WGL context creation code.
Improved the code style consistency of SDL_egl.c.

Fixes bugzilla #2865.
2015-05-11 21:03:36 -03:00
Philipp Wiesemann
5919a859b4 Android: Fixed empty parameter list in signatures of internal functions. 2015-05-09 22:42:23 +02:00
Philipp Wiesemann
6e4e9ceb44 Fixed SDL_TouchFingerEvent documentation in header file. 2015-05-08 21:53:02 +02:00
Philipp Wiesemann
8f4bcc7274 Android: Replaced spaces with tab in Android.mk file. 2015-05-06 21:11:06 +02:00
Philipp Wiesemann
3f51758ec5 Emscripten: Fixed touch coordinates not being normalized. 2015-05-06 21:10:48 +02:00
Philipp Wiesemann
5715097a0c Fixed implicit function declaration in test program. 2015-05-06 21:09:33 +02:00
Alex Szpakowski
ac27b511bf Fixed SDL_GL_GetAttribute queries for framebuffer component sizes in Core Profile OpenGL contexts.
Fixes bugzilla #2060.
2015-05-06 12:54:51 -03:00
Alex Szpakowski
c4fe8c80c8 Fixed building the iOS Demo files in debug mode 2015-05-06 12:42:14 -03:00
Alex Szpakowski
4fc4026660 Replaced all remaining uses of NSAutoreleasePool with @autoreleasepool blocks (bugzilla #2680.) 2015-05-05 19:01:55 -03:00
Alex Szpakowski
6c20b68257 Fixed a warning when SDL_syswm.h is included in code compiled for iOS with clang. 2015-05-05 16:24:05 -03:00
Alex Szpakowski
d1372bb92c Fixed the window offset on iOS when resuming an app with a borderless or fullscreen window that has the on-screen keyboard visible. 2015-05-05 16:20:11 -03:00
Alex Szpakowski
d603bb30e6 Fixed a crash on iOS when none of the orientations in Info.plist match the SDL window's actual orientation.
Fixes bug #2967.
2015-05-05 16:16:10 -03:00
Sam Lantinga
74d83ead35 Fixed bug 2976 - Fix RGBA<->RGBA blit that was broken with the optimization from Bug 11
id.zeta

The optimization from Bug 11 added a code branch on cases where the source RGB masks match the destination RGB masks and a optimized blit function Blit4to4MaskAlpha that always overrides the source alpha info would be chosen. Unfortunately, the branch also errorneously took over the RGBA<->RGBA blitting cases where the source alpha info should be copied, while they would instead get overriden in Blit4to4MaskAlpha.

The attached patch fixes that by handling the RGBA<->RGBA cases correctly in that branch with the original BlitNtoNCopyAlpha as well as uses an optimized Blit4to4CopyAlpha along the same vein.
2015-05-04 21:47:40 -07:00
Ryan C. Gordon
589c46dd65 X11: send keypress events before textinput events. 2015-05-01 01:20:28 -04:00
Ryan C. Gordon
0045e2e622 checkkeys: report SDL_TEXTEDITING events. 2015-05-01 01:19:00 -04:00
Ryan C. Gordon
423262789b checkkeys: Readded the KEYUP event test. 2015-05-01 01:12:48 -04:00
Philipp Wiesemann
9979bab20b Android: Deactivated debug log messages on joystick device events. 2015-04-30 21:45:29 +02:00
Dimitris Zenios
d9d1a1b980 X11: Use our own cut-buffer for intermediate clipboard storage.
XA_CUTBUFFER0 is not defined for holding UTF8 strings.
2015-04-26 13:53:46 +03:00
Sam Lantinga
93bd476de9 Moved code signature step to after the framework build step is complete, and don't hardcode the codesign identity 2015-04-26 20:46:07 -07:00
Sam Lantinga
931f6e4ee5 Turn off code signing by default
Code signature can be added after build with the following command line:
codesign --force --sign 76BB5ACAC44CA5EFA5F879434D157B81DA842CFB SDL2.framework/Versions/A
2015-04-26 20:21:06 -07:00
Sam Lantinga
43692a0021 Updated project and added code signing for release builds 2015-04-26 15:47:40 -07:00
Ryan C. Gordon
5c09bf73b2 Only check for Linux-specific input APIs on Linux targets (thanks, Marcus!).
This is only for the configure script. The CMake project files already make
this Linux-exclusive.

Fixes Bugzilla #2659.
2015-04-25 20:49:26 -04:00
Reto Schneider
e5f9c347ef Remove trailing spaces in Android source code. 2015-04-08 12:14:36 +02:00
Ryan C. Gordon
77ccc412f5 CMake: Minor cleanup up on the new SDL_*_ENABLED_BY_DEFAULT vars. 2014-12-13 02:40:52 -05:00
Ryan C. Gordon
fe40a17224 Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.

This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 00:19:52 -05:00
Ryan C. Gordon
a228b67d88 CMake: Replace "else(condition)" with "else()", etc.
Bumped required CMake version to 2.8.

Thanks to the SDL/Emscripten porting team for this cleanup.
2014-12-13 02:33:52 -05:00
Sam Lantinga
708a43f50e Treat any key device as a keyboard
This matches commit d325f1bbbab4 for when udev is not running
2014-12-13 13:20:19 -08:00
Philipp Wiesemann
b9707732e3 Removed unused includes and functions from test program. 2014-12-12 21:51:30 +01:00
Philipp Wiesemann
269c2476b6 Replaced sqrt() with SDL_sqrt() in test program. 2014-12-12 21:02:46 +01:00
Philipp Wiesemann
701c97074f Removed global variable from test program.
On Android starting the application after a previous quit did not always work.
Android keeps VM processes for a faster restart and therefore the loaded *.so.
2014-12-12 21:00:25 +01:00
Philipp Wiesemann
e2a5c1d203 Removed extern declaration of not existing SDL_numhaptics from internal header. 2014-12-11 23:38:02 +01:00
Philipp Wiesemann
0f87761bf3 Removed dependency to stdbool.h in implementation file for Android.
This reduced mixing of different types in the file (bool, jboolean, SDL_bool).
2014-12-10 21:20:41 +01:00
Philipp Wiesemann
d99911544f Fixed setting text to clipboard in controllermap program. 2014-12-10 21:13:43 +01:00
Philipp Wiesemann
45fa5642ea Added comments in example program. 2014-12-10 21:10:55 +01:00
Philipp Wiesemann
fbbd593230 Fixed bug 2811 - [patch] Android core: Fix JNI 'nativeGetHint' symbol not being exported
Jonas Kulla

I don't see a reason why this shouldn't be exported. Currently a strip -s on the final application library eats it.
2014-12-09 22:49:16 +01:00
Philipp Wiesemann
a830fbc70f Fixed warnings about possible loss of data in conversion. 2014-12-06 00:17:52 +01:00
Philipp Wiesemann
4f26e7760a Replaced free() with SDL_free() because related allocation also uses wrapper. 2014-12-04 21:41:30 +01:00
Philipp Wiesemann
8dc56f2b31 Corrected header file guard comment. 2014-12-04 21:33:59 +01:00
Ryan C. Gordon
ec6b9b27a6 Fixed some paths in the new buildbot windows zipper script. 2014-12-04 02:24:22 -05:00
Ryan C. Gordon
5789cb4a3b Added a script to handle packing up Windows builds for the buildbot. 2014-12-04 02:09:07 -05:00
Edward Rudd
623b9d6d91 ugh.. stray character 2014-12-03 12:47:39 -05:00
Edward Rudd
06d357fb17 fix SDL_PRIs64 on windows compilers.. (should end in d) 2014-12-03 12:45:04 -05:00
Edward Rudd
73daadb74e switch to use SDL_PRI* macros for long long formatting everywhere. 2014-12-03 12:23:17 -05:00
Edward Rudd
7810d19812 fix incorrect struct member name in test code for wheel direction 2014-12-03 11:04:07 -05:00
Eric Wing
313881175d Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.

An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.

This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.

// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 04:41:26 -08:00
David Ludwig
5fee84f24b WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4)
A WinRT app's Roaming folder-path can still be retrieved via calls to
SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
2014-12-02 21:18:50 -05:00
Alex Szpakowski
cc0631a095 Merged default into iOS-improvements 2014-12-02 02:52:45 -04:00
Alex Szpakowski
ba6392d79d Fixed SDL_GetRendererOutputSize on iOS when high-DPI mode is enabled on a Retina device. 2014-12-01 07:31:22 -04:00
Andreas Schiffler
52760dcdf1 Fix assert format strings/parameters in testautomation modules; improve output of SDL_CompareSurfaces to aid debugging; update platform_testSetErrorInvalidInput for SDL changes 2014-11-30 20:55:27 -08:00
Philipp Wiesemann
0d38073a54 Removed generated doxygen output of visual test suite.
The files may be generated again by running doxygen locally (like SDL's docs).
2014-11-30 22:17:12 +01:00
Sam Lantinga
f86af130f5 Fixed bug 2795 - SDL library detection selects the wrong lib
Chris Beck

When creating a homebrew recipe for wesnoth, I discovered that the SDL image configuration routine does not detect libpng properly -- if you have multiple instances of libpng on your system, and you use environment variables to select an instance which is not in your system directory, the build can be broken, because it will run configuration tests against the system installed version, but deduce that it should use the filename of the system-installed version. In a vanilla build of wesnoth using homebrew, this results in segfaults at runtime, because you end up linking against two different versions of libpng, which is also needed independently of SDL.

The problem is essentially in the "find_lib" routine in the configure file:



find_lib()
{
    gcc_bin_path=[`$CC -print-search-dirs 2>/dev/null | fgrep programs: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
    gcc_lib_path=[`$CC -print-search-dirs 2>/dev/null | fgrep libraries: | sed 's/[^=]*=\(.*\)/\1/' | sed 's/:/ /g'`]
    env_lib_path=[`echo $LIBS $LDFLAGS | sed 's/-L[ ]*//g'`]
    for path in $gcc_bin_path $gcc_lib_path $env_lib_path /usr/lib /usr/local/lib; do
        lib=[`ls -- $path/$1 2>/dev/null | sort -r | sed 's/.*\/\(.*\)/\1/; q'`]
        if test x$lib != x; then
            echo $lib
            return
        fi
    done
}



Because the for loop goes over the system directories before the environment directories, any system-installed lib will shadow the lib selected via environment variables. This is contrary to the behavior of the configuration tests earlier in the script, which prefers the environment variable libs over the system-installed libs. The 'for' loop should instead be:



    for path in $env_lib_path $gcc_bin_path $gcc_lib_path /usr/lib /usr/local/lib; do



You can see the full discussion on the Homebrew / linuxbrew issue tracker here: https://github.com/Homebrew/linuxbrew/issues/172

I have checked that this bug also affects SDL 1.2.15, SDL_mixer and SDL_ttf 1.2, which all use this same "find_lib" routine. I have not determined if the bug affects SDL 2.0, which seems not to use this exact routine.
2014-11-29 14:41:18 -08:00
Sam Lantinga
265b219e3e Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft

Remove the dependency of the calculation of Linux "phase" on "period",
currently the "phase" parameter is interpreted as a time shift, instead of a phase shift.
The Linux input documentation is not clear about the exact units of the "phase" parameter (see http://lxr.free-electrons.com/source/include/uapi/linux/input.h?v=3.17#L1075 ),
but we're about to standardize the 'phase shift' interpretation into the Linux input documentation,
since this will ease the job of a driver to recalculate the effect's state when the user dynamically updates the "period" parameter.
2014-11-29 11:51:13 -08:00
Sam Lantinga
a5ce9c1113 Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft

"Horizontal" is not very precise, use "Positive phase" instead.
"Positive" because it's actually waveform(2*pi*t + phase) instead of waveform(2*pi*t - phase).
2014-11-29 11:49:58 -08:00
Sam Lantinga
ef8c3d89ce Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft

It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
2014-11-29 11:48:43 -08:00
Sam Lantinga
48481c8e55 Improved the pitch variable description 2014-11-29 11:18:49 -08:00
David Ludwig
ce64b4ad3a WinRT: bug and data-integrity fixes for SDL_GetPrefPath()
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():

1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned.  On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders.  Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used.  This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).


2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms.  Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder.  Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows.  This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path.  Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.

The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use.  Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.

To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".

Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself.  Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)


3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
2014-11-29 10:09:30 -05:00
Sam Lantinga
4dab32a2bc Fixed bug 2786 - "UCS-2-INTERNAL" iconv encoding is not supported everywhere, use UTF-16LE instead
Jonas Kulla

src/main/windows/SDL_windows_main.c:137:
cmdline = SDL_iconv_string("UTF-8", "UCS-2-INTERNAL", (char *)(text), (SDL_wcslen(text)+1)*sizeof(WCHAR));

I'm trying to compile an SDL2 application for windows using the mingw-w64 32bit toolchain provided by my distro (Fedora 19). However, even the simplest test program that does nothing at all fails to startup with a "Fatal error - out of memory" message because the mingw iconv library provided by my distro does not support the "UCS-2-INTERNAL" encoding and the conversion returns null.

From my little bit of research, it turns out that even though this encoding is supported by the external GNU libiconv library, some glibc versions (?) don't support it with their internal iconv routines, and will instead provide the native endian encoding when "UCS-2" is specified.

Nonetheless, I wonder why the native endianness is considered in the first place when Windows doesn't even run on any big endian archs (to my knowledge). And true enough, 'WIN_StringToUTF8' from core/windows/SDL_windows.h is used everywhere else in the windows backend, which is just a macro to iconv with "UTF-16LE" as source. Therefore it would IMO make sense to use this macro here as well, which would solve my problem (patch attached).
2014-11-28 04:51:33 -08:00
Sam Lantinga
767bb36364 Fixed bug 2676 - xdnd_version check issue in case ClientMessage
Nitz

I added xdnd_version check to XdndPosition case also
under DEBUG_XEVENTS macro.
by this we can get the action requested by user.

I analysed further and found out that removing xdnd_version check at XdndDrop case is a bad idea because
in XConvertSelection API timestamp should be passed if(xdnd_version >= 1)
otherwise CurrentTime should be passed
So xdnd_version check is important at XdndDrop case

I made xdnd_version as a static so that it can store the version in other cases also.
2014-11-28 04:42:46 -08:00
Sam Lantinga
7ed41da0b0 Fixed bug 2411 - Even if built with --enable-clock_gettime, SDL2 still calls gettimeofday()
Ben Swick

Makes SDL_syscond.c and SDL_syssem.c use clock_gettime(CLOCK_REALTIME) when HAVE_CLOCK_GETTIME is defined.
2014-11-28 04:37:50 -08:00
Alex Szpakowski
bc4b6f061b Minor Objective-C code tweaks. 2014-11-27 20:25:54 -04:00
Alex Szpakowski
6df55c6608 Removed an ugly hack to make windows rotate properly on iOS 8+.
Recent commits apparently resolved the issue that made the hack necessary.
2014-11-23 23:29:24 -04:00
Alex Szpakowski
9b8a1768f2 Cleaned up the iOS text input code, fixed the orientation of the view offset when the onscreen keyboard is shown in iOS 8+, and changed UIKit_SetTextInputRect to update the view offset if the keyboard is currently visible. 2014-11-23 23:23:47 -04:00
Edward Rudd
bd4dd2b568 update logging of events in test core
- log unknown as HEX instead of int (makes it easier to identify)
- add dollar gesture and multi gesture events
- add scroll reverse for mouse wheel
2014-11-23 21:10:55 -05:00
Edward Rudd
5b5823eeb5 add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event 2014-11-23 21:09:54 -05:00
David Ludwig
70438be272 WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).

Thanks to Eric Wing for the heads up on this!
2014-12-03 10:55:23 -05:00
Alex Szpakowski
6d85f52228 The iOS OpenGL ES context's color Renderbuffer Object is no longer completely destroyed and recreated in layoutSubviews. Its storage is now only reallocated when the actual size of the layer changes. The framebuffer object and renderbuffer object binding states are no longer clobbered by the storage reallocation code in layoutSubviews. 2014-11-21 10:03:02 -04:00
Alex Szpakowski
38c6e9d13b Added debug labels for the OpenGL ES objects created with SDL_GL_CreateContext on iOS.
More misc. code cleanup.
2014-11-21 03:29:57 -04:00
Alex Szpakowski
feb2ab1e85 Minor objective-c code style improvements 2014-11-20 18:45:04 -04:00
Alex Szpakowski
650ace88ca Fixed mismatching orientations for the window width and height on iOS when the window is created or the app is brought to the foreground, when SDL_HINT_ORIENTATIONS or SDL_WINDOW_FULLSCREEN is used. 2014-11-20 17:19:26 -04:00
Alex Szpakowski
0b02de757d Merged default into iOS-improvements 2014-11-15 22:59:16 -04:00
David Ludwig
e695ec907e WinRT: updated README-winrt.md to detail Visual Studio 2013 Community support 2014-11-15 15:07:55 -05:00
David Ludwig
646025b6c2 WinRT: made SDL_GetPlatform() return "WinRT" and not 'Unknown'
Thanks to Eric Wing for the heads-up on this!
2014-11-15 10:19:39 -05:00
David Ludwig
e6cca5e929 WinRT: build fix for Visual C++ 2013 Update 4
Visual C++ 2013 Update 4 re-introduced the Sleep() function to WinRT apps (for
code that targets Windows 8.1 and Windows Phone 8.1).  This led to a build
error, as SDL was defining it's own Sleep() function (to make up for the lack
of a public Sleep() function).  The fix makes sure that SDL's custom Sleep()
function is only used when Windows' Sleep() is not available.

Many thanks go out to Sergiu Marian Gaina for the fix!
2014-11-15 10:12:36 -05:00
Ryan C. Gordon
8366bbdd7b Fixed gcc-fat.sh failing to build Objective-C sources correctly.
This would fail if the compiler was given a .m file _and_ no "-o" option; it
would fail to automatically calculate the correct .o filename in this
situation.

Thanks to Ethan Lee for the help tracking this one down!
2014-11-14 11:21:15 -05:00
David Ludwig
49c9b48ed9 WinRT: fixed multi-touch bug whereby 2nd, 3rd, etc. fingers weren't moving
Only the first-pressed finger wpuld get reported as having moved (via SDL's
touch APIs).  Subsequently pressed fingers wouldn't report as being moved, even
though the OS was reporting (to SDL) that they had moved.
2014-11-09 14:20:53 -05:00
Philipp Wiesemann
743ba2f499 Added missing brackets in test source assert messages. 2014-11-07 10:02:45 +01:00
Philipp Wiesemann
e11969a72f Fixed two typos in test source. 2014-11-07 10:01:20 +01:00
David Ludwig
b561f20316 WinRT: removed '-' from build script file names
Most of the other build scripts don't include a '-' in their file names.  This
change makes the WinRT build scripts use the same convention.
2014-11-03 13:07:51 -05:00
David Ludwig
f055ea70f8 WinRT: added scripts to build Release copies of SDL for all WinRT variants
These variants include:
 - Windows 8.0 for x86
 - Windows 8.0 for x64
 - Windows 8.0 for ARM
 - Windows 8.1 for x86
 - Windows 8.1 for x64
 - Windows 8.1 for ARM
 - Windows Phone 8.0 for x86 (for use with the Windows Phone emulator)
 - Windows Phone 8.0 for ARM
 - Windows Phone 8.1 for x86 (for use with the Windows Phone emulator)
 - Windows Phone 8.1 for ARM
2014-11-03 08:58:49 -05:00
Eric Wing
ef559ddb4c iOS: Added support for iOS 8 LaunchScreen NIBs.
iOS 8 introduces LaunchScreen NIBs which use autolayout to handle all devices and orientations with a single NIB instead of multiple launch images. This is also the only way to get the App Store badge "Optimized for iPhone 6 and iPhone 6 Plus". So if the application is running on iOS 8 or greater AND has specified a LaunchScreen in their Info.plist, this patch will use the NIB as the launch screen. Otherwise, the code falls back to the legacy code path.

Note: Upon audit of the legacy path, it appears that it does not properly handle the UILaunchImages Info.plist convention. I've added comments inline to the code about this. However, in about a year from now, nobody is going to care about this path since everybody should be using LaunchScreen NIBs.
2014-11-02 20:55:13 -08:00
David Ludwig
ecc014740a WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns.  Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.

Roaming folder support is not available in Windows Phone 8.0.  Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.

Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
2014-11-27 09:55:34 -05:00
David Ludwig
506a1efc22 WinRT: removed a completed TODO item from an inline comment 2014-11-27 08:50:11 -05:00
David Ludwig
6a5b3bb425 WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions.  An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.

This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
2014-11-26 21:34:15 -05:00
Philipp Wiesemann
5bdc9913ac Corrected header file guard comments. 2014-11-25 22:37:12 +01:00
Philipp Wiesemann
8cab5ae300 Fixed limitation for number of custom main() arguments on Android.
Limitation was size of the reference table because local refs were not deleted.
2014-11-25 22:31:14 +01:00
J?rgen P. Tjern?
94539137a2 Mac: Add drag & drop support.
Fixes bug https://bugzilla.libsdl.org/show_bug.cgi?id=2757

Thanks to Alex Szpakowski for the patch!
2014-11-24 11:46:20 -08:00
Edward Rudd
084642d3f4 Cocoa: add in handling of "lost" touches on OS X. [bug #2635]
This scenario can occur, for example, when the 4-finger touch sequence is used to switch spaces.  the SDL window does not receive the touch up events and ends up thinking there are far more fingers on the pad than there are.

So the solution here is everytime a new "touch" appears we can through and check if there are any existing known touches by the OS and if there are none, abut SDL things there are, we simply go through and cancel the SDL touches.

Side affects.
- the "touch up" won't occur until the users sends a new touch (could be well after the actual release really did occur)
2014-11-23 15:48:52 -05:00
Edward Rudd
8c9341b92d add "i" shortcut to testgesture tool to log # of fingers down on the touch devices. 2014-11-23 15:39:28 -05:00
Edward Rudd
d7cc6fabee add controllermap program to SDLTest xcode project 2014-11-23 15:21:49 -05:00
Philipp Wiesemann
43e5c9ee00 Fixed doxygen tags in header file documentation comments. 2014-11-23 20:46:34 +01:00
Philipp Wiesemann
c0165972c3 Fixed typos in header file documentation comments. 2014-11-23 20:40:48 +01:00
Philipp Wiesemann
097ad55000 Fixed local reference leaks in messagebox implementation for Android. 2014-11-23 20:38:18 +01:00
Philipp Wiesemann
c121ff7f9a Added name for second Java Thread on Android. 2014-11-23 20:35:51 +01:00
David Ludwig
d9a42c76b1 WinRT: fixed an invalid comment in SDL_GetPrefPath() (for WinRT) 2014-11-23 08:59:01 -05:00
David Ludwig
13c511697c WinRT: allowed 'roaming' and 'temp' folder paths to be retrieved on WinPhone 8.1
Windows Phone 8.0 either did not define, or provide access to, a 'RoamingFolder'
or 'TemporaryFolder' for apps to use.  Windows 8.0 and 8.1 do, as does
Windows Phone 8.1.  This change allows SDL-based Windows Phone 8.1 apps to
access these folders, via either the SDL_WinRTGetFSPathUNICODE() or
SDL_WinRTGetFSPathUTF8() functions.

SDL_GetPrefPath(), which on WinRT, is based on SDL_WinRTGetFSPathUTF8(), will
continue to return the app's 'local' folder, despite Windows 8.x
counterpart apps using the 'roaming' folder, in order to preserve compatibility
when 8.0-based Phone apps upgrade to 8.1-based Phone apps.
2014-11-23 08:52:10 -05:00
Philipp Wiesemann
a690944e44 Fixed typo in header file documentation comment. 2014-11-23 11:26:46 +01:00
David Ludwig
5575948b37 Fixed bug 2726 - WinRT touches not setting 'which' field in virtual mouse events
This patch makes sure that any SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, and
SDL_MOUSEMOTION events, as triggered by a touch event in a WinRT app, set the
event's 'which' field to SDL_TOUCH_MOUSEID.  Previously, this was getting set
to the same value as events from a real mouse, '0'.

Thanks to Diego for providing information on this bug, and to Tamas Hamor for
sending over a patch!
2014-11-22 21:13:46 -05:00
Philipp Wiesemann
9c398852e6 Corrected header file documentation comment. 2014-11-22 22:20:40 +01:00
David Ludwig
167b3bb4cd WinRT: updated docs to include details of recently-expanded GLES2 support 2014-11-02 11:26:54 -05:00
David Ludwig
577ef5e0b6 WinRT: fixed crash when trying, and failing, to load the opengles2 renderer
The crash would occur when a WinRT app explicitly tried to create an
SDL_Renderer using the "opengles2" renderer (via SDL_HINT_RENDER_DRIVER), but
OpenGL ES 2 / ANGLE .dlls weren't packaged in the app.
2014-11-02 10:38:29 -05:00
David Ludwig
bbe1df0d51 WinRT: enabled OpenGL ES 2 support on Windows Phone
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
2014-11-02 10:32:25 -05:00
David Ludwig
18ecc34dfd WinRT: updated an OpenGL-related code-comment 2014-11-02 09:02:01 -05:00
David Ludwig
0bcc254e4f WinRT: expanded OpenGL ES 2 support to enable recent updates to ANGLE/WinRT
ANGLE for WinRT has at least two versions:
- an older version, which supports Windows 8.0 and 8.1.  This is currently
  the "winrt" branch in MSOpenTech's ANGLE repository (at
  https://github.com/msopentech/angle)
- a newer version, which drops support for Windows 8.0, but is under more
  active development (via MSOpenTech's "future-dev" branch), and which was
  recently merged into the ANGLE project's official "master" branch
  (at https://chromium.googlesource.com/angle/angle)

Both versions are setup using slightly different APIs.  SDL/WinRT will now
attempt to detect which version is being used, and configure it appropriately.
2014-11-02 08:47:05 -05:00
David Ludwig
1c85ba23df WinRT: moved documentation + setup related TODO items out of README-winrt.md
The TODO items were moved to SDL Bugzilla, case 2775 (https://bugzilla.libsdl.org/show_bug.cgi?id=2775).
2014-11-01 11:41:18 -04:00
David Ludwig
796f7bbf0c WinRT: made README-winrt.md slightly easier to read in an 80-column text editor 2014-11-01 11:17:07 -04:00
David Ludwig
438a55a49c WinRT: added details of the port's status, to README-winrt.md 2014-11-01 11:14:46 -04:00
Ryan C. Gordon
43ad9670e6 Patched to compile on pre-C99 compilers. 2014-10-30 13:44:31 -04:00
Dmitry Rekman
3a916c6d7b X11: Fixed SDL_GetGlobalMouseState() to work better with multimonitor configs.
Fixes Bugzilla #2770.

Thanks to Epic Games for contributing this fix.
2014-10-29 22:55:40 -04:00
Philipp Wiesemann
37720dd5f2 Fixed gamecontroller database sorting script not sorting the whole database.
The script was originally written for an SDL_gamecontrollerdb.h which had groups
of mappings separated by single lines starting with a "#". This was changed some
time ago to #endif/#if pairs. Because the script assumed only a single #endif in
the whole file it no longer worked correctly and only processed the first group.
2014-10-29 22:44:35 +01:00
Philipp Wiesemann
0c60f023f5 Removed unnecessary NULL check. 2014-10-29 22:41:01 +01:00
Philipp Wiesemann
2bdc5c9d7a Updated gamecontroller database sorting script to work with Python 3. 2014-10-29 20:35:21 +01:00
Philipp Wiesemann
032b14e7b6 Fixed SDL_AddHintCallback() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
Also added setting of error message for the other SDL_malloc() in this function.
2014-10-29 20:29:32 +01:00
Philipp Wiesemann
2a46a9df21 Fixed bug 2647 - Memory leak in SDL_AddHintCallback function - SDL_hints.c
Nitz

Variable entry going out of scope leaks the storage it points to, at:

        /* Need to add a hint entry for this watcher */
        hint = (SDL_Hint *)SDL_malloc(sizeof(*hint));
        if (!hint) {
            return;
        }

Patch is attached.
2014-10-29 20:20:47 +01:00
Alex Szpakowski
fb6d185a8a Merged default into iOS-improvements 2014-10-28 18:36:29 -03:00
Alex Szpakowski
28fe9f0cfc Switched to the core versions of OpenGL ES framebuffer object and renderbuffer functions.
Both the extension (OES) and the core versions work, but the core versions are more correct for GLES2+ and they're less verbose.
2014-10-28 01:34:40 -03:00
David Ludwig
f2bd99da68 WinRT: detailed steps, via the WinRT README, to fix a common build error 2014-10-27 19:53:44 -04:00
Philipp Wiesemann
3d2ca92e6a Fixed two typos in header file comment. 2014-10-27 12:53:47 +01:00
Philipp Wiesemann
7268eabb9b Added handling of NULL as input for SDL_GameControllerAddMapping(). 2014-10-26 23:28:45 +01:00
Philipp Wiesemann
33a2b58ca4 Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
NULL returned by SDL_GameControllerMapping()/SDL_GameControllerMappingForGUID()
now either means "no mapping" (as before) or "no memory" (just crashed before).
2014-10-26 23:22:53 +01:00
Philipp Wiesemann
30d6cec1bb Added handling of NULL as input for SDL_GameControllerMapping().
For consistency with the similar functions getting SDL_GameController as input.
Also NULL is no SDL_GameController and therefore can not have a mapping anyway.
2014-10-26 17:53:16 +01:00
Philipp Wiesemann
90387dafb4 Removed two wrong documentation comments from gamecontroller source.
No replacement because correct documentation is already in SDL_gamecontroller.h.
2014-10-26 17:46:11 +01:00
Philipp Wiesemann
0a053ed66a Fixed wording in SDL_GameControllerAddMappingsFromRW() error message. 2014-10-26 17:44:00 +01:00
David Ludwig
01f3498c33 WinRT: more keyboard code cleanups
- made keycode listings a bit easier to read
- listed VK_ keycode names, where appropriate
- removed a few pieces of dead + commented-out code
- applied a common 'WINRT_' prefix to internal function names
2014-10-26 12:33:10 -04:00
David Ludwig
e057c7dd12 WinRT: Fixed bug whereby key-detection code could call SDL_Log 2014-10-25 08:54:23 -04:00
David Ludwig
ed2fff6bef WinRT: fallback to scancode key detection, if VirtualKey/VK detection fails 2014-10-25 08:50:41 -04:00
David Ludwig
20b19aac86 WinRT: more keyboard code cleanups
- use SDL_arraysize where appropriate
- made long lines of debug-logging code span multiple lines, for easier reading
2014-10-25 08:43:51 -04:00
David Ludwig
a1bac50d1b WinRT: Fixed bug whereby a right-shift key might get reported as left-shift 2014-10-24 22:09:47 -04:00
David Ludwig
e9c79620df WinRT: minor keyboard code cleanup
An internally-used hash table was replaced with a plain switch statement.
2014-10-24 21:25:21 -04:00
Philipp Wiesemann
d5d3721b4d Added new key codes from Android 4.4 (API 20) and 5.0 (API 21). 2014-10-24 19:50:29 +02:00
Brandon Schaefer
a1dcebb209 Remove unused variable. 2014-10-24 06:52:54 -07:00
Brandon Schaefer
04dbc4920e Merge patch for bug 2750. Thanks Sylvain! 2014-10-24 06:50:09 -07:00
Philipp Wiesemann
1745116fe8 Fixed bug 2759 - Android findLibrary() returns NULL
Sylvain

extra patch with minor modifications:
- typo
- cancel-able set to false
- add the error message, so that the user can report it.
2014-10-24 11:53:34 +02:00
Alex Szpakowski
d89620a809 Removed the codepath that gets compiled if IPHONE_TOUCH_EFFICIENT_DANGEROUS is not defined.
The "dangerous" codepath relies on the fact that UITouch objects are persistent for the entire touch sequence, which is always guaranteed by Apple.
2014-10-24 04:06:45 -03:00
Alex Szpakowski
a0481bb10c Completely removed custom splash screen code. iOS 8 introduced yet another official way to do launch images (via a Storyboard), and the custom splash screen code was broken on newer devices and caused bugs for all devices anyway. 2014-10-24 03:56:34 -03:00
Philipp Wiesemann
bc382e390a Added an option to define libraries to be loaded on Android in a derived class.
This way it is no more needed to modify SDLActivity.java to add own libraries.
2014-10-23 16:45:18 +02:00
Philipp Wiesemann
775a802627 Fixed alert dialog for not loaded libraries on Android being cancelable.
If the alert dialog could be canceled the Activity would not be finished here.
Also setting the property to "true" would be redundant because that is default.
2014-10-23 16:41:01 +02:00
Philipp Wiesemann
425a06a9ea Fixed missing @Override annotation warning in source for Android. 2014-10-23 16:39:15 +02:00
Philipp Wiesemann
4a67627e8b Fixed upper case button in alert dialog for not loaded libraries on Android.
This is more consistent with the buttons of other dialogs on Android.
2014-10-23 16:38:03 +02:00
Philipp Wiesemann
d4bdd2469f Fixed typo in message of alert dialog for not loaded libraries on Android. 2014-10-23 16:34:48 +02:00
Philipp Wiesemann
391c31cf06 Fixed writing new errors to standard output instead of error output on Android. 2014-10-23 16:33:27 +02:00
Philipp Wiesemann
85bed09561 Fixed documentation in source for Android. 2014-10-23 16:31:02 +02:00
Gabriel Jacobo
34a85f4de6 [Android] #2759: Show a message on failure to load a .so library (by Sylvain) 2014-10-21 11:44:35 -03:00
Gabriel Jacobo
96fd9cefc8 Clarify (lack of) support for desktop OpenGL on the Raspberry Pi 2014-10-21 11:27:06 -03:00
Philipp Wiesemann
5f193f0c60 Fixed setting of screen saver state crashing on some version of Android.
Setting Window flags seems to affect Views and must be handled on UI thread.
2014-10-20 22:19:09 +02:00
Gabriel Jacobo
79035b393a Bug 2739 - [Android] No support for SDL_DisableScreenSaver by Martin Gerhardy 2014-10-20 10:10:39 -03:00
Philipp Wiesemann
ec4dfdfc58 Fixed bug 2476 - Allow custom main() arguments
rettichschnidi

I would like to pass custom arguments from my Java code (subclass of SDLActivity) to the native SDL2 binary.
2014-10-17 23:36:45 +02:00
Philipp Wiesemann
7cabaebed4 Fixed typo in source comment. 2014-10-17 23:26:02 +02:00
Philipp Wiesemann
0302bb771c Fixed syntax error in cmake file. 2014-10-17 23:10:33 +02:00
Sam Lantinga
38f94e21c0 Added a platform cleanup function for the Vivante video driver 2014-10-16 09:54:13 -07:00
Gabriel Jacobo
5df970a695 [udev] Fixes #2654, ID_INPUT_KEY devices are ignored.
Also added some references to udev code where these flags are set.
2014-10-16 09:41:42 -03:00
Gabriel Jacobo
29eb6e9b3c [X11] Obey DISPLAY environment variable when selecting screen (Steaphan Greene)
Discussed in bug #2192, tested with Xvfb in dual head configuration.
2014-10-15 18:33:43 -03:00
David Ludwig
1b341f5875 WinRT build fix 2014-10-15 15:50:35 -04:00
Sam Lantinga
839be30466 Updated configure based on recent configure.in changes 2014-10-15 16:26:51 +00:00
Sam Lantinga
251ca855f7 Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs 2014-10-15 09:18:17 -07:00
Sam Lantinga
f7abb7c4e2 Better error reporting for video drivers with less than full functionality. 2014-10-15 09:14:09 -07:00
Sam Lantinga
3b70f65dc1 Fixed bug where EGL function pointers wouldn't get saved in optimized gcc builds 2014-10-15 09:13:36 -07:00
Sam Lantinga
348cf3ee28 Fixed spurious SDL error on shutdown if mouse capture isn't supported 2014-10-15 09:11:15 -07:00
Sam Lantinga
89127c2d70 Fixed input device detection on systems that aren't running the udev daemon 2014-10-15 09:10:50 -07:00
Sam Lantinga
639b39c46c Fixed crash if the event subsystem didn't initialize properly 2014-10-15 09:09:57 -07:00
David Ludwig
20a6c623c3 WinRT: fixed bug whereby offscreen-rendered content could get improperly rotated
Attributes on the host device's rotation were getting applied to offscreen
textures in an invalid manner.  This was causing some apps to look different,
depending on how the device was rotated.
2014-10-14 09:53:46 -04:00
Sam Lantinga
72f703e395 Fixed log typo 2014-10-13 14:10:41 -07:00
Sam Lantinga
557d43e69a Minor cleanups 2014-10-13 10:46:27 -07:00
Sam Lantinga
bebc8d126d Added configure options to disable OpenGL ES 1.1 and 2.0 individually 2014-10-13 10:43:10 -07:00
David Ludwig
411e0f9dac WinRT: expanded the documentation on SDL_HINT_WINRT_HANDLE_BACK_BUTTON 2014-10-04 14:59:41 -04:00
J?rgen P. Tjern?
498690ffa3 Mac: Fix build with clang from Xcode 6. 2014-09-30 11:20:50 -07:00
Philipp Wiesemann
51a07ade28 Fixed broken layout for buttons with configured color in messagebox on Android. 2014-09-25 20:56:27 +02:00
Philipp Wiesemann
788a2e4597 Added setting configured color to button texts for messagebox on Android. 2014-09-24 23:46:46 +02:00
David Ludwig
53feb22897 WinRT: cleaned up the opening section of the README 2014-09-19 12:09:51 -04:00
David Ludwig
16773fd47f WinRT: fixed broken emphasis formatting in README, when rendering it with Doxygen 2014-09-19 11:27:18 -04:00
Gabriel Jacobo
476580576e [Android] Better fix for #2480, pause/resume audio 2014-09-18 11:03:34 -03:00
Ryan C. Gordon
5f9ea7edeb Haptic: Deal with negative periodic magnitudes (thanks, Elias!).
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs

The periodic magnitude parameter of the SDL Haptic API is based on the Linux
 FF API, so it means they are not directly compatible:
    'dwMagnitude' is a 'DWORD', which is unsigned.

Fixes Bugzilla #2701.
2014-09-17 14:49:36 -04:00
Ryan C. Gordon
266c0023da Fixed haptic documentation typos (thanks, Elias!).
Partially fixes Bugzilla #2701.
2014-09-17 14:47:42 -04:00
Gabriel Jacobo
4544343b3e [Android] Fixes #2480, music does not pause when process backgrounded
This modifies SDL_PauseAudio behavior to pause all audio devices instead of
just the default one (required on Android, at least for testmultiaudio on my
Nexus 4 which reported 2 audio devices).
It also changes SDL_PauseAudioDevice to retain the device lock from pause until
resume in order to save battery in mobile devices.
2014-09-17 11:41:12 -03:00
Gabriel Jacobo
e7f2f85c3d [Android] Fixes #2679 - Crash resuming from screen off
Before destroying the static Java-side data, wait for the SDL native thread,
*and* the listener thread that waits on it to trigger a clean up.
2014-09-17 08:59:43 -03:00
Philipp Wiesemann
60df813042 Fixed doxygen warning and markdown formatting.
Three backticks for blocks are not supported by doxygen.
2014-09-16 23:09:32 +02:00
Alex Szpakowski
ba565622aa Enabling highdpi mode on an iPhone 6 Plus should now create a 1080x1920 OpenGL view, rather than 1242x2208 (414x736@3x.) 2014-09-14 17:04:54 -03:00
Philipp Wiesemann
0fbd904af8 Fixed key down closing messagebox dialog instead of key up on Android.
This fixed sending key up event to SDL a dialog closed by down did not consume.
2014-09-14 19:44:53 +02:00
David Ludwig
df37d1d550 WinRT: made README note that Win 8.0 targeting via MSVC 2013 Express is not possible 2014-09-14 13:10:21 -04:00
David Ludwig
75d0396eb3 WinRT: expanded and updated the README section on MSVC requirements 2014-09-14 12:57:26 -04:00
David Ludwig
0903aa3f8d WinRT: added manual, app-setup instructions to the README
A number of other parts of the WinRT README were edited, either for clarity, or to help with Markdown rendering.
2014-09-14 11:36:24 -04:00
David Ludwig
11d865b8fc WinRT: added a note to README regarding need for a MS account 2014-09-14 10:31:18 -04:00
David Ludwig
4eef8bbc11 WinRT: cleaned up section headers 2014-09-14 10:29:54 -04:00
Alex Szpakowski
3071128deb Merged default into iOS-improvements 2014-09-10 18:10:37 -03:00
Sam Lantinga
bf8ac8e798 DSCAPS_GL was added for DirectFB 1.6 2014-09-10 14:05:27 -07:00
Sam Lantinga
0e65e62367 Report the correct desktop video mode on the iMX6 2014-09-10 08:59:19 -07:00
mastermind
50cc4efec8 Freescale i.MX6 video driver
---
 CMakeLists.txt                  |   2 +
 cmake/sdlchecks.cmake           |  20 +++
 configure                       |  51 +++++++
 configure.in                    |  28 ++++
 include/SDL_config.h.cmake      |   1 +
 include/SDL_config.h.in         |   1 +
 src/video/SDL_sysvideo.h        |   3 +
 src/video/SDL_video.c           |   3 +
 src/video/mx6/SDL_mx6events.c   |  45 ++++++
 src/video/mx6/SDL_mx6events_c.h |  31 +++++
 src/video/mx6/SDL_mx6opengles.c | 211 ++++++++++++++++++++++++++++
 src/video/mx6/SDL_mx6opengles.h |  68 +++++++++
 src/video/mx6/SDL_mx6video.c    | 301 ++++++++++++++++++++++++++++++++++++++++
 src/video/mx6/SDL_mx6video.h    |  78 +++++++++++
 14 files changed, 843 insertions(+)
 create mode 100644 src/video/mx6/SDL_mx6events.c
 create mode 100644 src/video/mx6/SDL_mx6events_c.h
 create mode 100644 src/video/mx6/SDL_mx6opengles.c
 create mode 100644 src/video/mx6/SDL_mx6opengles.h
 create mode 100644 src/video/mx6/SDL_mx6video.c
 create mode 100644 src/video/mx6/SDL_mx6video.h
2014-09-10 08:54:01 -07:00
Ryo Munakata
7798b4d62a video: waylandmouse: handle mmap error properly
Signed-off-by: Ryo Munakata <ryomnktml@gmail.com>
2014-09-09 17:26:16 +09:00
Sam Lantinga
5f39ea89c9 Fixed bug 2415 - Message Boxes aren't implemented on Android
Philipp Wiesemann

I attached a patch for an incomplete implementation of the messagebox parts.

It was not tested on lots of devices yet and features a very fragile workaround to block the calling SDL thread while the dialog is handled on Android's UI thread. Although it works for testmessage.c I assume there are lot of situations were it may fail (standby, device rotation and other changes). Also not all flags and colors are implemented.

On the other hand most uses of the messagebox are to show an error on start and fragility (or working at all) may not matter there.
2014-09-13 02:15:18 -07:00
Sam Lantinga
2bfb3c3e82 Fixed using uninitialized display data in iMX6 initialization 2014-09-12 15:09:33 -07:00
Pierre-Loup A. Griffais
24c86b5501 [X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.

This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.

CR: Sam
2014-09-11 19:24:42 -07:00
Ryan C. Gordon
bcaae0b577 Deal with various .bmp file format variants in SDL_LoadBMP_RW().
This helps when modern versions of The Gimp (and lots of other things)
produces a 32-bit bitmap with an alpha channel, or anything with "BI_BITFIELDS"
format, since that data is now embedded in the bitmap info header instead of
directly following it and we would accidentally skip over embedded versions of
it.

Fixes Bugzilla #2714.
2014-09-08 01:36:22 -04:00
Philipp Wiesemann
0b98d0cb8a Fixed example in header file.
Did not compile because of typo in function name and missing argument.
2014-09-06 23:20:14 +02:00
Philipp Wiesemann
c363bffa59 Changed version displayed in documentation generated by doxygen. 2014-09-04 22:59:32 +02:00
J?rgen Tjern?
782d590b77 Fix non-power-of-two shaped windows.
This fixes a bug where SDL_SetWindowShape would render artifacts if the image
was not a power of two image, due to rounding of width / 2.
2014-09-02 14:14:23 -07:00
Sam Lantinga
7242e81474 Updated version to 2.0.4 2014-09-02 06:55:47 -07:00
Ryan C. Gordon
724d24d990 Mac: Don't add the same joystick twice if IOKit reports a duplicate device.
Fixes Bugzilla #2704.
2014-08-31 11:21:10 -04:00
Philipp Wiesemann
7e515963a6 Corrected hint documentation. 2014-08-27 23:27:42 +02:00
Sam Lantinga
66a88c6c97 Fixed memory leak getting the X11 window title 2014-08-25 10:55:54 -07:00
Sam Lantinga
05cff7923c Fixed bug 2699 - possible memory leak in GL_RenderReadPixels
Benoit Pierre

If glReadPixels returns an error, than the temporary buffer is not deallocated
2014-08-24 00:02:12 -07:00
Sam Lantinga
9d54a90098 May have fixed the Linux build again 2014-08-23 19:06:54 -07:00
Sam Lantinga
fe4bc5ab25 Fixed Linux build 2014-08-23 11:00:16 -07:00
Sam Lantinga
059579e48f Fixed bug 2696 - Mac: fix display mode refresh rate calculation
Alex Szpakowski

SDL's Cocoa backend uses the CGDisplayMode API to get refresh rate information about a display mode, but CGDisplayModeGetRefreshRate will return 0 on most non-CRT monitors.

The only way I know of to get correct refresh rate information in OS X is via the CoreVideo DisplayLink API.
I have attached a patch which tries to use the CVDisplayLinkGetNominalOutputVideoRefreshPeriod function if CGDisplayModeGetRefreshRate fails, which fixes display mode refresh rate information on the monitors I tested.

The CVDisplayLink API requires linking with the CoreVideo framework, and the patch updates the various build files to do so.
2014-08-23 10:47:50 -07:00
Ryan C. Gordon
a79ed6cea2 Fix declaration-after-statement errors in ibus code. 2014-08-21 23:22:46 -04:00
Ryan C. Gordon
5e1f15892f Adjusted code style slightly for SDL_ibus.c 2014-08-21 23:15:17 -04:00
Ryan C. Gordon
da4c3d54d6 Added note about libibus-1.0-dev to the Linux README. 2014-08-21 23:03:38 -04:00
Philipp Wiesemann
96d23f6a8f Fixed typos in test program. 2014-08-20 22:51:56 +02:00
Philipp Wiesemann
aaefa6a855 Fixed not needed standard includes in test program. 2014-08-20 22:49:59 +02:00
Philipp Wiesemann
ed5435034d Fixed warnings about unused value in test program. 2014-08-20 22:47:07 +02:00
Philipp Wiesemann
a0cdcb0a8a Fixed warnings about unused functions in test program. 2014-08-20 22:44:15 +02:00
Philipp Wiesemann
005da280db Fixed warnings about missing initializers in test program. 2014-08-20 22:40:56 +02:00
Alex Szpakowski
b1a0bd10a2 Merged default into iOS-improvements 2014-08-20 17:20:22 -03:00
Ryan C. Gordon
41728b3c6c Fixed the cmake-guided static analysis and use it by default.
The configure script fails on it on Mac OS X, now, for whatever reason.

Hopefully gets our static analysis buildslave running again!
2014-08-20 01:21:45 -04:00
Sam Lantinga
2d2f90200d Better check for __has_feature 2014-08-19 22:04:54 -07:00
Sam Lantinga
38b49c30e1 Changed the name of the IME hint to match the naming convention in SDL 2014-08-19 21:59:56 -07:00
Alex Baines
90bc642fa8 Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events.
This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
2014-08-19 23:31:50 +01:00
Alex Baines
f4ddacf425 Improvements to the IBus related code:
+ Handle HidePreeditText IBus signal.
+ Use SDL_GetKeyboardFocus instead of SDL_GetFocusWindow.
+ Move the X11 IBus SetFocus calls to the X11_DispatchFocus functions.
+ Simplify the IBus ifdefs when handling X11 KeyEvents.
+ Remove inotify watch when SDL_IBus_Quit is called.
2014-08-19 23:17:28 +01:00
Alex Baines
6f84f37c0a Take the window border size into account when positioning the IBus candidate list. 2014-08-19 22:28:53 +01:00
Sam Lantinga
eba65c66a3 Fixed bug 2694 - configure bug __has_feature macro not detected
skaller

using gcc 4.2 (the default) on Mac OSX 10.6.8

 CC     build/SDL_dynapi.lo
In file included from /Users/johnskaller/SDL/src/dynapi/SDL_dynapi.c:31:
include/SDL_syswm.h:211:39: error: missing binary operator before token "("

The fault appears to be here:

#if defined(__OBJC__) && __has_feature(objc_arc)

that the __has_feature macro is not supported by gcc 4.2.

The code works fine with my clang 3.3svn.
2014-08-19 21:17:21 -07:00
Sam Lantinga
04f7422552 Fixed bug 2691 - Disabling shared library prevent cmake configuration
hotgloupi

Configuring using "cmake -DSDL_STATIC=1 -DSDL_SHARED=0" generate and error in CMakeLists.txt at line 1334:

CMake Error at CMakeLists.txt:1334 (install):
  install TARGETS given target "SDL2" which does not exist in this directory.

This install rule shouldn't be present when the DLL has been disabled
2014-08-19 21:13:07 -07:00
Sam Lantinga
5a752c3aa7 Better Mac OS X build fix - actually match the SDK OpenGL headers. 2014-08-18 18:44:08 -07:00
Sam Lantinga
4b8f75381f Fixed Mac OS X build 2014-08-18 18:17:03 -07:00
Sam Lantinga
bbab38552a SDL - fix fullscreen desktop windows not restoring to fullscreen state if focus changes happen due to programtic window changes (and not user alt-tabbing) 2014-08-18 18:16:45 -07:00
Sam Lantinga
877666e237 Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two 2014-08-18 11:28:16 -07:00
Ryan C. Gordon
f4d3303c9e Don't use the system OpenGL headers, ever.
(the replacement header is from Mesa, under what the MIT license.)
2014-08-18 14:05:02 -04:00
Sam Lantinga
d1cc47b337 Fixed 2680 - OSX: Replace NSAutoreleasePool with @autoreleasepool
Tim McDaniel

This patch replaces all use of NSAutoreleasePool with the Apple recommended @autoreleasepool.  @autoreleasepool is supposedly more efficient, and since it is scope based it can't be accidentally not released.
2014-08-17 15:07:00 -07:00
Sam Lantinga
5e50180415 Fixed bug 2655 - OSX: Window position and global mouse coord spaces are different
Tim McDaniel

On OSX, with revision 8729, the coordinate space for window position and the coordinate space for global mouse position don't match.  For a non-fullscreen window, the window position is global relative to the bottom of the menubar.  The global mouse position is relative to the top of the screen.  This affects Cocoa_WarpMouse and potentially other things as well.  Further, the coordinate system for window position is now affected by what screen it is on.  For example, if I have two equal size screens oriented side by side such that the tops of the screens are equal in global space, with the menubar on one screen, and a window straddles the two screens, the window's y position makes no sense.  The window's y position depends on what screen "most" of the window is on.  So if I move the window horizontally just a bit, the y position of my window is now different by the size of the menubar, even though the window was not moved vertically.

I'd like to reiterate that this was a fairly fundamental change (and a breaking change for us).  If SDL OSX is to really support multi-display configurations, this is especially problematic.

If the real concern is preventing windows from going under the menubar, then perhaps a solution involving something like overriding [NSWindow constrainFrameRect] would be less problematic than redefining the global window coord space for the main display.
2014-08-17 14:57:52 -07:00
Sam Lantinga
de3d381cb6 Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets
Andreas Falkenhahn

SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget().

I am attaching a small program that demonstrates the issue. I get the following result here:

READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000

But it should be:

READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000

Tested with SDL 2.0.3 on Windows 7.
2014-08-17 14:44:53 -07:00
Sam Lantinga
2e3c778ef5 Fixed bug where the render target is updated instead of the default output when the window is resized. 2014-08-17 14:34:41 -07:00
Sam Lantinga
f17587df4a Reset CMAKE_REQUIRED_FLAGS after test 2014-08-17 13:49:53 -07:00
Sam Lantinga
95ced654cb cmake: add -Wl,--no-undefined to GCC linker flags
This way unresolved symbols will be detected when linking the shared
library version.
2014-08-17 13:15:45 -07:00
Sam Lantinga
569e595a1b cmake: add -Wall/-Wshadow to GCC compilation flags 2014-08-17 13:15:09 -07:00
Sam Lantinga
1ea8697894 Removed SDL_round() because the license wasn't compatible with zlib 2014-08-17 13:11:55 -07:00
Sam Lantinga
2a13cab927 Fixed bug 2688 - failure to build test/loopwavequeue.c on Linux 2014-08-17 10:10:41 -07:00
Sam Lantinga
529ed53b16 Fixed bug 2681 - dereference a NULL pointer dst_fmt in SDL_CreateTextureFromSurface function
Nitz

In SDL_CreateTextureFromSurface:

SDL_PixelFormat *dst_fmt;
/* Set up a destination surface for the texture update */
         dst_fmt = SDL_AllocFormat(format);
            temp = SDL_ConvertSurface(surface, dst_fmt, 0);

Here is need of NULL check for dst_fmt because there are chances of NULL return from SDL_AllocFormat(format);
2014-08-16 23:30:44 -07:00
Sam Lantinga
984d0fc40b Fixed bug 2683 - Raspberry PI support using CMake
Tobias Himmer

this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.

Seems to work fine on Raspbian.
2014-08-16 23:28:40 -07:00
Sam Lantinga
8272ed1819 Fixed bug 2687 - SDL_BlitScaled does not handle clipping correctly
Patch from Benoit Pierre:

video: fix clipping handling in SDL_UpperBlitScaled

- honor destination clipping rectangle
- update both destination and source rectangles when clipping source
  rectangle to source surface and destination rectangle to destination
  clip rectangle
- don't change scaling factors when clipping

N.B.:

- when no scaling is involved (source and destination width/height are
  the same), SDL_UpperBlit is used (so SDL_BlitScaled behaves like
  SDL_BlitSurface)
- the final destination rectangle after all clipping is performed is
  saved back to dstrect (like for SDL_UpperBlit)
2014-08-16 23:25:02 -07:00
Sam Lantinga
4e7db78ed9 Added SDL_round(), contributed by Benoit Pierre - thanks! 2014-08-16 23:23:15 -07:00
Sam Lantinga
d673d8c389 Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D 2014-08-16 23:17:47 -07:00
Sam Lantinga
384c204761 Fixed building on Windows with CMake 2014-08-16 15:18:21 -07:00
Ryan C. Gordon
d72c61d8c7 Haptic: Add some missing haptic types to test, and fix wrong array-sizes.
Thanks, Elias!

Fixes Bugzilla #2686.
(along with the last several commits.)
2014-08-16 16:50:10 -04:00
Ryan C. Gordon
e2bbc17d11 Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code.
Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:49:00 -04:00
Ryan C. Gordon
57db27909b Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.

Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:47:42 -04:00
Ryan C. Gordon
a2622ce6e0 Haptic: Explicitly avoid floating point arithmetic if it's not needed.
Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:42:55 -04:00
Ryan C. Gordon
1db581b4ca Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:41:25 -04:00
Ryan C. Gordon
3e27013b98 Haptic: Don't interpret a direction of polar 35999 as "unsupported type".
(or linux-direction 0xFFFF)

Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:40:01 -04:00
Philipp Wiesemann
6d9dbf5e1e Fixed markdown formatting in READMEs. 2014-08-15 23:39:14 +02:00
Philipp Wiesemann
c5aa0d8081 Updated README. 2014-08-15 23:18:57 +02:00
Philipp Wiesemann
e0eb6714cc Fixed enumeration in README. 2014-08-15 23:13:51 +02:00
Sam Lantinga
c6a2382c66 Take advantage of GL_ARB_texture_non_power_of_two when it's available 2014-08-14 21:31:50 -07:00
Philipp Wiesemann
2c1faa40eb Fixed warnings about unused local variables. 2014-08-12 23:37:12 +02:00
Philipp Wiesemann
197a7cae5f Fixed warning about implicit boxing to Java Object. 2014-08-12 23:33:16 +02:00
Philipp Wiesemann
cfaa99bb56 Fixed doxygen warnings and markdown formatting. 2014-08-12 23:28:45 +02:00
Sam Lantinga
05d8780022 Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath() 2014-08-11 17:25:53 -07:00
Sam Lantinga
4fe43f408b Added an entry for the new Steam controller XInput emulation mode 2014-08-11 17:24:54 -07:00
Philipp Wiesemann
a9d4a6b81a Fixed typo in source comment. 2014-08-11 23:18:35 +02:00
Philipp Wiesemann
a02521492f Added javadoc comment for consistency. 2014-08-11 23:16:47 +02:00
Philipp Wiesemann
53cf64b09d Fixed doxygen warning and markdown formatting. 2014-08-11 23:13:20 +02:00
Philipp Wiesemann
b33d2b7371 Updated README name in header. 2014-08-11 22:53:03 +02:00
Philipp Wiesemann
09dc9f8b20 Removed 42 from README. 2014-08-11 22:45:08 +02:00
David Ludwig
ff5caa1721 WinRT build fix for ARM platforms
The _xgetbv intrinsic was being used in ARM builds of SDL/WinRT, which was
leading to linker errors.  This commit limits _xgetbv use to the platforms on
which it is available, x86 and x64.
2014-08-10 22:21:21 -04:00
Alex Szpakowski
deceab256e Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary. 2014-08-08 15:14:09 -03:00
Alex Szpakowski
2dac6bf57e Fixed opengl context share groups on iOS. 2014-08-07 00:44:16 -03:00
Sam Lantinga
6fef39d6b8 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers 2014-08-06 11:34:54 -07:00
Alex Szpakowski
02b06c6692 Merged default into iOS-improvements 2014-08-06 13:50:50 -03:00
Sam Lantinga
6299daecba The OpenGL context returned by the UIKit backend is now an actual OpenGL context instead of the OpenGL view we created.
This allows you to use the returned context in functions like CVOpenGLESTextureCacheCreate()
2014-08-06 00:28:02 -07:00
Alex Szpakowski
292eedffe8 Merged default into iOS-improvements 2014-08-06 03:32:59 -03:00
Alex Szpakowski
f5543f93b3 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC). 2014-08-06 03:24:16 -03:00
Sam Lantinga
2eb7563e35 Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested. 2014-08-05 21:03:02 -07:00
Alex Szpakowski
362899776e Minor code update for less verbosity 2014-08-06 00:45:11 -03:00
Alex Szpakowski
2096583140 Merged branch default into iOS-improvements 2014-08-04 15:30:53 -03:00
Alfred Reynolds
87b8c8d108 SDL - when raising the window under OSX also force the app to activate. This fixes a fullscreen window on a separate space not coming front when raisewindow is called. 2014-07-31 12:46:23 -07:00
Alex Szpakowski
bde54b7f34 Merged 'default' into branch 'iOS-improvements' 2014-07-31 03:14:10 -03:00
Alfred Reynolds
7552947654 SDL - fix re-entrancy into SDL_UpdateFullscreenMode under OSX. During HideWindow we get a RESTORED event which then turns fullscreen back on causing a hang in Cocoa_SetWindowFullscreenSpace waiting for the fullscreen transition to finish. 2014-07-30 17:45:52 -07:00
Ryan C. Gordon
5b780063e1 Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!).
Fixes Bugzilla #2641.
2014-07-30 14:14:19 -04:00
Ryan C. Gordon
c0f9a57f71 Fixed comment typo. 2014-07-30 14:12:54 -04:00
Ryan C. Gordon
c5b21ea6c1 SDL_GetQueuedAudioSize() shouldn't grab lock when not set up for queueing. 2014-07-30 11:11:48 -04:00
Ryan C. Gordon
e5d49c2033 Added a GetPendingBytes method to the audio backend.
This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus
reduce latency. Right now this isn't implemented anywhere, so we assume data
fed to the audio callback is consumed by the hardware and immediately played
to completion.
2014-07-30 11:08:31 -04:00
Ryan C. Gordon
db1dd7560e XAudio2: Use XAUDIO2_VOICE_NOSAMPLESPLAYED when possible.
For versions of XAudio2 with an IXAudio2SourceVoice::GetState() that offers a
flags parameter, we can use XAUDIO2_VOICE_NOSAMPLESPLAYED, since we don't
need this information in our current calls. According to MSDN, this makes the
the call about 3x faster.
2014-07-30 09:54:01 -04:00
Sam Lantinga
e76fecc4ed Moved documentation to docs, recreated a simple README.txt, fixed build 2014-07-29 08:04:15 -07:00
Gabriel Jacobo
f982d08784 Rearrange documentation
1) Moves all READMEs to docs/
2) Renames them to *.md, adds some Markdown with the idea to add a lot more
3) Moves the doxyfile config to doc/ and makes it parse the headers at ../include as well as the md files in docs.
4) Skips SDL_opengl*.h headers from the docs
5) Minor fixes to doxyfile
2014-07-29 09:20:12 -03:00
Alex Szpakowski
caad673f06 Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video. 2014-07-29 00:36:12 -03:00
Alex Szpakowski
31257842ec Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8. 2014-07-29 00:05:48 -03:00
Ryan C. Gordon
0c09ce2b34 Changed local var names in SDL assert macro.
Otherwise, if someone added an assert to a function that has a variable
named "state", the compiler might warn about shadowing a local.
2014-07-28 10:54:25 -04:00
Sam Lantinga
164de2325e Turned on OmitDefaultLibName for SDL, SDLmain and SDLtest 2014-07-27 19:56:53 -07:00
Ryan C. Gordon
2230df5525 Remove dependency on C runtime from Windows SDLmain. 2014-07-27 19:52:52 -04:00
Sam Lantinga
a0b68e817d Fixed bug 2537 - _allmul in SDL_lib.c is not working properly 2014-07-27 17:44:10 -07:00
Sam Lantinga
5c6c86912d Fixed uninitialized variable in some cases 2014-07-27 17:43:36 -07:00
Alex Szpakowski
0e5df60538 Fixed SDL_SetWindowFullscreen on iOS causing the window's reported dimensions and supported orientations to go out of sync with what they should be, if the device orientation was different from the screen orientation when the function call was made. 2014-07-24 22:35:25 -03:00
Alex Szpakowski
05afbfdf2c Integrated Phil Hassey's patch to fix SDL_IsScreenKeyboardShown on iOS (https://bugzilla.libsdl.org/show_bug.cgi?id=2660) 2014-07-23 22:35:14 -03:00
Alex Szpakowski
029e0193c5 Fixed SDL_SetWindowFullscreen on iOS for the last time, hopefully.
Fixed iOS version checking code.
2014-07-23 21:55:42 -03:00
Alex Szpakowski
ef0490a741 More cleanup of the iOS Objective-C code. 2014-07-23 03:05:31 -03:00
Alex Szpakowski
6d552cae38 90% of iOS users on the App Store run at least iOS 7, so it doesn't make sense to support building using an SDK that doesn't support iOS 7. The minimum supported runtime version is still iOS 5.1. 2014-07-23 01:33:59 -03:00
Alex Szpakowski
967549c9ad Updated the iOS Objective-C code to use NSDictionary/NSArray/NSNumber literals and subscripting, for improved code clarity.
This requires at least Xcode 4.5 and the iOS 6 SDK to build, but it doesn't change the minimum supported runtime version (iOS 5.1). Less than 2% of iOS users are running iOS 5, so I hope developers aren't trying to build SDL using an SDK which doesn't support iOS 6/7...
2014-07-23 01:28:24 -03:00
Ryan C. Gordon
f30e120aa9 Added audio device buffer queueing API. 2014-07-22 21:41:49 -04:00
Sam Lantinga
dfc7535ff7 Fixed bug 2657 - Memory leak in GL_CreateTexture function
Nitz

In GL_CreateTexture function:

if (GL_CheckError("glGenTexures()", renderer) < 0) {
        SDL_free(data);
        return -1;
    }

Here only data is getting free but data->pixels getting leak.
So have to free data->pixels before free data.
2014-07-26 16:52:26 -07:00
Ryan C. Gordon
987c335551 Clarifying hard-to-understand piece of code. 2014-07-22 23:12:21 -04:00
Alex Szpakowski
078ca9f078 Cleaned up iOS OpenGL ES context creation code and added sRGB context support on iOS 7+ 2014-07-22 20:06:13 -03:00
Alex Szpakowski
cf2958a8de Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame. 2014-07-22 16:48:35 -03:00
Alex Szpakowski
e02e34521a The default implementation of [view layoutSubviews] actually does something in iOS 6+, so we should call [super layoutSubviews] when overriding it. 2014-07-21 02:46:53 -03:00
Brandon Schaefer
75dacdb99b Dont redeclare DBusMessage* msg; 2014-07-18 14:10:45 -07:00
Alex Szpakowski
e234575d54 Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows. 2014-07-17 22:55:59 -03:00
Alex Szpakowski
d2e445d7bb Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered. 2014-07-17 18:05:12 -03:00
Alex Szpakowski
b55be6e7bd Fixed SDL_HINT_ORIENTATIONS to properly allow disabling custom orientations if the hint is set with no valid orientations. 2014-07-16 21:06:15 -03:00
Alex Szpakowski
b21544c1dd The iOS 7 transparent status bar now uses white text rather than black. 2014-07-16 20:05:00 -03:00
Alex Szpakowski
b4d15ece6d Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+ 2014-07-16 16:12:20 -03:00
Alex Szpakowski
c81ce5a0a8 Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit. 2014-07-15 02:04:08 -03:00
Alex Szpakowski
1506b3b8fb iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK. 2014-07-15 02:01:43 -03:00
Alex Szpakowski
3672409c51 Changed the way retina resolutions are handled in iOS.
Previously, SDL would always expose display modes and window dimensions in terms of pixels, and would add an extra 'fake' display mode on retina screens which would contain the non-retina resolution. Calling SDL_CreateWindow with the dimensions of that fake display mode would not work.

Now, SDL only exposes display modes and window dimensions in terms of points rather than pixels. If the SDL_WINDOW_ALLOW_HIGHDPI flag is passed into SDL_CreateWindow, then any OpenGL contexts created from that window will be sized in pixels rather than points (retrievable with SDL_GL_GetDrawableSize.) Window dimensions and mouse coordinates are still in terms of points rather than pixels even with that flag.

This matches the behavior of SDL in OS X more closely, and lets users choose whether to make use of retina displays and lets them handle it properly.
2014-07-14 22:35:48 -03:00
Alex Szpakowski
734b523302 Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.

- Code style fixups.
2014-07-14 16:50:25 -03:00
Sam Lantinga
96b613eab3 Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window
Damian Kaczmarek

Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.
2014-07-13 09:04:55 -07:00
Sam Lantinga
fd1da994fa Fixed bug 2639 - SDL_BLENDMODE_BLEND not working properly for software renderer, thanks to Melker Narikka 2014-07-12 16:21:56 -07:00
Sam Lantinga
d1ca658c45 Fixed bug 2638 - (Signed) Can't create signed apps in Android
Pablo Mayobre

When generating a signed app with SDL 2.0.3 an issue comes up, watching at the Error Log points out that the issue lies in the src/main/android/SDL_android_main.c where the process name is defined as "SDL_app", this name turns into an erroneous name so it should be changed to "app_process"
2014-07-12 13:05:41 -07:00
Sam Lantinga
454c4a019f Fixed Visual Studio 2010 build 2014-07-11 22:15:34 -07:00
Sam Lantinga
6a1011ae6d Fixed build for arm platforms 2014-07-11 22:14:14 -07:00
Sam Lantinga
eb1c6044b2 Fixed bug in AVX detection and added AVX2 detection 2014-07-11 22:02:50 -07:00
Sam Lantinga
f1ca7bd167 Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events. 2014-07-09 01:34:40 -07:00
Ryan C. Gordon
f7461cdc9a The Gimp puts out a different bogus color mask for 32-bit .bmp files. :) 2014-07-09 00:09:57 -04:00
Ryan C. Gordon
a91f1a1adc Make SDL_LoadBMP() work with 32-bit bitmaps from ImageMagick. 2014-07-09 00:01:34 -04:00
Ryan C. Gordon
0e9c0855f5 Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0. 2014-07-08 16:17:06 -04:00
Sam Lantinga
19d878d711 Skip JUNK chunks in wave files 2014-07-08 00:42:14 -07:00
Sam Lantinga
35ec0075cf Strip the binaries before signing them, in release configuration 2014-07-08 00:23:36 -07:00
Sam Lantinga
ed30c80c5c Fixed supporting multiple frameworks 2014-07-07 23:48:21 -07:00
Sam Lantinga
9bd483439e Fixed code signing release frameworks 2014-07-07 23:40:10 -07:00
Andreas Schiffler
962c9911ce Update audio testautomation: more coverage; added SDL_PauseAudio test /w callback coverage 2014-07-07 23:33:57 -07:00
Sam Lantinga
d23d9c88e5 Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan

When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).

The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.

This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.

My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.

--

Sylvain

It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !

So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
2014-07-07 23:26:34 -07:00
Sam Lantinga
ef39d1d1ff Updated configure after removing pthread spinlock support 2014-07-07 21:34:04 -07:00
Sam Lantinga
8077bf3d10 Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader

Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).

Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:

6585 # 218
6586     if (!tls_errbuf && !tls_being_created) {
6587          SDL_AtomicLock_REAL ( & tls_lock );
6588         if (!tls_errbuf) {
6589             SDL_TLSID slot;
6590             tls_being_created = SDL_TRUE;
6591             slot =  SDL_TLSCreate_REAL ( );
6592             tls_being_created = SDL_FALSE;
6593              { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594             tls_errbuf = slot;
6595         }
6596          SDL_AtomicUnlock_REAL ( & tls_lock );
6597     }


Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae      __nanosleep+0x23   [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
  204           was_error = nanosleep(&tv, &elapsed);
(dbx) where
  [1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
  [2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
  [4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
  [5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
  [6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
  [7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
  [8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
  [9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
  [10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"

As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.

Different Solaris Studio compiler versions seem to make no difference.

I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.

This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
2014-07-07 21:27:42 -07:00
Sam Lantinga
0c8e33764c Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette()
Wei Mingzhi

surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
2014-07-07 21:21:05 -07:00
Andreas Schiffler
97bdefe2ab Enable 2 disabled audio tests (since bug 1396 is fixed and they pass now) 2014-07-07 20:26:21 -07:00
Sam Lantinga
cd8f63f280 Hopefully fixed Cygwin build 2014-07-07 13:21:54 -07:00
Sam Lantinga
a2d5dd0234 Removed useless assert 2014-07-07 13:19:53 -07:00
Sam Lantinga
fc4e798d79 Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski

Some minor changes to the Mac-specific backend code:

- Fixed up some code style issues (mostly brace style inconsistencies).

- Fixed a compiler warning in SDL_cocoaevents.m.

- Removed some useless code now that the 10.7 SDK is required to build SDL.

- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
2014-07-07 12:48:25 -07:00
Sam Lantinga
febc47976b SDL_SYS_IsXInputGamepad_DeviceIndex() is only available if SDL_JOYSTICK_XINPUT is true. 2014-07-07 11:44:14 -07:00
Sam Lantinga
c1d29725a8 Fixed indentation for pnacl configuration 2014-07-07 11:13:19 -07:00
Sam Lantinga
7187b74cf4 Fixed compiler warnings on iOS 2014-07-07 11:00:25 -07:00
Sam Lantinga
017c5dc381 Fixed bug 2626 - iOS: fix test and template Xcode projects and build scripts to link with CoreMotion
Alex Szpakowski

Now that SDL on iOS requires CoreMotion to be linked, some of the Xcode projects included with the SDL source (such as the iOS tests and the iOS app template) as well as the premake and automake scripts need to be updated.

I've attached a patch which does so. It also fixes the SDL Xcode project to build for 64-bit ARM as well as armv7 by default (or whatever the default ARM targets are for the Xcode version used), which is what the iOS app template expects.
2014-07-07 10:42:19 -07:00
Sam Lantinga
de1b22e74e Fixed compiler warning 2014-07-07 10:39:02 -07:00
Sam Lantinga
73cb234b5c Fixed compiler warning on Mac OS X 2014-07-07 10:38:10 -07:00
Shawn Walker
c5812c5511 2620 solaris port missing atomics if not using gcc 2014-07-05 16:11:23 -07:00
Sam Lantinga
d44f392265 Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski

Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.

This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.

I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
2014-07-07 10:33:32 -07:00
Alex Baines
1c6cd67819 Call dbus_shutdown to make valgrind happy. 2014-07-06 22:15:31 +01:00
Sam Lantinga
1ee96bb994 Fixed mingw64 build and warnings 2014-07-07 10:26:28 -07:00
Andreas Schiffler
ac112e5f09 Fix option for forced run of disabled tests in test harness 2014-07-06 20:41:39 -07:00
Sam Lantinga
9b1b74e6c0 Fixed haptic refcount bug (thanks David Ludwig!) 2014-07-04 17:20:22 -07:00
David Ludwig
cf4ff728a0 Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
  XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx.  The calls
  to those were removed by this change, but only when compiling for WinRT.
  Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
  GetProcAddress calls.
2014-07-04 18:20:23 -04:00
Sam Lantinga
b79e7f32cc Split the XInput and DirectInput code so Windows RT can use the existing XInput support. 2014-07-03 15:39:55 -07:00
Gabriel Jacobo
5a3c553d0a Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
2014-07-03 17:36:08 -03:00
Alfred Reynolds
321af03ff9 add a comment to SDL_InitSubSystem explaining its refcounting behavior 2014-07-03 10:22:26 -07:00
Alfred Reynolds
2748e28230 The YUV offset is 16 / 255, not 16 / 256 2014-07-03 10:22:12 -07:00
J?rgen P. Tjern?
744d4f02e6 Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too.
This is related to 36ffc47b6033, which fixes bug 2508.
2014-06-30 17:22:08 -07:00
Sam Lantinga
610225b451 Fixed null terminating the X11 error string 2014-06-28 19:51:26 -07:00
Gabriel Jacobo
765894e3cd Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
2014-06-28 13:05:16 -03:00
Gabriel Jacobo
9dc2614e7d Another fix to prevent dereferencing a null window pointer in SDL_mouse.c 2014-06-28 12:50:17 -03:00
Gabriel Jacobo
a9bb889864 Disable desktop OpenGL for EGL under Android 2014-06-28 12:48:29 -03:00
Gabriel Jacobo
1ed1f7f2e3 Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
2014-06-28 12:36:44 -03:00
Knut Andre Tidemann
02e9f81ebe SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.

Use this if it is available to get the context requested by the GL attributes.
2014-06-28 12:17:29 -03:00
Sam Lantinga
e592b04683 Fixed compiler warning on Android 2014-06-26 12:42:15 -07:00
Sam Lantinga
82849f0733 Updated the template project for iOS, thanks to Davide Coppola 2014-06-25 21:40:56 -07:00
Sam Lantinga
3d5f4a6901 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain! 2014-06-25 21:06:47 -07:00
David Ludwig
65023e0767 WinRT: Fixed game controller axis mappings
SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT
has no support for DirectInput.  This change makes SDL/WinRT's XInput
code snag some recently-changed bits from the Win32-specific,
DirectInput + XInput backend, in order to get the SDL_GameController API
working again on WinRT, insofar that axes map to the correct parts.

TODO:
 - test all buttons, making sure WinRT maps buttons the same way that Win32 does
 - consider making the Win32 and WinRT codebases share more stuff, minus
   the sort of duplication happening via this change.  Maybe simulate, or
   stub-out, DirectInput calls when on WinRT?
2014-06-25 22:38:40 -04:00
David Ludwig
a838a56d45 WinRT build fix 2014-06-25 22:03:05 -04:00
Ryan C. Gordon
95864f86d8 Patched to compile on Windows. 2014-06-25 17:24:06 -04:00
Ryan C. Gordon
4318910e02 Whoops, lost this in the merge. 2014-06-25 17:20:22 -04:00
Ryan C. Gordon
84cb232067 Patched to compile with -Werror=declaration-after-statement 2014-06-25 17:13:43 -04:00
Ryan C. Gordon
b29740b88f Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:

- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
2014-06-25 17:06:12 -04:00
Ryan C. Gordon
8436956711 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
 SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
2014-06-25 16:16:55 -04:00
Sam Lantinga
704d9bd30d Fixed bug 2525 - Keyboard focus crash
Todd Seiler

Call Stack:
#0  0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512
#1  0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643
#2  0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981
#3  0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092
#4  0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338
#5  0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547
#6  0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138
#7  0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145
#8  0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28
#9  0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8


This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom().

In Ogre3D application you do the following:
        window_ = root_->initialise(true, "Ogre Window 2");
        loadOgreResources();
        Ogre::WindowEventUtilities::addWindowEventListener(window_, this);

#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
        NSWindow* Data = 0;
        window_->getCustomAttribute("WINDOW", &Data);
        sdl_window_ = SDL_CreateWindowFrom((void*)Data);
#endif

It results in a crash in this function:
SDL_cocoakeyboard.m

void
Cocoa_StartTextInput(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
    SDL_Window *window = SDL_GetKeyboardFocus();
    NSWindow *nswindow = nil;
    if (window)
        nswindow = ((SDL_WindowData*)window->driverdata)->nswindow;

    // ...
}

The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called:

SDL_cocoawindow.m

static int
SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created)
{
    // ...

    if ([nswindow isKeyWindow]) {
        window->flags |= SDL_WINDOW_INPUT_FOCUS;
        SDL_SetKeyboardFocus(data->window);
    }

    /* Prevents the window's "window device" from being destroyed when it is
     * hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html
     */
    [nswindow setOneShot:NO];

    /* All done! */
    [pool release];
    window->driverdata = data;
    return 0;
}

As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
2014-06-25 02:08:37 -07:00
Sam Lantinga
724d9380ba Fixed compiler warning - HRESULT is set to FFERR_* values, but is an int 2014-06-25 01:43:58 -07:00
Sam Lantinga
a8955f2640 Made the RLE code (semi) readable again 2014-06-25 01:35:17 -07:00
Sam Lantinga
b4deeeba05 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Sylvain

Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
2014-06-25 00:58:40 -07:00
Sam Lantinga
afe14829b8 Fixed bug 2556 - add compilation flag -Wshadow
Sylvain

here's the full patch for Blit + RLE.
2014-06-25 00:43:10 -07:00
Sam Lantinga
6a632eb23c Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski

SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.

The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.

I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
2014-06-25 00:20:21 -07:00
Sam Lantinga
52ec151fb0 Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
2014-06-24 13:31:25 -07:00
Sam Lantinga
cbafb158b0 Fixed bug 2467 - bad memcpy in SDL_OpenAudio/open_audio_device/prepare_audiospec chain
Rainer Deyke

If 'SDL_OpenAudio' is called with 'obtained == NULL', 'prepare_audiospec' performs a bad 'memcpy' with the destination and source pointing to the same block of memory.  The problem appears to be on in 'SDL_OpenAudio', which calls open_audio_device with 'obtained = desired' when 'obtained == NULL'.  'open_audio_device' cannot deal with 'desired' and 'obtained' pointing to the same block of memory but can deal with 'obtained == NULL'
2014-06-24 01:38:21 -07:00
Sam Lantinga
3344db40ff Don't redefine standard macros, use SDL specific macros instead to avoid compiler warnings 2014-06-23 11:06:50 -07:00
Sam Lantinga
67e55655a3 Fixed grab interaction with Windows Classic theme
Testing:
* For each theme in Windows 7, Windows 7 Basic, and Windows 7 Classic:
- Ran testsprite2
- Pressed Ctrl-G to grab the mouse
- Alt-tabbed away, verified mouse is no longer grabbed
- Alt-tabbed back, verified that mouse was grabbed
- Alt-tabbed away
- Clicked in the window, verified mouse was grabbed
- Alt-tabbed away
- Grabbed the title bar and dragged the window around successfully, verified that mouse was grabbed when move modal loop completed
- Alt-tabbed away
- Clicked the minimize button on the title bar, the window was successfully minimized
- Clicked on the icon in the task bar, the window was restored and the mouse grabbed again
- Alt-tabbed away
- Clicked the close button on the title bar, the window was successfully closed
2014-06-23 10:09:15 -07:00
Sam Lantinga
9e2a2639f8 Added names for some theme related windows messages 2014-06-23 10:09:13 -07:00
Gabriel Jacobo
e63e1a5e64 Fixes OpenGL ES 2 renderer (Thanks Sylvain Becker) 2014-06-23 09:25:27 -03:00
Gabriel Jacobo
620510b337 Fix compiler warning 2014-06-23 09:18:31 -03:00
Sam Lantinga
553028c9ec Partial fix for bug 2556 - add compilation flag -Wshadow
I added -Wshadow and then turned it off again because of massive variable shadowing in the blit macros.

Feel free to go through that code and fix these if you want. Just uncomment CheckWarnShadow in configure.in if you want to try this.
2014-06-22 11:02:56 -07:00
Sam Lantinga
9f5e3ed7e7 Fixed bug 1673 - BEXT wave files only have extra metadata that you can easily skip through
bill

In SDL_wave.c, BEXT wave files with "bext" instead of "fmt " are choked on

    if (chunk.magic != FMT) {
        SDL_SetError("Complex WAVE files not supported");
        was_error = 1;
        goto done;
    }

BEXT files http://en.wikipedia.org/wiki/Broadcast_Wave_Format actually playback the same as regular waves.  All they have is (A LOT OF) extra header info.

To open them, just SKIP the "bext" chunk, and the "fmt " chunk will be a couple of hundred bytes later.

The "fmt " chunk is also bloated, but if you skip past the extra information to the "data" chunk, there is nothing different about a BEXT wave file than a "normal" one.

You can then load the data and proceed as normal.
2014-06-22 10:05:59 -07:00
Sam Lantinga
cff9eac637 Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined
callow.mark

Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails.

A patch is attached. See bug #2570 for reasons you might want to compile this way.
2014-06-22 09:48:46 -07:00
Sam Lantinga
1b3d4e6d0e 565 textures have higher priority than 555 textures 2014-06-22 09:42:43 -07:00
Sam Lantinga
d65ac7785f Restore window OpenGL state if creating an OpenGL renderer fails 2014-06-22 02:48:43 -07:00
Sam Lantinga
b7b6d8ab7a Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails 2014-06-22 02:30:36 -07:00
Sam Lantinga
5df11f8aa1 Made SDL_PIXELFORMAT_ARGB8888 the default texture format for consistency across renderer implementations. 2014-06-21 21:46:42 -07:00
Sam Lantinga
7b7828a46e You shouldn't get axis and hat events when your application doesn't have focus (unless you use the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint) 2014-06-21 21:30:49 -07:00
Sam Lantinga
f8b75b1a14 Fixed bug 2562 - SDL_hapticlist/_tail not set correctly
Zachary L

SDL_hapticlist and SDL_hapticlist_tail are not set correctly when quitting the subsystem. This matters because they are represented as global variables. In the case you quit and reinitialize the subsystems, problems with dangling pointers arise.

For instance, SDL_hapticlist_tail will not be null on second initialization and because of the check on line 298, it will fail to set SDL_hapticlist appropriately. This can cause a few things to go wrong, like feeding SDL_strcmp a null fname which can cause a segfault.
2014-06-21 20:40:00 -07:00
Sam Lantinga
e8d84fbfaa Merged changes from Alexey Petruchik to support Android obb files
http://developer.android.com/google/play/expansion-files.html
2014-06-21 20:35:36 -07:00
Sam Lantinga
f448815e82 Added libibus-1.0-dev build dependency 2014-06-21 17:31:36 -07:00
Sam Lantinga
b56b37cde6 Fixed warning when building without ibus 2014-06-21 17:25:59 -07:00
Sam Lantinga
fe63e00be9 Generated configure from recent configure.in changes (for ibus support) 2014-06-21 12:50:03 -07:00
Sam Lantinga
62bdecc80c Fixed compiler warning with new OpenGL ES header files 2014-06-21 12:45:54 -07:00
Sam Lantinga
d7924c73d6 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5
Alex Szpakowski

Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
2014-06-21 12:43:57 -07:00
Sam Lantinga
e8f8e6727a Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Alvin

The new OpenGL ES 2.0 YUV Texture support does not correctly display padded, non-contiguous YUV data.

I am using SDL2 95bd3d33482e (as provided by 'hg id --id') from Mercurial.

The YUV data I am using is provided by the FFMPEG family of libraries. According to FFMPEG's documentation, "The linesize [pitch] may be larger than the size of usable data -- there may be extra padding present for performance reasons."

The dimensions of the video file that I am using are 480x360. What I get from FFMPEG is a Ypitch of 512, and Upitch and Vpitch are both 256.

When I pack new Y, U and V buffers with only the "usable" data (Ypitch is 480 and Upitch and Vpitch are both 240), and use those new buffers, the image is display correctly.

It appears that the Ypitch, Upitch and Vpitch parameters are not being used by SDL_UpdateYUVTexture().

I use SDL_PIXELFORMAT_YV12 for my YUV texture, however, the same results are seen when I use SDL_PIXELFORMAT_IYUV.

Not sure if this is related or not, but when I render the YUV texture (padded and unpadded) to a RGB24 texture, the resulting image is greyscale (or could by just the Y channel).

The URL field for this bug entry is set to my email (SDL mailing list archive) which includes an example image of what I see when rendering padded, non-contiguous YUV data.
2014-06-21 12:38:46 -07:00
Alex Baines
41a39837ca Add IBus IME Support, move DBus code to its own file. (v3.3 squashed) 2014-06-18 20:11:39 +01:00
Sam Lantinga
0d673844ac Fixed bug 2596 - SDL_SetError fails on on NULL on systems with vsnprintf
sfalexrog

On systems with vsnprintf call SDL_SetError fails when passed a NULL as an argument. SDL's implementation checks for NULL (as seen in the commit: https://hg.libsdl.org/SDL/rev/835403a6aec8), but system implementation may crash.
2014-06-21 11:52:53 -07:00
Sam Lantinga
6c0a7b99fa Added NaCl to the supported platforms list 2014-06-21 11:50:18 -07:00
Sam Lantinga
80e401ab08 Added NaCl to SDL_GetPlatform() 2014-06-21 11:48:12 -07:00
Sam Lantinga
640e0415ae Added OpenGL ES headers to public headers 2014-06-21 11:42:46 -07:00
Sam Lantinga
8ef5651185 Fixed compiler warning 2014-06-21 11:36:00 -07:00
Sam Lantinga
ce84813a80 commit 9e211e646f9d51dc1372c9f3c8f47a78caf4f2a5
Author: Sam Clegg <sbc@chromium.org>
Date:   Fri Jun 20 12:52:11 2014

    Fix win32 build which was failing due to missing PRIs64.

    This change adds definitions for the C99 PRIs16 and PRIu64
    which are missing from <stdint.h> on at last win32 and
    possibly other platforms.

    These already existed in testgesture.c so I removed them
    from there also.
2014-06-21 11:24:06 -07:00
Sam Lantinga
61fea2a807 Removed references to Raspberry Pi 2014-06-21 11:16:26 -07:00
Ryan C. Gordon
879805260a Added script for buildbot to use on NaCl target. 2014-06-20 22:38:36 -04:00
Gabriel Jacobo
3b217eefd7 Fix another NaCl warning 2014-06-20 11:50:31 -03:00
Sam Clegg
7e52722dfd Fix compiler warnings in Native Client and Linux builds. 2014-06-20 11:10:16 -03:00
Gabriel Jacobo
6c5cb5400f Ooops, code that resists erasure, I've seen that in a movie. 2014-06-20 11:01:05 -03:00
Gabriel Jacobo
553cc07e9d Initialize nacl_io, removes SDL_NaClMount/Umount
It's just easier to use nacl_io's mount/umount directly.
2014-06-20 10:59:51 -03:00
Sam Clegg
199aff7bc2 Make autoconf-based build quiet by default.
Add V=1 to the make command line will show the full commands but by default
we just show the tool-type and the output file.  This is generally much easier
on the eye and makes warnings and errors more clearly visible.
2014-06-19 00:40:09 -04:00
Gabriel Jacobo
715a9829b9 Fix file name typo, thanks Sam Clegg! 2014-06-18 10:04:21 -03:00
Wander Lairson Costa
2334aa86b1 Add suport for "make uninstall" to cmake. 2014-06-16 10:58:09 -03:00
Gabriel Jacobo
ab238dc6e4 Assorted fixes for NaCl. Hat tip to Sylvain Becker 2014-06-16 09:54:33 -03:00
Gabriel Jacobo
9e55ace818 Fixes #2583, clean up EGL initialization 2014-06-16 09:47:23 -03:00
Sam Lantinga
047c19ce76 Fixed bug 2558 - Missing FINGERUP in Android
Sylvain

If you play with the TouchScreen with +3 fingers randomly / pressing simultaneously all fingers.

You triggers FINGER DOWN events, but not always all the associated FINGER UP events.

So, after a while SDL_GetNumFingers() can report a wrong number of fingers pressed !


The explanation is hidden there : http://developer.android.com/reference/android/view/MotionEvent.html

Each pointer has a unique id that is assigned when it first goes down (indicated by ACTION_DOWN or ACTION_POINTER_DOWN).
A pointer id remains valid until the pointer eventually goes up (indicated by ACTION_UP or ACTION_POINTER_UP) or when the gesture is canceled (indicated by ACTION_CANCEL).

in ACTION_CANCEL :

The current gesture has been aborted. You will not receive any more points in it. You should treat this as an up event, but not perform any action that you normally would.
Constant Value: 3 (0x00000003)
2014-06-15 19:32:39 -07:00
Sam Lantinga
260549d1ca Fixed bug 2567 - x11: Local dropped files are not URI-decoded
Melker Narikka

Local files that are dropped onto a window under X11
are not going through a URI decoding step, resulting in the following
in my test application:

Dropped file /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png
Couldn't load /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png

Expected result:

Dropped file /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png
Loaded /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png successfully

I've attached a patch that fixes the issue by doing URI decoding in-place on
the file string buffer.
2014-06-15 18:31:30 -07:00
Sam Lantinga
af50403e50 Fixed bug 2575 - Current GL context tracking fails
Ronie Salgado

The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context.

Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default.

Expected Output:
-"First window" should be blue.
-"Second window" should be green.

Gotten Output:
- "First window" black.
- "Second window" blue.

What happened:
The renderer created for the "first window" ends rendering into the "second window" OpenGL context.

Bug location:

SDL_render_gl.c - line 286 on hg:
static SDL_GLContext SDL_CurrentContext = NULL;

When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change.

Solution proposal:
- Move the current GL context cache into another place global.
2014-06-15 18:09:39 -07:00
Sam Lantinga
175b343ee6 Fixed bug 2568 - NO_SDL_GLEXT should prevent OS glext.h as well
J?rgen Tjern?

If you #define NO_SDL_GLEXT before including SDL_opengl.h, it still includes the platform-provided glext.h. The comments indicate that this define is intended to be used when you provide your own glext.h (quote from SDL_opengl.h: "Define this if you have your own version of glext.h and want to disable the version included in SDL_opengl.h.")

This is a problem because glext.h depends on the contents of gl.h, and it's practical to let SDL_opengl.h pick the right #include for gl.h for our platform.
2014-06-15 17:37:35 -07:00
Sam Lantinga
2a082c07f6 Fixed bug 2580 - sndio backend improvements
Brad Smith

Attached is patch from the OpenBSD ports tree to add 24-bit support to the sndio backend and to make use of the sio_open() option SIO_DEVANY.
2014-06-15 17:26:30 -07:00
Sam Lantinga
6146fe85cc Fixed 2584 - Memory leak in Cocoa_GetDisplayName
Diego

The Xcode Instruments Leak tool reports a leak from IODisplayCreateInfoDictionary in Cocoa_GetDisplayName.
This happened after upgrading to Xcode 5.
2014-06-15 17:18:05 -07:00
Sam Lantinga
54771080f3 Add controller mapping for Bluetooth DualShock 4 controllers on Linux
Frank Praznik

Add a gamepad mapping entry for Bluetooth DualShock 4 controllers on Linux.
The button mapping is the same as the USB controller, but the GUID is
different.
2014-06-15 13:05:30 -07:00
Sam Lantinga
b9d1f9edd8 Fixed Android error on static lib build, if relative NDK_MODULE_PATH used
Stefan P?schel

if the variable NDK_MODULE_PATH is set to a relative path (like "../"),
compiling of a static SDL lib fails with an error similar to this:
make: *** No rule to make target
`..//android_libs/SDL/..//android_libs/SDL/src/main/android/SDL_android_main.c',
needed by
`obj/local/armeabi/objs/SDL2_static/__//android_libs/SDL/src/main/android/SDL_android_main.o'.
 Stop.

Regarding the shared lib, this is already prevented by a "subst" command
in the /Android.mk, which removes all occurences of "$(LOCAL_PATH)/".
The attached patch does the same with the additional
"SDL_android_main.c", which is included for build the static SDL lib.
2014-06-15 13:01:10 -07:00
Sam Lantinga
ab4f1aaae3 Fixed Visual Studio 2008 projects
Added missing files to SDL2 project
Added missing Visual Studio 2008 tests to the solution
Added output paths which match the 2010+ projects
Added SDL project references instead of old style project dependencies
Removed post-build copy step and added data files to projects
2014-06-15 10:42:28 -07:00
Ryan C. Gordon
39bad809c3 Mac: Fixed crash when returning from a fullscreen Space on shutdown. 2014-06-15 11:59:16 -04:00
Ryan C. Gordon
70cebc7d43 Add coreaudio to the configure script's summary output. 2014-06-15 01:19:01 -04:00
Ryan C. Gordon
446d19c4de Removed SDL_SYS_JoystickNeedsPolling().
It was simpler to just have the polling (actually: hotplug detection)
 functions return immediately if it's not an appropriate time to poll.

Note that previously, if any joystick/controller was opened, we would poll
 every time anyhow, skipping this function.
2014-06-14 23:31:23 -04:00
Ryan C. Gordon
9e5504f89d Mac: Run the CFRunLoop in joystick mode during SDL_SYS_JoystickNeedsPolling().
This fixes hotplugging failing to detect devices.
2014-06-13 14:52:26 -04:00
Alfred Reynolds
8c2c744ad5 - fixed crash if you removed a device twice, the deviceRef is invalid if removed from the removed device callback (added in http://hg.libsdl.org/SDL/rev/d4e4d0fcda03 ). 2014-06-13 10:50:24 -07:00
Ryan C. Gordon
2cce7b2ed3 Implemented Cocoa GetAbsoluteMouseState(). 2014-06-11 00:40:19 -04:00
Ryan C. Gordon
4676705de0 Implement Windows GetAbsoluteMouseState(). 2014-06-11 00:12:19 -04:00
Ryan C. Gordon
c8c55a01f4 This should probably query async button state. 2014-06-11 00:12:06 -04:00
Ryan C. Gordon
8719a76535 Regenerated SDL_audiotypecvt.c with updated perl script. 2014-06-10 19:39:33 -04:00
Ryan C. Gordon
91b7fb00d0 Fix audio resampling in some cases.
Fixes Bugzilla #2389.
2014-06-10 19:37:59 -04:00
Philipp Wiesemann
78d40e0901 Fixed nesting of HTML elements in documentation.
The code element may only contain inline but the pre element is block.
2014-06-09 17:37:59 +02:00
Philipp Wiesemann
f4df542580 Fixed typos in documentation. 2014-06-09 17:28:08 +02:00
Philipp Wiesemann
ea93820e1f Fixed format string faults in audio tests.
They were found by the recent code annotations.
2014-06-09 17:25:03 +02:00
Gabriel Jacobo
7467e30b83 Forgot a piece of README-nacl.txt 2014-06-08 18:50:40 -03:00
Gabriel Jacobo
efa2d0581d Fixes audio for Native Client, and other fixes...
- SDL_NaClMount, SDL_NaClUmount
- Default mounting of https at / in SDL's main function
- More documentation in README-nacl.txt
2014-06-08 18:18:13 -03:00
Sam Lantinga
5ae12b46b5 The NaCL mount/unmount functions need to be in SDL_system.h and specific to NaCL 2014-06-08 12:05:17 -07:00
Sam Lantinga
be74705f82 Visual Studio 2013 Express Edition can load the standard solution, so we don't need special Express Edition solutions. 2014-06-08 12:00:29 -07:00
Sam Lantinga
d639d031cf Ignore Visual Studio test data files 2014-06-08 11:59:36 -07:00
Philipp Wiesemann
ef3887ecfc Changed two Java nested classes into static nested classes.
Both do not need an implicitly created reference to enclosing class.
2014-06-08 13:14:20 +02:00
Philipp Wiesemann
d2220917e0 Fixed typo in log message. 2014-06-08 13:03:45 +02:00
Philipp Wiesemann
2b95c4c40b Fixed doxygen comment in header. 2014-06-08 13:01:04 +02:00
Philipp Wiesemann
0ad1dc1875 Fixed typo in source comment. 2014-06-08 12:51:02 +02:00
Sam Lantinga
85cae4783b Updated projects for Visual Studio 2010, 2012 and 2013
* Test programs use project references instead of hard-coding SDL library dependencies
* Test data files are copied only when needed.
* Copying SDL2.dll is no longer necessary
* Fixed /SAFESEH warning
* Fixed attempted rebuild of SDL every time a test program is run
2014-06-07 21:58:18 -07:00
Sam Lantinga
47e0aa0e6a Fixed building on command line Mac OS X 2014-06-07 20:43:12 -07:00
Sam Lantinga
cde32ccc83 Fixed compile warnings 2014-06-07 18:20:25 -07:00
Sam Lantinga
6101e4b20e Added SDL_sqrtf(), SDL_tan(), SDL_tanf() 2014-06-07 18:20:01 -07:00
Sam Lantinga
40538446d9 Fixed crash with SDL_SetError(NULL) 2014-06-07 17:31:50 -07:00
Sam Lantinga
0ddd252fdd Fixed initializing test event queue 2014-06-07 17:25:56 -07:00
Sam Lantinga
5907cfaadf Fixed another loopwave crash with no command line arguments 2014-06-07 17:25:35 -07:00
Sam Lantinga
a93474a2e5 Fixed loopwave crash with no command line arguments 2014-06-07 17:09:32 -07:00
Sam Lantinga
9fb2cc10c0 dront78 implemented YUV texture support for OpenGL ES 2.0 2014-06-07 11:36:08 -07:00
Gabriel Jacobo
93aabd3224 Adds missing Makefile for NACL test and a couple of smaller fixes 2014-06-06 18:33:17 -03:00
Gabriel Jacobo
1e352d7929 Chrome's Native Client backend implementation 2014-06-06 15:45:59 -03:00
Brandon Schaefer
04a0836b1a Turns out visualstudio does not like PRIu64, soo lets just cast it to llu. 2014-06-05 15:37:33 -07:00
Brandon Schaefer
1f71676906 Fix warnings, only major one being an SDL_SetError not providing enough arguments. 2014-06-05 15:29:23 -07:00
Sam Lantinga
6671aa2a08 Code analysis annotations found a legitimate bug! 2014-06-05 09:49:45 -07:00
Sam Lantinga
d0146cfcc0 Added missing headers that should be installed. 2014-06-05 09:27:06 -07:00
Ryan C. Gordon
4f7329a127 Don't link directly against OpenGL.framework on Mac OS X.
We dlopen() it as appropriate already.
2014-06-05 11:04:07 -04:00
Wander Lairson Costa
eff61ee39d Add an entry for X11 "/" key for Brazilian keyboard.
SDL2 reports the following message when we type the "/" on br-abnt2 keyboards:

The key you just pressed is not recognized by SDL. \
To help get this fixed, please report this to the SDL mailing list \
<sdl@libsdl.org> X11 KeyCode 97 (89), X11 KeySym 0x2F (slash).

That's because the corresponding entry in the scancodes table is
marked with value SDL_SCANCODE_UNKNOWN.

This commit fixes that adding the value SDL_SCANCODE_SLASH for this entry.
2014-06-05 11:55:37 -03:00
Ryan C. Gordon
75a3ad1d49 CMake: Slightly better fix for installation target (thanks, Anthony!).
Fixes Bugzilla #2474.
2015-04-22 20:25:19 -04:00
Philipp Wiesemann
034933d712 Fixed typos in header file documentation comments. 2015-04-22 21:43:22 +02:00
Philipp Wiesemann
71c65b1569 Fixed SDL_GameControllerOpen() and SDL_JoystickOpen() documentation in header. 2015-04-20 20:03:40 +02:00
Philipp Wiesemann
83c088a04a Fixed unsupported doxygen tag in header file. 2015-04-20 20:03:26 +02:00
Ryan C. Gordon
69f6f646a2 Cleaned up the macro salsa in the Windows timer code.
- Removed USE_GETTICKCOUNT code; it's never used now.
- Reduced the number of preprocessor checks for WinRT.
- Renamed timeSetPeriod() so it doesn't look like a Win32 API call.
2015-04-20 13:43:24 -04:00
Ryan C. Gordon
b72938c861 Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.

Fixes Bugzilla #2944.
2015-04-20 12:22:44 -04:00
Ryan C. Gordon
c294130f6e Added SDL_opengl_glext.h to the list of headers to install. 2014-06-05 10:28:08 -04:00
Ryan C. Gordon
3dedcf29ff Corrected package list for Wayland/Mir support (was missing libxkbcommon-dev). 2014-06-05 01:55:52 -04:00
Ryan C. Gordon
c8cf407ea3 Wired up Windows resize hit testing. 2014-06-05 00:54:43 -04:00
Ryan C. Gordon
31de8f8b99 Minor tweaks to testhittesting. 2014-06-05 00:49:25 -04:00
Ionut Leonte
2d38a71a1f Added SDL_HITTEST_RESIZE_*, and implemented for X11. 2014-06-05 00:45:16 -04:00
Ryan C. Gordon
b861efde14 Implemented SDL_GetAbsoluteMouseState().
X11 only for now, but this should be doable on every platform, I think.
2014-06-05 00:03:33 -04:00
Ryan C. Gordon
264eb4bbed Added some (harmlessly) missing braces. 2014-06-05 00:02:42 -04:00
Sam Lantinga
1188c174d7 Fixed Mac OS X build 2014-06-04 16:35:07 -07:00
Brandon Schaefer
d829af786e Assume all motion events are mouse events unless tool_type states otherwise. 2014-06-04 12:55:18 -07:00
Sam Lantinga
4fd03b9582 Setting the window size changes the fullscreen display mode, unless a window display mode has been set.
Testing:
* Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
2014-06-04 10:57:52 -07:00
Sam Lantinga
c15e26d77d Fixed crash and lost pixel data when recovering from a lost device situation (e.g. alt-tab from fullscreen) 2014-06-04 10:57:40 -07:00
Sam Lantinga
947a0b8bae Ryan C. Gordon <icculus@icculus.org> 2014-05-24 01:23 -0400
Generated dynapi stuff for the new WinRT entry points.
http://hg.libsdl.org/SDL/rev/d54306e2b8a7
2014-06-04 10:57:12 -07:00
Sam Lantinga
da6d9a9f2a Added annotations to help code analysis tools
CR: Bruce Dawson
2014-06-04 10:56:56 -07:00
Sam Lantinga
529bcf6293 Fixed bug 2526, but regressed delivering dead key presses 2014-06-04 10:56:43 -07:00
Sam Lantinga
4750fe7390 When the window fullscreen mode changes, update the display resolution 2014-06-04 10:56:37 -07:00
Sam Lantinga
707fd9f071 Fixed bug where changing the window border would change the window size on Windows. 2014-06-04 10:56:30 -07:00
Sam Lantinga
1e00c03f14 Fixed Mac OS X build 2014-06-04 10:56:17 -07:00
Sam Lantinga
45ed5ee494 Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal() 2014-06-04 10:55:26 -07:00
Sam Lantinga
3e3b34adc9 Added a hint to disable windows message processing in SDL_PumpEvents()
SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
2014-06-04 10:52:34 -07:00
Sam Lantinga
0d1f0fed71 Added a hint to disable window frame and title bar interaction when the cursor is hidden 2014-06-04 10:50:32 -07:00
J?rgen P. Tjern?
d34184461f SDL_opengl: Fix Mac build for SDK 10.9 too. 2014-06-04 10:33:23 -07:00
J?rgen P. Tjern?
d623c0b443 SDL_opengl: Fix Mac build with new glext.h 2014-06-04 09:59:10 -07:00
Sam Lantinga
65133ebc1b Wait for the fullscreen transition to complete before allowing the application to continue.
This fixes Alt-Enter in the Steam streaming client, which sets the window size and position immediately after switching out of fullscreen mode.
2014-06-04 09:39:08 -07:00
Sam Lantinga
16360b1979 Fixed escape cancelling fullscreen mode now that the SDL window is the first res
ponder.
2014-06-04 01:56:14 -07:00
J?rgen P. Tjern?
a2085da216 SDL_opengles2: Update to latest Khronos headers.
This updates to the latest Khronos headers, which gives the latest
headers for MSVC.

The following files were retrieved on 2014-06-04:

http://www.khronos.org/registry/gles/api/GLES2/gl2.h
http://www.khronos.org/registry/gles/api/GLES2/gl2ext.h
http://www.khronos.org/registry/gles/api/GLES2/gl2platform.h
http://www.khronos.org/registry/egl/api/KHR/khrplatform.h

And they were modified to not include each other themselves.
2014-06-04 01:35:36 -07:00
J?rgen P. Tjern?
0887f5184c SDL_opengl: Update to glext.h from Khronos dated 2014-05-21.
This updates to the latest glext.h from Khorons that includes the OpenGL
4.4 specification. It was retrieved from
http://www.opengl.org/registry/api/GL/glext.h at 2014-06-04.
2014-06-04 01:32:52 -07:00
J?rgen P. Tjern?
f45a2fd05d SDL_opengles2: Separate out GLES2 headers. 2014-06-04 01:27:13 -07:00
J?rgen P. Tjern?
8793657db7 SDL_opengl: Move glext.h to a separate file. 2014-06-04 01:21:00 -07:00
J?rgen P. Tjern?
c1e11f699e X11: Provide specific X error when SDL_GL_CreateContext fails.
This makes the X error handler used for GL context creation handle *all* errors
and provide the user with specific error messages when SDL_GL_CreateContext
fails.

CR: icculus@icculus.org
2014-06-03 21:13:00 -07:00
Sam Lantinga
ece2a9bf06 Hopefully really fixed the Android build 2014-06-02 09:20:09 -07:00
Sam Lantinga
5186be4a12 Fixed Android build 2014-06-02 09:12:51 -07:00
Sam Lantinga
a8fcbc466a Fixed bug 2534 - Mac: black bar at top of screen in SDL_WINDOW_FULLSCREEN mode
Alex Szpakowski

Patch to fix the y component of the position of fullscreen windows in OS X.

In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen.

The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar.

I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
2014-06-02 09:09:40 -07:00
Sam Lantinga
6b90d7f58a Fixed bug 2550 - [OS X 10.9] Enabling SDL_WINDOW_FULLSCREEN after relative mouse mode leaves cursor visible
Eric Wasylishen

Steps to reproduce:

- Run testwm2 app in the SDLTest Xcode project
- Press Control+R to enable relative mouse mode. The mouse cursor should disappear.
- Press Control+Enter to enter fullscreen.
- Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse.

Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5.

I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe.

A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
2014-06-02 09:06:38 -07:00
Sam Lantinga
32665131f6 Added a way to get the native Android window and EGL context 2014-06-02 09:01:26 -07:00
Sam Lantinga
3905b910f3 Fixed bug 2479 - [OS X] SDL_SetWindowFullscreen fails to switch to windowed
Eric Wasylishen

The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened.

i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN:

"else if (state == isFullscreenSpace) {
    return YES;  /* already there. */
}"

With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
2014-06-02 09:01:10 -07:00
Sam Lantinga
75c57f8db7 Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic. 2014-06-02 08:58:07 -07:00
Sam Lantinga
9d00f75a27 Fixed bug 2520 - Held double-click app startup creates a stuck MOUSEBUTTONDOWN event
snake5creator

When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event).

Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png

Without: http://i.imgur.com/yaIqAvV.png
2014-05-31 14:03:04 -07:00
Sam Lantinga
70df9cd0cd Fullscreen to windowed mode switch
From Melesie

I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states:

Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
2014-05-31 12:21:55 -07:00
Sam Lantinga
18c31dec54 Fixed Direct3DCreate9Ex prototype 2014-05-31 11:53:19 -07:00
Sam Lantinga
0c6b99d576 Fixed cast 2014-05-31 11:48:52 -07:00
Sam Lantinga
49c53fd280 Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
2014-05-31 11:37:12 -07:00
Sam Lantinga
52222db255 Fixed SDL error when filtering events after shutdown.
This can happen when restoring video modes during video system shutdown
2014-05-31 11:33:25 -07:00
Ryan C. Gordon
7153c2dad1 Fixed using SDL_PointInRect() from C++. 2014-05-30 09:50:47 -04:00
Ryan C. Gordon
bb7a27fadd Fixed up SDL_CaptureMouse() on Windows to work like I expected.
This would have been a one-line patch to the documentation (specifying that
 captures only work as long as the left mouse button is pressed), but I didn't
 like that, so I got a little crazy about this instead.
2014-05-30 01:51:13 -04:00
Ryan C. Gordon
bcc2cc8722 Fixed hit-testing on Windows.
Needed to convert from screen to client coords.
2014-05-30 01:49:26 -04:00
Ryan C. Gordon
bf03bec120 Patched to compile on Visual Studio. 2014-05-30 01:48:26 -04:00
Ryan C. Gordon
4ef6eddaf7 Make some printf() calls into SDL_Log() so I can see them on Windows. :) 2014-05-30 01:48:08 -04:00
Philipp Wiesemann
f29ac39934 Added javadoc comments to document methods used by JNI. 2014-05-29 23:05:18 +02:00
Philipp Wiesemann
eac27bcd2f Added javadoc comments to prevent unused parameter warning. 2014-05-29 22:58:06 +02:00
Philipp Wiesemann
1f111f3ddc Fixed implicit boxing and unboxing of Java Objects warning. 2014-05-29 22:53:53 +02:00
Philipp Wiesemann
8d11db2f93 Added missing stdio include in test program. 2014-05-29 22:48:10 +02:00
Philipp Wiesemann
3a8033587b Fixed use of uninitialized variable warning in test program. 2014-05-29 22:44:08 +02:00
Ryan C. Gordon
89ad793407 First shot (not even compiled) at Windows hit-testing support. 2014-05-29 13:39:02 -04:00
Ryan C. Gordon
661548c8f3 Tweaked hit-testing documentation. 2014-05-29 13:38:39 -04:00
Ryan C. Gordon
7364ed016b Added a few debug printf() calls. 2014-05-28 01:27:27 -04:00
Ryan C. Gordon
98c03f391d Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
 WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
 control over the regions (how do you use rects to cleanly surround a circular
 button?), the callback can be more optimized than a iterating a list of
 rects, and you don't have to send an updated list of rects whenever the
 window resizes or layout changes.
2014-05-28 01:22:47 -04:00
Ryan C. Gordon
7a4ddcd8c6 Don't hardcode an 8 here. 2014-05-27 15:47:25 -04:00
Ryan C. Gordon
20ac4bae89 Some updates for the X11 drag areas work. 2014-05-27 15:40:03 -04:00
Damian Kaczmarek
2744c0195a Initial work on X11 implementation of SDL_SetWindowDragAreas(). 2014-05-27 14:41:16 -04:00
Ryan C. Gordon
3cbc83ef11 First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
2014-05-27 01:27:42 -04:00
Ryan C. Gordon
b7f90442df Added SDL_PointInRect(). 2014-05-27 00:26:47 -04:00
Ryan C. Gordon
dd5277d65c Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!).
This should be a "long" which on a 64-bit system is likely to be > 32-bits,
 causing XGetICValues() to write past the end of the variable (and stack).

Fixes Bugzilla #2513.
2014-05-24 21:06:40 -04:00
Ryan C. Gordon
4db368e625 Added note about Wayland and Mir packages for Ubuntu 14.04. 2014-05-24 19:49:03 -04:00
Ryan C. Gordon
ded970f70f Flip this around to do the simpler condition first. 2014-05-24 18:23:56 -04:00
Ryan C. Gordon
668025c239 Implement SDL_CaptureMouse() for Mac OS X. 2014-05-24 18:23:39 -04:00
Ryan C. Gordon
b7d2c0e9d6 Implemented SDL_CaptureMouse(). 2014-05-24 01:30:37 -04:00
Ryan C. Gordon
846a3e0776 Added some FIXMEs. 2014-05-24 01:27:19 -04:00
Ryan C. Gordon
f0e0f4ca15 Fixed whitespace. 2014-05-24 01:25:27 -04:00
Ryan C. Gordon
a2710516ef Generated dynapi stuff for the new WinRT entry points. 2014-05-24 01:23:57 -04:00
stopiccot
25313c3bb1 added comment 2014-04-30 23:05:05 +03:00
stopiccot
3727528eb9 access google apk library through reflection 2014-04-30 22:51:29 +03:00
stopiccot
3cdae42d65 Fixing issues discovered by Philipp Wiesemann 2014-04-23 03:42:32 +03:00
stopiccot
612f4a69db inital apk extension support 2014-04-07 21:20:39 +03:00
Sam Lantinga
d5c109b2f4 Fail if we couldn't create the specified renderer 2014-04-05 16:25:30 -07:00
Philipp Wiesemann
83200a3225 Removed empty statements. 2014-04-05 23:50:09 +02:00
Philipp Wiesemann
a24745f48d Fixed names of four hint environment variables. 2014-04-05 23:32:41 +02:00
Philipp Wiesemann
2d8b86bb07 Fixed unused local variable warning. 2014-04-05 23:24:33 +02:00
Philipp Wiesemann
aeebdc501a Fixed typos in header comments. 2014-04-05 23:22:21 +02:00
Philipp Wiesemann
9a56cde24c Removed unused variable from test program. 2014-04-04 23:56:15 +02:00
Philipp Wiesemann
02045dcb3a Fixed doxygen comment in header. 2014-04-04 23:52:23 +02:00
David Ludwig
abcb264c12 WinRT: "SDL" to "SDL2", both for .dll output files, and for MSVC project names.
All WinRT builds of SDL will now output, "SDL2.dll".  Previously, the Windows
8.x/RT builds would output, "SDL.dll", and Windows Phone 8 builds would output,
"SDL_WinPhone.dll".  The change to "SDL2.dll" puts WinRT dll naming in-line with
that seen on Win32.

SDL/WinRT's MSVC project files will now appear as either "SDL2-WinRT" or
"SDL2-WinPhone", when displaying in MSVC.

This set of changes should not break any older WinRT or Windows Phone 8 app
builds that rely on MSVC's Project-to-Project reference system to build SDL2 for
the correct platform(s), and to install SDL2 dll files into the apps' output
packages.  App builds that reference SDL dll files directly should, however,
now reference "SDL2.dll".
2014-03-30 11:50:59 -04:00
Sam Lantinga
c3c24a335d Fixed the joystick side of XInput haptic detection on Windows 8 2014-03-31 10:38:26 -07:00
Sam Lantinga
764aa147ad Fixed XInput haptic support on Windows 8
It turns out the XBox 360 controller driver never reports force feedback capability, so we'll try to set 0 state and see if that succeeds.
2014-03-29 12:29:38 -07:00
Sam Lantinga
229b438d42 Fixed assertion loading button.bmp in testgamecontroller 2014-03-29 12:27:27 -07:00
Sam Lantinga
20680d7db0 Added testrumble to the Visual Studio 2013 solution 2014-03-29 12:27:02 -07:00
Ryan C. Gordon
6123f15e77 Raspberry Pi builds should upload as .tar.xz instead of .tar.bz2.
Makes the archive about 40-50% smaller!
2014-03-28 09:59:32 -04:00
Ryan C. Gordon
17a8d2934d Changed a C++ single-line comment to /* */ style. 2014-03-26 16:19:52 -04:00
Pierre-Loup A. Griffais
833cfe534a Remove the RaiseWindow call from OnWindowRestored for now.
It seems like a net improvement in all the scenarios Sam and I could
think of, and looking at hg history it was added for fullscreen
window management specifically. Much of that code has changed since
then, but maybe it needs to stay there for that and simply be moved
to a fullscreen condition check.

It would solve this issue:

https://bugzilla.libsdl.org/show_bug.cgi?id=2439

As well as cases where on SteamOS, we hide/show specific Steam
overlay windows while expecting them to stay in the background, since
changing the window stacking order really angers the NVIDIA driver.

CR: Sam.
2014-03-26 12:54:51 -07:00
Brandon Schaefer
8938c2b5db Ignore unused mir event functions, need headers in Ubuntu 14.04 to use them. 2014-03-25 15:24:43 -07:00
Brandon Schaefer
2298ed170f Remove two unused variables, causing compiler warnings. 2014-03-25 15:18:18 -07:00
Brandon Schaefer
b0502ce831 Re-enable Mir/Wayland support now that 2.0.3 has been released. 2014-03-25 14:33:34 -07:00
David Ludwig
a99bf4d705 WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1
Thanks to Sylvain Becker for pointing this out!
2014-03-24 22:51:03 -04:00
David Ludwig
cbf718461c WinRT: Line ending fixes (CRLF to LF) 2014-03-24 22:12:38 -04:00
Gabriel Jacobo
22a7dd0be8 Fixes #2456, controllermap's undo does not work correctly (by Bogdan Marinov) 2014-03-24 11:42:09 -03:00
Gabriel Jacobo
1f92c9dcac Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated 2014-03-24 11:04:42 -03:00
Ryan C. Gordon
dd81dad1ad Added an assert to help static analyzer. 2014-03-24 07:12:26 -04:00
Sam Lantinga
26823b1bb4 Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated. 2014-03-23 23:09:22 -07:00
Sam Lantinga
25919bf252 Fixed warning on Mac OS X 2014-03-23 23:08:26 -07:00
Sam Lantinga
3317e4340d Fixing Alt-Enter handling, submitted by Nader Golbaz
I encountered a little issue: DXGI monitors application's message queue and this behavior interferes with SDL if the application already handles Alt-Enter sequence. I think it is necessary to disable this behavior.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb174540%28v=vs.85%29.aspx
2014-03-23 22:53:50 -07:00
David Ludwig
119dff5546 WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts
This change does not include message box support for Windows Phone 8, which does
not offer the same message box APIs that Windows 8.x/RT does.
2014-03-23 22:07:01 -04:00
Ryan C. Gordon
6ab50a5e2e Tossed in some SDL_asserts to make static analyzer happier.
(Most of its complaints here are that these ints can be negative, although
they wouldn't been in sane cases. Checking sanity is what assertions do, and
it placates the analyzer appropriately.)
2014-03-23 18:56:47 -04:00
David Ludwig
46a80b04d8 D3D11: Fixed a crash after a GPU device-reset on Win32 2014-03-23 16:08:32 -04:00
David Ludwig
6ce684e92b D3D11: Added code to handle GPU-device-removed scenarios
These scenarios can happen when a GPU is switched, its driver updated, or in
some virtual machines (such as Parallels) are suspended and then resumed.  In
these cases, all GPU resources will already be lost, and it's up to the app to
recover.

For now, SDL's D3D11 renderer will handle this by freeing all GPU resources,
including all textures, and then sending a SDL_RENDER_TARGETS_RESET event.
It's currently up to an app to intercept this event, destroy all of its
textures, then recreate them from scratch.
2014-03-23 13:48:16 -04:00
Sam Lantinga
c3d1037665 Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall 2014-03-23 09:44:04 -07:00
David Ludwig
c2243092d7 WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions
SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden.
Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown.
This mimicks behavior seen on iOS and Android.

SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the
app's native window is hidden and shown.  Previously, these were sent when an
app was suspended and resumed.  On Windows 8.x/RT, an app may be sent to the
background without being suspended, which previously meant that
SDL_WINDOWEVENT_MINIMIZED might never have been sent.  (On Windows Phone 8,
however, this seems to be different, whereby apps sent to the background appear
to always get suspended.)
2014-03-23 11:04:47 -04:00
David Ludwig
50ee99ecb2 WinRT: Made app-backgrounded events get sent at separate, distinct times.
SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is
about to go to the background.  SDL_APP_DIDENTERBACKGROUND is sent via a WinRT
'deferral operation', which is how WinRT gives apps a bit of extra time
(multiple seconds worth) to prepare for an app-backgrounding.

The distinction may be important as the deferral operation's code is always run
in a separate thread.  For Direct3D-only apps, this means that between the
two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only
one run from the main thread.  Given that some WinRT operations can only be done
on the main thread (operations to the CoreWindow fall into this category), this
could be important.

It is important to note that pre-deferral code may only have a very short bit of
time to execute code, less so than code run in the deferral operation (where
SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to
run.
2014-03-23 08:56:52 -04:00
David Ludwig
823bf72130 WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice 2014-03-22 21:08:05 -04:00
David Ludwig
b51a3206c8 WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it.  It would also occasionally crash when using the older version.

This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle

Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
2014-03-22 20:48:18 -04:00
Ryan C. Gordon
cc52939853 Static analysis fix: more cleanups of unused variables, etc, in blitters. 2014-03-21 10:40:15 -04:00
Ryan C. Gordon
7bf36abfc0 Static analysis fix: more dead stores. 2014-03-21 00:57:43 -04:00
Ryan C. Gordon
ba4b3aa944 Patched to compile on C89 compilers, removed more streamer code. 2014-03-20 18:00:41 -04:00
Ryan C. Gordon
e177b1cc49 Static analysis fix: clean up unused variables and dead stores in blitters. 2014-03-20 17:55:24 -04:00
Ryan C. Gordon
6d6fba4b0a #ifdef'd out the audio streamer code.
It's been hardcoded out forever now, but I've now forcibly removed it with
the preprocessor so static analysis doesn't complain about it for now.

Eventually I want to rewrite or remove this code.
2014-03-20 17:00:33 -04:00
Ryan C. Gordon
a43dbfad0d Static analysis fix: Removed unused variable.
(We don't care if closing the device fails anyhow).
2014-03-20 16:56:37 -04:00
Ryan C. Gordon
3aae0ed2c5 Static analysis fix: uninitialized data.
(This is Clang not knowing that SDL_SetError() always returns -1.)
2014-03-20 16:54:20 -04:00
Ryan C. Gordon
d7a253b5ec Static analysis fix: uninitialized data.
(Clang doesn't know that "_this" was already checked for NULLness elsewhere.)
2014-03-20 16:25:30 -04:00
Ryan C. Gordon
93ba5bd899 Static analysis fix: uninitialized value.
(A false positive: clang doesn't know SDL_SetError() always returns -1.)
2014-03-20 16:23:18 -04:00
Ryan C. Gordon
a25bd63cc5 Static analysis fix: leaking Objective-C object. 2014-03-20 16:05:57 -04:00
Ryan C. Gordon
84b919a2a7 Static analysis fix: dereference of a NULL pointer. 2014-03-20 11:22:57 -04:00
Ryan C. Gordon
b99a6253da Static analysis fix: let clang know _this->displays isn't NULL. 2014-03-20 11:14:02 -04:00
Ryan C. Gordon
415675bef0 Static analysis fix: division by zero. 2014-03-20 11:14:44 -04:00
Ryan C. Gordon
b659c70080 Static analysis fix: uninitialized variables.
This is actually a false-positive, in this case, since Clang doesn't know
 that SDL_SetError() only ever returns -1. Feature request to improve that,
 with explanation about these specific SDL patches, is here:

   http://llvm.org/bugs/show_bug.cgi?id=19208
2014-03-20 10:41:47 -04:00
Ryan C. Gordon
1a2a3e9c8b Static analysis fix: Fixed leaking Objective-C object. 2014-03-20 10:04:23 -04:00
Ryan C. Gordon
bcc2ed09b5 Static analysis fix: bad release.
(object is already init'd at this point, so -[obj init] destroys
 existing reference count.)
2014-03-19 23:19:34 -04:00
Andreas Schiffler
a7b84069ec Fix visualstudio build break introduced by changeset 8645 2014-03-19 21:48:32 -07:00
Andreas Schiffler
f018ca4694 Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite 2014-03-19 21:39:55 -07:00
Ryan C. Gordon
6ca112739e Minor comment cleanups in checker-buildbot.sh 2014-03-19 22:43:30 -04:00
Ryan C. Gordon
e84fc5a368 Static analysis fix: division by zero. 2014-03-19 18:25:21 -04:00
Ryan C. Gordon
546cb8901e Static analysis fix: Value stored to '[bcd]' is never read. 2014-03-19 16:55:38 -04:00
Ryan C. Gordon
faaaf6c572 Static analysis fix: "Value stored to 'p' is never read" 2014-03-19 16:52:26 -04:00
Ryan C. Gordon
7b893acdc1 Don't overwrite SDL_dynapi.h in checker-buildbot.sh. 2014-03-19 16:02:25 -04:00
Ryan C. Gordon
055d5679a4 Make checker-buildbot.sh work just about anywhere Clang is installed. 2014-03-19 15:25:27 -04:00
Ryan C. Gordon
ff3f49f073 Reenable static builds for now with static analysis. 2014-03-19 13:22:09 -04:00
Ryan C. Gordon
7b7856252b Buildbot static analysis script: use configure script instead of cmake. 2014-03-19 03:29:14 -04:00
Ryan C. Gordon
80bb859c31 Just build shared libraries for static analysis.
Building the static libs just does the same work twice.
2014-03-19 03:04:04 -04:00
Ryan C. Gordon
f53d1669f6 Added a script to let buildslaves run Clang static analysis. 2014-03-19 00:58:32 -04:00
Ryan C. Gordon
18c9a4e96b Fixed SDL_HapticNewEffect() failing on various DirectInput devices. 2014-03-18 17:16:28 -04:00
Ryan C. Gordon
2a2fb611d5 Fixed PS4 game controller config on Windows. 2014-03-18 12:53:01 -04:00
Ryan C. Gordon
978566a65b Whitespace fix. 2014-03-18 12:52:51 -04:00
Ryan C. Gordon
1f45d4b614 controllermap: Don't treat SDL_HAT_CENTERED as a valid input. 2014-03-18 12:33:57 -04:00
David Ludwig
1496be6e4b Fixed a build error in SDL_platform.h when using Code Blocks and MinGW
winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't
getting found, which was leading to a build error.
2014-03-18 12:08:49 -04:00
Ryan C. Gordon
7eaf899796 Fixed SDL_HapticOpenFromJoystick() with DirectInput devices. 2014-03-17 19:11:18 -04:00
Sam Lantinga
cf3ff16e94 Added tag release-2.0.3 for changeset d0af6b2f53ca 2014-03-15 19:31:20 -07:00
Sam Lantinga
d4f2f01580 Fixed iOS build 2014-03-15 19:30:52 -07:00
Sam Lantinga
a2e77a2470 Added tag release-2.0.3 for changeset 9ac15210f445 2014-03-15 16:48:32 -07:00
Sam Lantinga
adddf26964 Added a patch note for 2.0.3 2014-03-15 16:43:58 -07:00
Sam Lantinga
56b40ce046 Fixed bug 2450 - Crosscompiling for Win32 with MinGW fails due to WM_UNICHAR undeclared 2014-03-15 16:32:45 -07:00
Sam Lantinga
9245c93044 Only show the window if it's supposed to be shown. 2014-03-15 16:27:06 -07:00
Ryan C. Gordon
c663d731f1 Mac: Make sure window is still showing when we exit a fullscreen space. 2014-03-15 15:35:15 -04:00
David Ludwig
f25ee50b03 Fixed broken rotation detection routines on WinRT
Rotation detection and handling should now work across all, publicly-released,
WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
2014-03-15 14:54:23 -04:00
David Ludwig
5281f9f1ea Fixed a crash on Windows Phone 8 that occurred after rotating a device
This changeset prevents IDXGISwapChain::ResizeBuffers from being invoked on
Windows Phone 8, a function that isn't available on the platform (but is
available on other Windows platforms).  The call would fail, which ultimately
led to a crash.

This changeset also attempts to make sure that the D3D11 swap chain is created
at the correct size, when using Windows Phone 8.

Still TODO: make sure rotation-querying works across relevant Windows
platforms (that support Direct3D 11.x).
2014-03-15 13:27:18 -04:00
David Ludwig
205266fa03 Fixed a build error when including WinRT's SDLmain file directly in an app 2014-03-15 10:37:40 -04:00
Sam Lantinga
26e8e387e1 Fixed Mac OS X window level when leaving fullscreen mode 2014-03-14 18:06:09 -07:00
David Ludwig
2216ab93dc Added a missing file related to WinRT power management/reporting. 2014-03-14 01:36:05 -04:00
Sam Lantinga
f9a5896819 Added missing copyright notices 2014-03-13 21:21:26 -07:00
Sam Lantinga
ed02f61da1 Fixed the copyright date on files contributed by David Ludwig 2014-03-13 00:40:08 -07:00
Sam Lantinga
7124034ba9 Windows XP toolchain fix from Bruce Dawson:
Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option.

In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
2014-03-12 23:44:23 -07:00
David Ludwig
646cdedb18 Fixed line endings (CRLF to LF) in WinRT source code 2014-03-12 12:14:47 -04:00
David Ludwig
4cd5ed7ba2 Merged various WinRT build fixes 2014-03-12 12:12:20 -04:00
David Ludwig
b68b6e23d1 Fixed various build and runtime errors when using WinRT with VS2012. 2014-03-12 11:57:15 -04:00
Sam Lantinga
c515b79423 Updated framework version to match dylib version.
Actually the dylib compatibility version is 3.0.0, but don't break compatibility with previous frameworks, which were compatibility version 1.0.0
2014-03-12 07:55:32 -07:00
Sam Lantinga
641ba09975 Fixed compiling Windows RT code on Visual Studio 2013 2014-03-12 07:26:07 -07:00
David Ludwig
36e7c8d92d Fixed compiler errors in the D3D11 renderer when building for WinRT
Still TODO: fix other build errors, especially linker errors, when building
SDL/WinRT, then fix any runtime errors that pop up.
2014-03-11 12:40:31 -04:00
David Ludwig
ce3c5b842f Made VS2012 build the D3D11 renderer
This change is currently limited to Win32/Windows-Desktop builds.  Build fixes
for WinRT + VS2012 are still pending.
2014-03-10 22:53:03 -04:00
Ryan C. Gordon
b2fcdfca71 Disable Wayland/Mir again for 2.0.3; it's a quick, brown-paper-bag release.
We'll enable it by default for 2.0.4. Hopefully.   :)

    ( http://www.catb.org/jargon/html/B/brown-paper-bag-bug.html )
2014-03-11 10:33:51 -04:00
Andreas Schiffler
7a36070a95 Fix bug/add test coverage for SDLTest_GenerateRunSeed helper; improve test harness adding output of repro steps for failures; improve negative test for SDL_GetError/SDL_SetError 2014-03-11 07:17:56 -07:00
Sam Lantinga
b677d1d883 Fixed Mac OS X OpenGL context creation to match other backends, where we only care about the actual version we request if it's 3.0 or newer or a special profile context.
Eventually we'll probably move the version checking to higher level code and report the actual version of context that got created, but to avoid breakage we'll leave it like this for now.
2014-03-10 19:59:06 -07:00
Sam Lantinga
e99dc1f1bd Fixed binary compatibility with the new Windows RT support 2014-03-10 19:11:52 -07:00
Sam Lantinga
7d98754a72 Temporarily disabled the D3D11 renderer so we can get a build. 2014-03-10 19:11:50 -07:00
Sam Lantinga
28398109a1 Fixed regression causing the renderer to recreate its window since it's not getting an OpenGL 2.1 context anymore. 2014-03-10 18:45:07 -07:00
David Ludwig
e8eb142748 build fixes for most WinRT-related files
Still TODO: getting the D3D11 renderer back up and running in VC 2012.
2014-03-10 21:21:35 -04:00
Sam Lantinga
2c558ca24d Fixed D3D9 initialization on Windows 8, which doesn't have D3DX 2014-03-10 17:19:19 -07:00
Sam Lantinga
9c2fb684af Implemented fullscreen <-> windowed transition on Windows 8 2014-03-10 15:00:59 -07:00
Sam Lantinga
7e8b25534d Fixed line endings 2014-03-10 14:35:37 -07:00
Sam Lantinga
3df586cef5 Fixed creating the rendering context on a specific device 2014-03-10 12:49:15 -07:00
Sam Lantinga
9aa5b1d457 Implemented YV12 and IYUV texture support for the D3D11 renderer 2014-03-10 05:44:34 -07:00
Sam Lantinga
cb7a408f47 testoverlay2 depends on SDL2, SDL2main, and SDL2test 2014-03-10 05:37:25 -07:00
Sam Lantinga
1e6ac69119 Added testoverlay2 to the Visual Studio 2013 solution 2014-03-10 03:59:47 -07:00
Sam Lantinga
965cdf10d4 Minor style tweaks 2014-03-10 02:13:44 -07:00
Sam Lantinga
1a35f32b68 Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
2014-03-10 01:51:03 -07:00
Sam Lantinga
a8f540fe4a Fixed renderer flags to include support for target textures after the renderer is created. 2014-03-09 22:48:38 -07:00
Ryan C. Gordon
8c7ee701a1 Removed unused variable. 2014-03-10 00:48:41 -04:00
Ryan C. Gordon
8d2dcbc1b7 Updated WinCE readme to note WinRT work. 2014-03-10 00:31:31 -04:00
Ryan C. Gordon
ea333d2e6b Turn off Mir support in the buildbot Raspberry Pi script. 2014-03-10 00:26:40 -04:00
Ryan C. Gordon
89648a9a3c Drop the default requested OpenGL version to 1.2.
Fixes default context creation on Mac OS X <= 10.6.
2014-03-10 00:01:14 -04:00
Sam Lantinga
1fe7b27a96 Fixed 64-bit warnings 2014-03-09 12:27:31 -07:00
Sam Lantinga
e58ee5403b Fixed compiling with mingw64 2014-03-09 12:08:07 -07:00
Sam Lantinga
1367bf8748 Integrated David Ludwig's support for Windows RT 2014-03-09 11:36:47 -07:00
Sam Lantinga
05c23063bb Fixed line endings on WinRT source code 2014-03-09 11:06:11 -07:00
Sam Lantinga
c167d1f6a8 Updated SDL to version 2.0.3 2014-03-09 10:38:30 -07:00
Sam Lantinga
360f1101c3 Visual Studio 2013 project updates 2014-03-09 10:37:45 -07:00
Ryan C. Gordon
db568d69d8 Patched to compile with MingW64 on case-sensitive systems (thanks, Martin!).
Fixes Bugzilla #2440.
2014-03-09 11:52:52 -04:00
Ryan C. Gordon
5755fa4b9e Patched to compile on C89 compilers. 2014-03-08 15:34:54 -05:00
Ryan C. Gordon
0f1a72c012 Enable Wayland and Mir in configure/cmake scripts, now that 2.0.2 has shipped. 2014-03-08 15:32:12 -05:00
Sam Lantinga
20dc4214e2 Added tag release-2.0.2 for changeset c20e24653d40 2014-03-07 23:16:24 -08:00
Ryan C. Gordon
2b92d9b431 CMake: Don't use /NODEFAULTLIB on Windows unless we're Visual Studio. 2014-03-07 00:18:37 -05:00
Sam Lantinga
e9eb7ecd08 Fixed bug 2430 - Missing initialization of the variable 'centroid' inside SDL_GestureAddTouch
klose

File: SDL_gesture.c
Method: SDL_GestureAddTouch

When a new SDL_GestureTouch element is added to the global SDL_gestureTouch array the variable 'centroid' of the new element is not initialized.

The problem is that this variable is read isndie SDL_GestureProcessEvent when a SDL_FINGERDOWN event occurs.
2014-03-06 20:02:17 -08:00
David Ludwig
61ae0c1b50 WinRT: emit SDL_APP_TERMINATING 2014-03-04 19:49:11 -05:00
David Ludwig
844ad50018 WinRT: emit SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events 2014-03-04 19:30:36 -05:00
Ryan C. Gordon
9e67444a36 Mac: Added a hint to opt-out of new Spaces code. 2014-03-03 21:25:16 -05:00
Ryan C. Gordon
3889d47887 Removed unused variable. 2014-03-02 22:55:12 -05:00
Ryan C. Gordon
0e5cc8dff4 Mac: Don't lose the menu/dock when switching back to a resizable window Space. 2014-03-02 22:51:31 -05:00
Ryan C. Gordon
86be83215a Mac: only programmatically create Spaces if we're FULLSCREEN_DESKTOP.
(coming back from fullscreen in any state is okay).
2014-03-02 22:16:49 -05:00
Ryan C. Gordon
460f97ff96 A bunch of fixes for the new Spaces code. 2014-03-02 16:36:40 -05:00
Sam Lantinga
da324233e2 Fixed dictionary initialization 2014-03-02 13:06:51 -08:00
Sam Lantinga
0f9bb0cda6 Updated to build on Mac OS X 10.7 with Xcode 4.6 2014-03-02 12:58:00 -08:00
Ryan C. Gordon
5eccbac4b9 Mac: Manage menubar and dock as FULLSCREEN_DESKTOP windows become/resign key. 2014-03-02 15:35:24 -05:00
Bastien Nocera
4ca76b3e59 Add support for the freedesktop.org Idle Inhibition specification,
as per:
http://people.freedesktop.org/~hadess/idle-inhibition-spec/

This makes screensaver inhibition work with GNOME 3 and other
desktop environments that implement the specification.

https://bugzilla.libsdl.org/show_bug.cgi?id=2169
2014-03-02 14:59:06 -05:00
Sam Lantinga
c2c08f68e4 Backed out changeset 9357a2ca3473 2014-03-02 11:10:00 -08:00
Sam Lantinga
2cf453dd3e Make sure we return version 0 if XInput detection fails 2014-03-02 11:08:05 -08:00
Ryan C. Gordon
51faf449bb Reworked fullscreen policy on Mac OS X.
- SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window).
- SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and
  hides the menu bar, but you can slide between Spaces and Command-Tab between
  apps without the window minimizing, etc.
- SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen"
  window decoration and menubar item. As far as the app is concerned, this is
  no different than resizing a window, but it gives the end-user more power.
- The hint for putting fullscreen windows into the Spaces system is gone,
  since Spaces can't enforce the requested resolution. It's a perfect match
  for FULLSCREEN_DESKTOP, though, so this is all automated now.
2014-03-02 12:45:51 -05:00
Ryan C. Gordon
afc74d9843 Better attempt to detect available X11 XInput2 features.
Fixes Bugzilla #2306.
2014-03-02 02:00:40 -05:00
Ryan C. Gordon
fc0daeba75 Fixed X11 XInput2 multitouch test to work in configure script.
configure wraps this C code in a main() function, so you can't declare a
function body in there. Besides, I'm not sure why we declared a function
that's part of the multitouch API anyhow.

Now we just reference a type that only exists if the headers have multitouch
support and call it a day.
2014-03-02 01:59:25 -05:00
Ryan C. Gordon
1005c93402 Windows: Fixed crash if quitting without closing an XInput haptic device. 2014-03-02 00:02:56 -05:00
Ryan C. Gordon
754067db7e Added a FIXME. 2014-03-01 22:27:21 -05:00
Ryan C. Gordon
7fa4eece25 Fixed a typo in a comment. 2014-03-01 22:27:13 -05:00
Ryan C. Gordon
bafa4c7ae8 Dynamically load glGetString(), to avoid direct dependency on OpenGL. 2014-03-01 21:33:48 -05:00
Ryan C. Gordon
73936208b0 Added some FIXMEs. 2014-03-01 20:59:43 -05:00
Ryan C. Gordon
99583397e6 Mac OS X: Make OpenGL context selection more robust, avoid software fallback.
Fixes Bugzilla #2197.
2014-03-01 20:46:45 -05:00
Ryan C. Gordon
3e541f306d Force Windows version of SDL_GetPrefPath() to Unicode, create missing dirs.
Fixes Bugzilla #2273.
2014-03-01 20:28:40 -05:00
David Ludwig
6687ece1d5 WinRT: cleaned up some hard-to-read SDL_DisplayMode management code 2014-03-01 16:37:30 -05:00
David Ludwig
f4a5a0fad1 WinRT: fixed a crash in SDL_Quit
SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them.  This change moves WinRT's driverdata content into a SDL_malloc'ed field.
2014-03-01 16:08:16 -05:00
Sam Lantinga
63106e4729 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear. 2014-03-01 12:21:15 -08:00
Sam Lantinga
54ba385b4e Fixed compiler warning 2014-03-01 11:42:12 -08:00
Sam Lantinga
86655b64ef Fixed compiler warning 2014-03-01 11:40:41 -08:00
Sam Lantinga
d49962359a Fixed test for libuuid.a 2014-03-01 11:39:39 -08:00
Sam Lantinga
2a67548a3f Updated with the latest 2.0.2 API changes 2014-03-01 11:05:58 -08:00
Sam Lantinga
c916f388d4 Fixed bug 2368 - Security Software is blocking RegisterRawInputDevices()
Yamagi

A customer of mine had the strange problem, that SDL_SetRelativeMouseMode() was failing for him on Windows 7. Luckily he was willing to provide some debug informations. We could track this problem down to RegisterRawInputDevices() failing due to security software running on his system (Norton Internet Security to be precise, but there are reports of similar problems with other products. For example [1]). Working around this issue with SDL_WarpMouseInWindow() is easy, and while I don't think that SDL2 can provide an internal workaround it would be really nice and helpfull if this could be documentated somewhere.

1: http://forums.codeguru.com/showthread.php?498374-How-to-run-a-very-long-SQL-statement
2014-03-01 09:59:06 -08:00
Sam Lantinga
e663b4eb76 Fixed bug 2423 - timeBeginPeriod & timeEndPeriod mismatch
Coriiander

In src\timer\windows\SDL_systimer.c there is an error with regards to timeBeginPeriod and timeEndPeriod. These functions typically get called when no high resolution timer is available, and GetTickCount is not used.

According to MSDN (link: http://msdn.microsoft.com/en-us/library/windows/desktop/dd757624(v=vs.85).aspx), for every call to timeBeginPeriod a subsequent call to timeEndPeriod is required. While SDL is currently doing this, it fails to call timeEndPeriod when cleaning up/shutting down SDL. Please note that these functions affect things on a system level. Failing to call timeEndPeriod, disables applications for using WINMM-timers after usage&shutdown of SDL, as effectively they the mechanism is now broken.

Solution:
Ensure this code gets called when shutting down the timer subsystem:

#ifndef USE_GETTICKCOUNT
if (!hires_timer_available)
{
    timeSetPeriod(0);
}
#endif
2014-03-01 09:50:52 -08:00
Sam Lantinga
ab9345a896 Null termnate the pUserMappings variable to prevent memory corruption. 2014-02-28 16:24:41 -08:00
Sam Lantinga
e56bbe3f71 Added a hint to enable the screensaver by default 2014-02-28 14:23:41 -08:00
Ryan C. Gordon
ac32352f09 Disable the screensaver by default.
Fixes Bugzilla #2218.
2014-02-27 22:06:41 -05:00
Gabriel Jacobo
f61602b434 Improve window recreation logic in OpenGL* renderers 2014-02-27 20:21:46 -03:00
J?rgen P. Tjern?
0d5957dfee Mac: Forgot return value in last commit. 2014-02-26 16:27:03 -08:00
J?rgen P. Tjern?
dd94c5fa54 Mac: Don't disassociate cursor if window is moving / doesn't have focus.
Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
2014-02-26 16:10:52 -08:00
J?rgen P. Tjern?
4850d25988 Mac: Redo cursor warp handling.
This fixes bugs related to getting unnaturally large xrel/yrel for
SDL_MOUSEMOTION after warps and enabling / disabling relative mode.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=1836
2014-02-26 11:35:02 -08:00
J?rgen P. Tjern?
52a63e823f Mac: Improve moving relative mode windows.
This makes it possible to move windows by their title bar, even if they're in
relative mode, if you click the title bar when the window does not have focus.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
2014-02-25 17:27:41 -08:00
J?rgen P. Tjern?
98d8737961 Mac: Fix error message for haptic subsystem.
We were calling SDL_Error instead of SDL_SetError when the haptic subsystem
wasn't initialized.
2014-02-25 17:25:49 -08:00
J?rgen P. Tjern?
95f7e242e6 Mac: Immediately update current OpenGL context's shape.
Previously we were postponing our -[NSOpenGLContext update] call to the next
SDL_GL_SwapWindow, even if the context was current on the current thread. This
changes it so that we will do the update immediately if it's the current
context.

If you're rendering on another thread, you need to call SDL_GL_SwapWindow once
after a resize event to ensure your drawable will produce non-garbage data.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2339
2014-02-25 15:28:12 -08:00
Gabriel Jacobo
4c192bc802 Fixes #2308, recreate window if GL requirements for the renderer are not met
If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those
required by the renderer, attempt to recreate the window.
This is needed on platforms where both GL and GLES 1/2 surfaces are supported
by the video backend, requiring that the window be recreated when switching
between context types.
2014-02-25 17:42:34 -03:00
David Ludwig
abfbed92cf WinRT: simulate keyboard events on Windows Phone 8 back-button presses
Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.

By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app.  More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx

To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1.  Setting it to anything else will cause these events to not be marked as 'handled'.

Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered.  Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
2014-01-26 08:06:36 -05:00
David Ludwig
7eaa3cd81d WinRT: added a means to display a privacy policy link via the Settings charm
This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled.  Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm.  This is needed to pass Windows Store app-certification.

Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.

Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy.  Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
2014-01-01 16:05:37 -05:00
David Ludwig
44b0e901f0 WinRT: d3d11 blend mode bug fixes
The destination target's alpha wasn't getting set correctly in many cases.  Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen.

The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.
2013-12-30 11:59:04 -05:00
David Ludwig
910c1cd0a0 WinRT: minor error cleanup regarding OpenGL init 2013-12-26 14:21:47 -05:00
David Ludwig
0dfde14d35 WinRT: took out some dead comments from SDL_winrtopengles.cpp 2013-12-26 14:13:20 -05:00
David Ludwig
fed81d121a WinRT: fixed crash on ARM and x64 during OpenGL window init 2013-12-26 13:59:01 -05:00
David Ludwig
0562e53fdf WinRT: minor header file usage cleanup in the d3d11 renderer 2013-12-26 11:04:35 -05:00
David Ludwig
94233675c7 WinRT: simplified the d3d11 vertex shader a bit
The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often.  If this does, however, become a performance problem later on, this change can always be reverted.
2013-12-26 11:03:43 -05:00
David Ludwig
7ef05d266f WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer 2013-12-26 10:18:33 -05:00
David Ludwig
700f82de2b WinRT: corrected a minor error in an end-of-file comment 2013-12-25 23:46:19 -05:00
David Ludwig
8b2694f986 WinRT: minor rotation/orientation code cleanup in the d3d11 renderer 2013-12-25 23:45:07 -05:00
David Ludwig
b93ab1e6a3 WinRT: removed a bit of dead d3d11 code 2013-12-25 23:25:25 -05:00
David Ludwig
f0e406e994 WinRT: d3d11 compiled-shader code cleanup
I'm surprised this code even compiled, before this change.  It did, but regardless, here's a cleanup.
2013-12-25 22:27:58 -05:00
David Ludwig
4d16628f1c WinRT: made sure d3d11 debug mode doesn't get enabled by default
D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3.  This change reverts that.
2013-12-25 22:05:18 -05:00
David Ludwig
ce8057221a WinRT: compiled the d3d11 renderer's shaders into SDL itself
Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app.  This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
2013-12-25 21:39:48 -05:00
David Ludwig
ca867fc92d WinRT: prevented a potential race condition in the XInput backend
The race condition could've been triggered on device removal.
2013-12-25 14:42:38 -05:00
David Ludwig
8db33416a2 WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer 2013-12-25 14:20:40 -05:00
David Ludwig
187f52e80f WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
This is primarily to keep naming consistent with other shader-bound structs.
2013-12-25 14:17:49 -05:00
David Ludwig
2225493102 WinRT: moved contents of the d3d11 renderer's header file into its implementation file 2013-12-25 13:13:15 -05:00
David Ludwig
d4ae392953 WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget 2013-12-25 13:00:41 -05:00
David Ludwig
b0df915737 WinRT: removed an unnecessary use of std::string in the d3d11 renderer 2013-12-25 12:58:37 -05:00
David Ludwig
10f2de1e69 WinRT: utilized SDL_SetError's return value in the d3d11 renderer 2013-12-25 12:52:16 -05:00
David Ludwig
43e27aa82e WinRT: minor d3d11 code cleanups 2013-12-25 12:48:47 -05:00
David Ludwig
8c8feb83e0 WinRT: made d3d11-spawned error messages trickle down
Some error messages had the potential to be overwritten/obscured.
2013-12-25 12:47:39 -05:00
David Ludwig
5fba7db23c WinRT: made d3d11-spawned error messages include the function name of failed calls 2013-12-25 12:43:26 -05:00
David Ludwig
3f1e3c303e WinRT: moved ill-performing XInput device-detection calls to a separate thread 2013-12-24 21:28:31 -05:00
David Ludwig
27e79b93ec WinRT: bug fix: game-controller/joystick button-down events weren't getting sent 2013-12-24 21:08:11 -05:00
David Ludwig
5e6aba0670 WinRT: better rendering performance via D3D11_USAGE_DYNAMIC 2013-12-22 21:13:35 -05:00
David Ludwig
d92f0127d0 WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
2013-12-21 10:08:11 -05:00
CarniBlood
472068dd97 fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match 2013-12-19 06:01:18 +09:00
Sam Lantinga
8db4c5a9d3 Fixed crash if the input data pitch is larger than the locked texture pitch 2014-02-25 10:04:49 -08:00
Sam Lantinga
b420ad0e01 Don't warp the mouse while we're doing a modal interaction 2014-02-24 23:09:35 -08:00
Sam Lantinga
2a6213ad02 Make sure we don't clip the cursor while clicking on the window title bar 2014-02-24 22:49:30 -08:00
Sam Lantinga
973d890b83 Fixed relative mouse mode with multiple windows.
The window cursor clipping will be taken care of when SDL_UpdateWindowGrab() is called.
2014-02-24 22:37:58 -08:00
Sam Lantinga
54debf84e4 Added a bunch of missing windows messages 2014-02-24 22:36:24 -08:00
J?rgen P. Tjern?
d6b1218b46 Mac: Fix inconsistent repeat of SDL_TEXTINPUT events on 10.7+
Due to the new "tap and hold" IME in Mountain Lion and above, we were getting
inconsistent repeat of SDL_TEXTINPUT events. Disabling that functionality (since
you can't see the popover anyway) solves this.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2387
2014-02-24 16:42:08 -08:00
Gabriel Jacobo
6ee12d6ccc Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli) 2014-02-24 18:57:22 -03:00
Ryan C. Gordon
b814f23a21 CMake: Fixed build on Mac OS X. 2014-02-24 11:24:48 -05:00
Gabriel Jacobo
1084421cca Zero out haptic linked list items on creation
(thanks to Turo Lamminen for the report!)
2014-02-24 10:25:02 -03:00
Gabriel Jacobo
2ed47d8369 Fixes #2417, memory leak in SDL_gamecontroller.c (thanks Leonardo!) 2014-02-24 10:00:10 -03:00
Ryan C. Gordon
96f09df730 Free the correct variable. 2014-02-23 01:24:46 -05:00
Ryan C. Gordon
295acea953 CMake: Just assume Apple platforms have Cocoa support.
Fixes Bugzilla #2056.
2014-02-23 01:10:33 -05:00
Ryan C. Gordon
f9f2bc5afb Fixed Mac DualShock 4 gamecontroller db entry again. 2014-02-22 21:21:33 -05:00
Ryan C. Gordon
b67b970db1 Mac joystick: ignore duplicate HID elements.
The DualShock 4 has all elements listed twice: once in the top-level list of
 elements, and once in an "Application Collection" element at the top-level.

Each element has a proper cookie with a unique value, so now we descend into
 each element collections, but before we add an element to the device's list,
 we make sure we don't already have one with that cookie, probably from
 another collection or a buggy device.
2014-02-22 21:15:34 -05:00
Sam Lantinga
9cd5f5ceca Fixed bug 2404 - CPU detection not working with MSVC on x64
Tiemo Jung

All CPU detection functions SDL_Has* will return false, even if it is supported by the CPU, if SDL is compiled with MSVC and the target is x64.

The reason for this is that 'CPU_haveCPUID' will return 0 and macro 'cpuid' in SDL_cpuinfo.c is the fallback implementation, which sets all params to zero.

It is safe to assume that cpuid is supported on a CPU that runs windows x64, so CPU_haveCPUID can just return 1, and the empty macro can be replaced with a small wrap around the __cpuid intrinsic.
2014-02-22 19:10:45 -08:00
Sam Lantinga
fea87cc9cf Fixed bug 2335 - Fails to build on Debian GNU/kFreeBSD
Felix Geyer

Starting from version 2.0.1 libsdl fails to build on Debian GNU/kFreeBSD in SDL_cpuinfo.c.

GNU/kFreeBSD defines __FreeBSD_kernel__ but not __FreeBSD__.
The #ifdef __FreeBSD__ check should be extended for __FreeBSD_kernel__, see the attached patch.

Build log:
libtool: compile:  gcc -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Werror=format-security -D_FORTIFY_SOURCE=2 -DUSING_GENERATED_CONFIG_H -Iinclude -I/?BUILDDIR?/libsdl2-2.0.1+dfsg1/include -mmmx -m3dnow -msse -msse2 -fvisibility=hidden -D_REENTRANT -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-kfreebsd-gnu/dbus-1.0/include -DHAVE_USBHID_H -DUSBHID_NEW -D_REENTRANT -Wall -c /?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c  -fPIC -DPIC -o build/.libs/SDL_cpuinfo.o
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c: In function 'SDL_GetSystemRAM':
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: error: 'HW_MEMSIZE' undeclared (first use in this function)
             int mib[2] = {CTL_HW, HW_MEMSIZE};
                                   ^
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: note: each undeclared identifier is reported only once for each function it appears in
make[2]: *** [build/SDL_cpuinfo.lo] Error 1
2014-02-22 18:01:18 -08:00
Sam Lantinga
6bb2f2ef8d Fixed bug 2347 - On OSX, an SDL app prevents system shutdown.
Tim McDaniel

On OSX, an SDL app forces a system shutdown to be cancelled.  This happens because [SDLAppDelegate applicationShouldTerminate] returns NSTerminateCancel.  A better approach is to subclass NSApplication and override terminate to do nothing except call SDL_SendQuit.  In response to a system shutdown notification, this allows the normal SDL Quit event processing to occur, and if the app then terminates, system shutdown occurs normally.  Please see the attached patch, based on SDL 2.0.1.
2014-02-22 17:55:58 -08:00
Sam Lantinga
b80f4f9e50 Don't fail initialization if the helper window class already exists. 2014-02-22 17:39:35 -08:00
Sam Lantinga
a5f52ac5a8 Fixed bug 2395 - OSX: App name in the menu bar is not localized.
Tim McDaniel

On OSX, the app name in the menu bar is not localized.  This can be fixed using the following implementation for GetApplicationName in SDL_cocoaevents.m:

static NSString *
GetApplicationName(void)
{
    NSDictionary *dict;
    NSString *appName = 0;

    appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
    if (!appName)
        appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];

    if (![appName length])
        appName = [[NSProcessInfo processInfo] processName];

    return appName;
}
2014-02-22 17:32:18 -08:00
Sam Lantinga
eb5eb04652 Fixed bug 2298 - undefined reference to `IID_IUnknown' on cygwin
Brian Minton

When building static or shared libraries on cygwin 1.7.25 on Windows 7 (32-bit), I get the following link errors:

build/.libs/SDL_windowskeyboard.o: In function `UIElementSink_QueryInterface@12':
/home/c-bminton/src/SDL/src/video/windows/SDL_windowskeyboard.c:995: undefined reference to `IID_IUnknown'
build/.libs/SDL_windowskeyboard.o: In function `IPPASink_QueryInterface@12':
/home/c-bminton/src/SDL/src/video/windows/SDL_windowskeyboard.c:1101: undefined reference to `IID_IUnknown'
collect2: error: ld returned 1 exit status
Makefile:126: recipe for target 'build/libSDL2.la' failed
make: *** [build/libSDL2.la] Error 1

--
The libuuid from e2fsprogs is completely unrelated to the w32api UUID.DLL implib. FWIW, any *NIX software that I've seen obviously wants the e2fsprogs version, but if libuuid-devel is installed (in /usr/lib) then you can't link against the w32api implib with a simple -luuid.
2014-02-22 15:34:31 -08:00
James Legg
d3cf7360db Fix audio conversion when channel count changes
- Use the SDL_AUDIO_MASK_DATATYPE bit when selecting an implementation
  where it matters. Previously two existing AUDIO_F32 cases had been
  written, but were unreachable.
- Add AUDIO_F32 case for SDL_ConvertSurround_4.
- Fix incorrect pointer arithmetic causing the 2 to 6 channel
  conversion for 4 byte audio formats to read and write beyond the end
  of the buffer.
2014-02-21 13:57:53 +00:00
Sam Lantinga
5512eac69f Fixed bug 2414 - Execute event watchers in the order they were added
Leonardo

Event watchers are being executed on the inverse order they are added because they are added to the head of the SDL_event_watchers list.

Since watchers are allowed to change events before they are reported (they shouldn't, imo), this breaks code that rely on watcher execution order (such as distributed event handling).

An easy scenario to see this behaving weird to the user is if you add an event watcher to check mouse coordinates and check them again in your event loop. If you add the watcher after renderer's one (which always happens after you have initialized renderer), you get the same event but different coordinates.

The proposed patch adds the event watcher in the tail of the list, not in the beginning, and correctly fixes this problem.
2014-02-22 15:27:11 -08:00
Sam Lantinga
f7de4ae130 Fixed bug 2407 - Support for OpenGL ES 3 contexts on iOS
Alex Szpakowski

Currently the UIKit/EAGL backend for SDL's OpenGL context creation API doesn't support OpenGL ES 3, despite iOS 7+ being capable (on devices with the necessary hardware.)

I have attached a patch to add support. It's also slightly more future-proof, so eventual OpenGL ES 4+ capability on iOS should hopefully work without requiring changes to SDL's UIKit/EAGL backend.
2014-02-22 15:23:09 -08:00
Sam Lantinga
af0ab49003 Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski

On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.

The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)

This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)

I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.

I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:

    float x = [event deltaX];

to this:

    float x = -[event deltaX];

I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
2014-02-22 14:57:12 -08:00
Sam Lantinga
7c33f23361 Thou shalt not use more than 4k local variables in this code. 2014-02-22 10:40:12 -08:00
Ryan C. Gordon
0deb54c024 Reworked Mac OS X joystick code to use the 10.5+ HID Manager API.
Besides being a little more simple to use than the earlier IOKit HID API, and
 less likely to be deprecated, it also has the added benefit of working with
 the Sony DualShock 4 controller in Bluetooth mode out of the box, whereas
 the previous API has a bug that makes it report bad data for the
 controller.

Cleaned up several other things in this code, having gone over every line of
 it. The remaining deprecated calls are also gone.
2014-02-22 00:55:28 -05:00
Gabriel Jacobo
abe2ac2cb4 Fixes #2326, clean up the X11 backend a bit 2014-02-21 08:37:57 -03:00
Sam Lantinga
22e3217e59 Fixed infinite recursion in D3D_Reset() 2014-02-20 21:07:56 -08:00
Gabriel Jacobo
ea71a5e074 Fixes #2408, VS2013: several projects of release build are not built
Patch by Hiroyuki Iwatsuki
2014-02-20 17:03:55 -03:00
Gabriel Jacobo
01550b96cc Improve testgles2 exit behavior (useful on Android) 2014-02-20 16:12:11 -03:00
Gabriel Jacobo
e3f0d53b55 Fixes #2403, add SDL2 dependency to testgles2 (thanks Hiroyuki Iwatsuki) 2014-02-19 11:03:03 -03:00
Sam Lantinga
6b33f2e8ca Fixed resetting the current render target if the D3D device is reset while using a non-default render target. 2014-02-17 22:20:33 -08:00
Ryan C. Gordon
ccce6fb302 s/iPhoneOS/iOS 2014-02-17 11:47:54 -05:00
Ryan C. Gordon
245e125e0f Corrected battery percentage on iOS (thanks, Felix!).
Fixes Bugzilla #2397.
2014-02-17 11:46:23 -05:00
Philipp Wiesemann
fbeb24e96e Fixed documentation comments in SDL_hints.h file. 2014-02-16 00:04:15 +01:00
Philipp Wiesemann
fc1c17cc01 Changed text in documentation. 2014-02-15 23:57:38 +01:00
Philipp Wiesemann
70b975d626 Corrected name of hint in README. 2014-02-15 23:52:04 +01:00
Sam Lantinga
5c5770ad44 Make sure we don't stay in the windows event loop forever if there are lots of events coming in quickly. 2014-02-14 11:39:58 -08:00
Sam Lantinga
441f7d8d63 Fixed Mac PS4 controller entry, added Linux OUYA controller entry 2014-02-14 11:38:59 -08:00
Sam Lantinga
268071d16f Added the new function at the end so we don't break the ABI 2014-02-13 11:08:12 -08:00
Sam Lantinga
baf2dd4c7e Back out changelist 1951976 2014-02-13 11:05:34 -08:00
Sam Lantinga
f5d1559b51 Back out changelist 2026006 2014-02-13 11:05:32 -08:00
Sam Lantinga
c52c91056b Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
2014-02-13 11:05:30 -08:00
Sam Lantinga
e34da6801f Fixed lost mouse button when in relative mouse warp mode and you click on the title bar, entering a modal move/resize loop.
Testing:
* Set the SDL_HINT_MOUSE_RELATIVE_MODE_WARP hint true, run testsprite2, press Ctrl-R to enter relative mode, alt tab away from the window, then click on the title bar of the window. Didn't get the mouse button release before, and we do now.

CR: Yahn + Alfred
2014-02-13 11:05:28 -08:00
Sam Lantinga
567b5ba8e9 As part of Jorgen's code review of this function I added a call to LoadLibrary so the refcounts would be consistent between Windows and Posix. Then I forgot to include the check that the thing was actually loaded and caused it to be loaded all the time. Oops.
CR: AaronL
2014-02-13 11:05:26 -08:00
Sam Lantinga
1fa4939a38 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
2014-02-13 11:05:24 -08:00
Gabriel Jacobo
cf119f786a Try to work around Android's handling of static variables in terminated apps
Android, we want to love you, but you don't make it easy for us...
2014-02-12 18:12:14 -03:00
Sam Lantinga
076a14b263 Fixed crash if render target textures are used while the device is lost 2014-02-10 13:40:02 -08:00
Sam Lantinga
ae05f178c2 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens. 2014-02-10 10:02:51 -08:00
Sam Lantinga
9f2509da79 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout 2014-02-10 10:02:42 -08:00
Sam Lantinga
a396841f8d Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible.
This is the case with the Steam In-Home Streaming client.
2014-02-10 10:02:18 -08:00
Ryan C. Gordon
f38c1f05f5 Fixed DualShock 4 controller config on Mac OS X. 2014-02-10 12:47:26 -05:00
Edward Rudd
7f4c6a9ca1 Fix Cmake so generated SOname matches autoconf's #. 2014-02-10 10:53:02 -05:00
Ryan C. Gordon
2d92a37237 Make controllermap, etc, work on platforms with hardcoded window sizes.
This makes sure everything renders correctly, even if, say, an Android device
gives you a certain "window" size no matter what you ask for.
2014-02-10 11:29:48 -05:00
Gabriel Jacobo
9268c7a1b3 Backed out 0869362ccc3c
The render target usage in controllermap is required if you are forced to use
the app at a different resolution than the one the art has been made for, for
example on Android, where you don't control the resolution.
(The coordinates for each button are hardcoded to the art size, and appear out
of place otherwise)
2014-02-10 09:26:22 -03:00
Ryan C. Gordon
f0aa97d20f Removed unused function. 2014-02-10 01:43:01 -05:00
Ryan C. Gordon
b17fd9a180 Replace testgamecontroller visualization mode with something more useful. 2014-02-10 01:41:58 -05:00
Ryan C. Gordon
9a15da84db No need to use a render target here. 2014-02-09 15:20:41 -05:00
Sam Lantinga
853334afed Updated SDL to version 2.0.2 2014-02-09 03:09:56 -08:00
Sam Lantinga
8cabd44f36 Fixed the OUYA controller mapping on Windows 2014-02-09 03:09:04 -08:00
Sam Lantinga
c8c3911e0d Added Windows entry for the bluetooth OUYA controller 2014-02-09 02:42:59 -08:00
Sam Lantinga
c3c2964dbb Possibly fixed bug 2250 - Cmake: SDL2 Doesn't install DLLs on Windows
ernest.lee

[Exec] CMake Error at cmake_install.cmake:151 (FILE):
[13:37:43][Exec]   file INSTALL cannot find
[13:37:43][Exec]   "C:/TeamCity/buildAgent/work/2e3d17a492e75daf/Build/libSDL2.so".

The cmake INSTALL project doesn't work because it uses Linux so shared library paths. Windows uses dlls and I think cygwin also uses dlls. I've included this patch. Can you check if it works?
2014-02-09 02:04:40 -08:00
Sam Lantinga
3ab3ea642d Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9'
Sandu Liviu Catalin

I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX.

I allways het these errors:
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9'
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
2014-02-09 01:56:41 -08:00
Sam Lantinga
b331ada815 Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color
ny00

SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888.

The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list).
It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software.
Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear).

A few details about the current setup:
- OS: Ubuntu 12.04 for x86_64
- GPU: GeForce GTX 460
- GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA)


---

Seth Williams

Sam,

It appears that the clear just needs to take the render target format into consideration.

Seth.
2014-02-09 01:49:01 -08:00
Ryan C. Gordon
fab5c7599b Updated README-macosx.txt to note new minimum requirements, end of PowerPC. 2014-02-07 12:03:02 -05:00
Ryan C. Gordon
ba55cbef6e Make non-Clang compilers happy. 2014-02-07 11:55:13 -05:00
Ryan C. Gordon
129456fe2e Tell Clang's static analysis that SDL_assert() is an assertion handler.
This lets it know, for example, that when you do this...

    SDL_assert(ptr != NULL);

...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.

Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.

Static analysis is fun!
2014-02-07 11:52:35 -05:00
Edward Rudd
d3f64213e2 slight adjustment to the hot plug test to allow it to be run with hap tics disabled 2014-02-07 09:35:33 -05:00
Edward Rudd
fff7503b6a ignore hot plugs in mac haptic layer IF hap tics hasn't been initialized. 2014-02-07 09:35:13 -05:00
Ryan C. Gordon
c2f6ab0cc1 Added DualShock 4 game controller config for Windows, Mac, and Linux. 2014-02-06 21:28:11 -05:00
Ryan C. Gordon
7033e597b5 Fixed crash on Windows if haptic isn't initialized when controllers are added. 2014-02-06 21:26:41 -05:00
Ryan C. Gordon
56979749e9 Fixed a typo. 2014-02-06 10:00:45 -05:00
Edward Rudd
a09548eb00 Fix device counting in HapticMouse and JoystickOpen routines. 0 is the first item in the list not the last 2014-02-06 09:35:44 -05:00
Edward Rudd
f3e6a0a71b fix indentation and spaces 2014-02-06 09:11:05 -05:00
Ryan C. Gordon
257ab5f573 Fixed return values on testhotplug mainline. 2014-02-06 07:38:41 -05:00
Ryan C. Gordon
1191a902fc Fixed copyright date. 2014-02-06 07:38:04 -05:00
Ryan C. Gordon
e42d46b463 Wired up haptic hotplugging for Windows DirectInput/XInput code. 2014-02-06 07:37:20 -05:00
Ryan C. Gordon
9cf8c49c39 Fixed memory leak. 2014-02-05 20:07:25 -05:00
Ryan C. Gordon
ccbf6943e7 Make SDL_SYS_HapticMouse() count device indexes like HapticByDevIndex(). 2014-02-05 18:36:40 -05:00
Ryan C. Gordon
7f94268805 Cleanup some vi footer comments, rename new PRIVATE_* funcs to MacHaptic_*. 2014-02-05 01:02:09 -05:00
Ryan C. Gordon
7afbb8c377 SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
2014-02-05 00:34:26 -05:00
Edward Rudd
d4e3221f1d add testdropfile to OS X Project 2014-02-04 18:21:39 -05:00
Edward Rudd
b352698d99 Implement new backend methods for haptic and hot plugging on OS X 2014-02-04 18:17:16 -05:00
Edward Rudd
c9f6e4ec9f add testhotplug to OS X test project and set target OS version to 10.5 for tests. 2014-02-04 18:16:52 -05:00
Edward Rudd
4da8829812 implement new backend method for Haptics in dummy driver 2014-02-04 16:50:34 -05:00
Edward Rudd
5fb0be3079 Rework haptic backend to properly support hotplugging of haptic devices.
* currently only linux backend updated.
2014-02-04 15:44:09 -05:00
Edward Rudd
a98c477bc8 allow safely quitting the hotplug test by pressing button 0 on the joystick 2014-02-04 15:40:51 -05:00
Brandon Schaefer
25fcc1959e * Remove android based workaround, it is handled in SDL_EGL_GetProcAddress. 2014-02-04 12:28:35 -08:00
Ryan C. Gordon
c2b5da9733 Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler(). 2014-02-04 11:38:40 -05:00
Edward Rudd
e6dce68f8e testhotplug: Actually log the SDL_Error that occured on failures 2014-02-03 23:08:53 -05:00
Edward Rudd
8512f1b87c add logging for the case when haptic is not detected on the joystick as well. 2014-02-03 23:01:19 -05:00
Edward Rudd
e0e6b2a461 add simple test showing off hotplugging of joysticks w/ haptic. 2014-02-03 22:52:18 -05:00
Ryan C. Gordon
c8ad30bc90 Removed -force_cpusubtype_ALL cflag from Mac builds.
This was for PowerPC G3 (!) compatibility, and Clang doesn't even recognize
 the flag anymore.
2014-02-03 14:47:48 -05:00
Ryan C. Gordon
e719158cb4 Fixed some compiler warnings from the latest Clang, cleaned up some things. 2014-02-03 14:45:38 -05:00
Ryan C. Gordon
0d9443d3a2 Temporarily default Wayland and Mir to disabled, for 2.0.2 release.
We'll flip the default back to enabled right after 2.0.2 is finalized, and
try to declare them stable and ready by 2.0.3.

Those that have an interest in supporting them in 2.0.2 can manually enable
 them in the configure script with --enable-video-wayland and/or
 --enable-video-mir.
2014-02-03 11:59:17 -05:00
Ryan C. Gordon
bd01a9c914 Unload Wayland libs if memory allocation fails during init. 2014-02-03 11:53:21 -05:00
Ryan C. Gordon
89fd0faf5e Hooked up dynamic loading for Mir. 2014-02-03 11:52:54 -05:00
Ryan C. Gordon
8f055d199a Add Mir to configure script's summary output. 2014-02-03 11:14:25 -05:00
Ryan C. Gordon
69d85ff563 Bumped copyright date on Mir code. 2014-02-03 11:01:32 -05:00
Ryan C. Gordon
435b80b9a3 Disable some minor things that need newer Mir dev headers.
These headers apparently aren't default in Ubuntu 13.10 yet.
2014-02-02 23:55:51 -05:00
Ryan C. Gordon
6bc2977043 Added some SysWM bits for Mir. 2014-02-02 23:53:48 -05:00
Ryan C. Gordon
8674b7aeee Cleaned up headers and footers on Mir code. 2014-02-02 23:54:10 -05:00
Ryan C. Gordon
19f8c6224f Added Mir video target (thanks, Brandon!). 2014-02-02 23:41:46 -05:00
Ryan C. Gordon
dce9b7b129 Ignore the buildbot build directories. 2014-02-02 21:38:16 -05:00
Philipp Wiesemann
e8f5e010ad Fixed including SDL_internal.h twice for DirectFB. 2014-02-02 20:58:46 +01:00
Philipp Wiesemann
9ee68e8f8d Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
2014-02-02 20:55:42 +01:00
Sam Lantinga
58edac3e69 Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Sam Lantinga
3bd0e9002e Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak

AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.

This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).

Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):

http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
2014-02-02 00:33:31 -08:00
Gabriel Jacobo
8ba565fffb Treacherous copy/paste! 2014-01-30 20:29:58 -03:00
Gabriel Jacobo
6f3bf18656 Detect Xrandr >= 1.2 at build time 2014-01-30 20:27:13 -03:00
J?rgen P. Tjern?
338bf9cc6c Add SDL_GL_ResetAttributes. 2014-01-29 18:38:13 -08:00
Sam Lantinga
d76c2cc1da Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows.  Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those.  The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format.  To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom().  When I do this, SDL_CreateWindowFrom() will:

1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.

I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.

CR: SamL

Some pseudocode that shows how this is used in Source2:

HWND hExternalHwnd; // HWND that was established outside of SDL

// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );

// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );

// Create the secondary window.  This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );

// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window

// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
2014-01-30 12:30:40 -08:00
Sam Lantinga
dbd4a917e0 Document Michael's changes adding TranslateMessage() back to the SDL message loop. 2014-01-30 12:27:24 -08:00
Sam Lantinga
5c58bd6877 * Added TranslateMessage call to SDL default message pump - was causing problems in S2 tools mode apps that used Qt. Qt relies on the WM_CHAR message generated by TranslateMessage and keyboard input was showing up in the UI as mixed-case. (Depending on which message pump got a given message - both SDL and Qt pump messages for the entire process.) Sam will review and possibly tweak this change before propagating to public SDL, but I'm checking this version in so I can integrate into S2 and fix the issue there. 2014-01-30 12:27:00 -08:00
J?rgen P. Tjern?
366b1727bb Mac: [NSApp keyWindow] is not valid in windowDidBecomeKey:
This fixes weird behavior on Mac where our first responder reverts to the window
itself, rather than the SDLTranslatorResponder, after the window has lost focus
once. This causes Escape to call cancelOperation: on the NSWindow, which by
default removes our fullscreen-ness.

When someone has turned off SDL_TEXTINPUT we should probably set another initial
responder that handles the Escape behavior, so that SDL_TEXTINPUT doesn't change
fullscreen behavior (and possibly other behavior) like it does now.
2014-01-29 18:37:23 -08:00
dbrady
109fe0e0dc fixed hat code validation. 2014-01-28 15:28:20 -08:00
Philipp Wiesemann
68f2fe6499 Fixed spaces in source file license comment. 2014-01-29 00:29:14 +01:00
Philipp Wiesemann
62b17e7edb Fixed comments in joystick implementation files claiming to be headers.
It seems comments were originally copied from SDL_sysjoystick.h.
2014-01-29 00:27:54 +01:00
Ryan C. Gordon
4f1b8a4067 Move to no-argument version of "endif()" in CMakeLists.txt. 2014-01-28 12:42:01 -05:00
Ryan C. Gordon
2de3b01c61 Some CMake fixes for static linking on Windows from the OpenFL project. 2014-01-28 12:37:04 -05:00
Gabriel Jacobo
f52d7f5eea [Wayland] Fixes segfault when mouse enters window 2014-01-28 11:39:37 -03:00
Gabriel Jacobo
682bc47bc5 Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
2014-01-28 09:13:46 -03:00
Ryan C. Gordon
9d85cdb1a6 CMake: Enable missing timer subsystem on Mac OS X and Haiku. 2014-01-28 00:05:23 -05:00
J?rgen P. Tjern?
2efa2dc227 X11: Don't redraw dialog box when mouse moves.
This fixes bug #2343. (https://bugzilla.libsdl.org/show_bug.cgi?id=2343)

Thanks to Melker Narikka for the patch.
2014-01-27 13:43:04 -08:00
Ryan C. Gordon
aff44ccdb5 Patched to compile...uh, everywhere. :) 2014-01-27 16:13:13 -05:00
Ryan C. Gordon
87cfee27d0 Patched to compile on Windows when not supporting Direct3D. 2014-01-27 16:10:15 -05:00
Gabriel Jacobo
33479316c7 [Android] Fixes Bug 2370, don't send accelerometer changes when
Android_JNI_GetAccelerometerValues return SDL_FALSE (thanks to Jairo Luiz)
2014-01-27 17:59:19 -03:00
Philipp Wiesemann
037475670f Removed unused variable from Java class for Android.
The audio thread was moved to native side and "protected" prevented a warning.
2014-01-26 23:50:35 +01:00
Philipp Wiesemann
6234415872 Fixed typo in documentation. 2014-01-26 23:42:25 +01:00
Edward Rudd
815c6c3b60 quick fix for CMAKE SOVERSION number so it matches what is output by the configure script 2014-01-25 16:08:39 -05:00
Edward Rudd
f186314aef correct grammar on UNIX missing dependency status notice. 2014-01-25 15:13:16 -05:00
Edward Rudd
5071cb5c15 autoconf script tweaks
- fix up chmodding sdl2-config
- remove duplicate enable_atomic section
- add pretty summary of what was found/enabled
2014-01-25 15:05:44 -05:00
Gabriel Jacobo
e78be5dafd Bug 2358 - [Android] Sort joystick axes - Fix by David Brady 2014-01-24 09:54:04 -03:00
Gabriel Jacobo
50befa6201 Bug 2358 - [Android] Joystick Button Mappings are strange (fix by David Brady) 2014-01-23 08:44:25 -03:00
Ryan C. Gordon
ecc0df0661 Fix detection of iOS for disabling dynamic API. 2014-01-22 12:39:34 -05:00
Ryan C. Gordon
f02ef2985d Fixed XF86 VidMode extension dynamic loading with CMake project. 2014-01-21 16:28:53 -05:00
Gabriel Jacobo
b131e74be4 Fixes 2356, [Android] SDL_JoystickGetAttached does not function
Also fix a potential NULL pointer access in android/SDL_SYS_JoystickGetGUID
2014-01-21 18:20:12 -03:00
Ryan C. Gordon
beee1c4424 Fixed dynamic loading of NAS in CMake project. 2014-01-21 13:58:15 -05:00
Gabriel Jacobo
cf9828a2a6 Move Wayland driver above dummy, check for driver availability before creation 2014-01-20 20:25:43 -03:00
Ryan C. Gordon
2ddd0c58c9 Patched to compile if Wayland is disabled via SDL_config.h (thanks, Martin!).
Fixes Bugzilla #2351.
2014-01-20 12:53:44 -05:00
Sam Lantinga
9e90acdfcf Make sure you clean up the associated renderer when destroying a window. 2014-01-18 11:47:03 -08:00
Gabriel Jacobo
129640af7a Fixes prototype declaration for wl_proxy_marshal_constructor [Wayland 1.4] 2014-01-16 15:02:41 -03:00
Gabriel Jacobo
838e76c699 Fix to compile against the Wayland v1.4 headers 2014-01-16 11:33:39 -03:00
J?rgen P. Tjern?
12e7fdcbb6 Don't minimize fullscreen windows when destroying them.
Previously, we'd minimize fullscreen windows (if
SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS was set) during SDL_DestroyWindow if they
had keyboard focus, because we call SDL_SetKeyboardFocus(NULL) which yields a
OnWindowsFocusLost event.

Related to https://bugzilla.libsdl.org/show_bug.cgi?id=1840
2014-01-15 11:34:03 -08:00
J?rgen P. Tjern?
bc92383eea Mac: Don't give windows focus back when we're closing them.
Fixes bug #1840 (https://bugzilla.libsdl.org/show_bug.cgi?id=1840)
2014-01-15 11:31:56 -08:00
J?rgen P. Tjern?
a0c9e649f5 Allow switching between FS and desktop FS.
This should fix bug #2057 (https://bugzilla.libsdl.org/show_bug.cgi?id=2057)
2014-01-15 11:17:09 -08:00
J?rgen P. Tjern?
a442f121e6 Test: Add Shift-Enter to switch between FS and desktop FS. 2014-01-15 11:08:55 -08:00
J?rgen P. Tjern?
a6a56af91b Tests: Refactor key modifier checking. 2014-01-15 10:40:14 -08:00
Gabriel Jacobo
56355f3ffe Adds README-dynapi.txt based on Ryan's G+ post (lightly edited)
Original post: https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
2014-01-15 12:29:17 -03:00
J?rgen P. Tjern?
8f660a4627 Mac: Trigger SDL_FINGERUP for all touches.
Fixes bug #2348. Thanks to Alex Szpakowski for the patch!
2014-01-14 17:33:24 -08:00
Gabriel Jacobo
c0d86b9237 Make EGL loading more resilient.
Lesson learned while trying to run L4D2 under Wayland :)
2014-01-14 21:29:38 -03:00
Gabriel Jacobo
272ebb8efb Dynamic loading support for Wayland 2014-01-09 13:56:21 -03:00
Edward Rudd
5fd5567c4c define a font-size for the "unicode" message box font so the text isn't unreadable on linux systems 2014-01-08 14:53:08 -05:00
Edward Rudd
93fd65f762 some fixes to the testshape.c code so it more correctly works. 2014-01-08 14:18:11 -05:00
Ryan C. Gordon
d75665c776 Maybe fix Cygwin. 2014-01-08 01:07:57 -05:00
Ryan C. Gordon
960458e58c Patched to compile on Cygwin. 2014-01-08 00:58:03 -05:00
Ryan C. Gordon
e9689e8df6 Another Android fix. 2014-01-08 00:51:31 -05:00
Ryan C. Gordon
d16e630160 Updated Dynamic API jumptable. 2014-01-08 00:46:39 -05:00
Ryan C. Gordon
e9be2d0b59 Add Dynamic API to Android makefile. 2014-01-08 00:45:29 -05:00
Ryan C. Gordon
afd0f32314 Patched to compile on Android (I think). 2014-01-08 00:40:48 -05:00
Ryan C. Gordon
d5c977adb7 Patched to compile on OpenBSD. 2014-01-08 00:31:19 -05:00
David Ludwig
446a270487 WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display 2013-12-10 22:34:08 -05:00
Ryan C. Gordon
090327e76e Implemented the Dynamic API magic. 2013-12-09 16:03:18 -05:00
David Ludwig
679259473e WinRT: removed a now-complete TODO comment regarding Direct3D 11 2013-11-29 00:21:56 -05:00
David Ludwig
b6f80d855e WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in 2013-11-29 00:19:46 -05:00
David Ludwig
ecfbb3f5dc WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state 2013-11-28 22:59:21 -05:00
David Ludwig
7b5887b271 WinRT: implemented SDL_DetachThread() for WinRT 2013-11-28 22:24:13 -05:00
David Ludwig
46740a5a1c WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
2013-11-28 22:09:21 -05:00
David Ludwig
da0c0a4a33 WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
Thanks to Pierre-Yves for pointing this out and providing a fix!
2013-11-28 21:15:05 -05:00
Sam Lantinga
9fa4da1353 Fixed windows build with conflict resolve 2013-11-28 02:31:32 -08:00
Sam Lantinga
dee481350c Added alternative XBox 360 controller GUID on Linux
Leszek Godlewski

As described in the other thread
(http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-November/091997.html),
I've run into a case of SDL2 not recognizing a wireless Xbox 360
controller receiver properly on Debian Linux amd64 testing.
Apparently, the generated GUID is slightly different.

Device in question:
Bus 001 Device 015: ID 045e:0291 Microsoft Corp. Xbox 360 Wireless
Receiver for Windows
2013-11-27 10:29:43 -08:00
Sam Lantinga
d2511d9ef9 Fixed bug 2260 - SDL_SetCursorGrab() is buggy on Windows
BurnSpamAddress

Steps to reproduce:
1. Grab the cursor with SDL_SetCursorGrab()
2. Alt-tab away from the window
3. Click on the titlebar of the window

This will cause the window to disappear underneath the taskbar!

This appears to be a general issue with ClipCursor() on windows, i.e. I am getting the same behavior if I call ClipCursor() directly.

It is caused by a feedback loop between the ClipCursor function and the modal resize/move event loop that handles mouse-based sizing on Windows.
2013-11-27 10:29:38 -08:00
Sam Lantinga
fa4e4a643a Fixed large relative mouse motion when iconifying the SDL window.
Windows will move the window to -32000,-32000 when it is iconified, so we don't want to send mouse motion for iconic windows.
2013-11-27 10:29:32 -08:00
Sam Lantinga
2bb344d6dc Don't crash when no WM is present.
CR: Sam Lantinga.
2013-11-27 10:29:27 -08:00
Sam Lantinga
8574c0815c Fixed bug 2274 - SDL_ceil is incorrectly implemented when HAVE_LIBC is not defined
Ghassan Al-Mashareqa

The SDL_ceil function is implemented incorrectly when HAVE_CEIL is not defined (HAVE_LIBC not defined).

The following code:

    double val = SDL_ceil(2.3);
    printf("%g", val);

prints "2.0", as STD_ceil is defined as:

    double
    SDL_ceil(double x)
    {
    #ifdef HAVE_CEIL
        return ceil(x);
    #else
        return (double)(int)((x)+0.5);
    #endif /* HAVE_CEIL */
    }

This functions is used in the SDL_BuildAudioResampleCVT function of the audio subsystem (SDL_audiocvt.c), and causes a bug in that function.
2013-11-27 00:29:46 -08:00
Gabriel Jacobo
c343eab67a Fixes #2271, Add KD detection under CMake by Scott Percival 2013-11-26 11:50:54 -03:00
Gabriel Jacobo
96fe749fc7 Fixes #2272, typo in CMakeLists.txt (thanks Boris Bendovsky!) 2013-11-26 11:47:52 -03:00
Gabriel Jacobo
1ad0d24828 [Android] Fixes #2228, reworked touch code
Lets Android take care of which is the primary pointer (the one acting as the
mouse in SDL), reorganized the Java side code as well to make it easier to
understand.
2013-11-25 12:28:09 -03:00
Ryan C. Gordon
7e1289af32 Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
2013-11-24 23:56:17 -05:00
Ryan C. Gordon
31caa22d30 Patched stdlib changes to compile on Windows. 2013-12-09 13:30:35 -05:00
Ryan C. Gordon
b72c8bcaf8 Regenerate the configure scripts. 2013-11-25 00:11:52 -05:00
Ryan C. Gordon
5c383489a7 We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
2013-11-24 23:36:15 -05:00
Ryan C. Gordon
e769374096 Added SDL_vsscanf(). 2013-11-24 23:35:38 -05:00
Ryan C. Gordon
928b494630 Moved atomic API implementation out of headers. 2013-11-24 21:04:51 -05:00
Ryan C. Gordon
6cbaf9a055 Don't use -falign-loops=16 on Mac OS X anymore.
It isn't available in Clang at all, and was more important on PowerPC.
2013-11-24 21:15:58 -05:00
Sam Lantinga
b44e7470de Fixed display mode calculations for applications which are not DPI aware.
If your application wants to have access to the full resolution even when the system has DPI scaling enabled, call SetProcessDPIAware() before calling SDL_Init()

e.g.
	typedef BOOL (WINAPI *SetProcessDPIAware_t)(void);
	HMODULE hMod = LoadLibrary("user32.dll");
	if ( hMod ) {
		SetProcessDPIAware_t pSetProcessDPIAware = GetProcAddress( hMod, "SetProcessDPIAware" );
		if ( pSetProcessDPIAware ) {
			pSetProcessDPIAware();
		}
		FreeLibrary( hMod );
	}
2013-12-30 12:49:15 -08:00
Sam Lantinga
6915319683 Switch back to apartment threaded COM initialization, which was the previous default.
We do succeed now if the application previously initialized COM in multi-threaded mode.
2013-12-27 10:18:19 -08:00
Sam Lantinga
6f6c76a6a5 Make sure our window has mouse focus before processing raw input events.
This happens rarely, but not reproducibly, where we get raw input events for the window even though it doesn't have focus.
2013-12-27 10:18:18 -08:00
Sam Lantinga
27779311b4 Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.

CR: saml
2013-12-27 10:18:11 -08:00
Gabriel Jacobo
fce6257c49 Implements touch support on QTWayland. Contributed by Thomas Perl. 2013-12-27 09:29:39 -03:00
Philipp Wiesemann
54a1f61a17 Changed return -1 after SDL_SetError() to return SDL_SetError(). 2013-12-25 17:02:15 +01:00
Philipp Wiesemann
87ad7a1c50 Fixed pointer from integer warning and bug if compiled without EGL. 2013-12-25 16:57:59 +01:00
Philipp Wiesemann
b2faf3f08d Updated paths in README for Android. 2013-12-25 16:53:39 +01:00
Philipp Wiesemann
65f0142fac Fixed access of command line arguments on Android in two test programs. 2013-12-25 00:11:28 +01:00
Philipp Wiesemann
36cbd50685 Fixed unused local variable warning in test program source. 2013-12-25 00:04:31 +01:00
Philipp Wiesemann
9285537180 Fixed missing @Override annotation warning in source for Android. 2013-12-24 20:04:53 +01:00
Philipp Wiesemann
b97e077e47 Fixed unused local variable warning in joystick source for Android. 2013-12-24 20:00:58 +01:00
Philipp Wiesemann
28309c1d13 Fixed implicit declaration of SDL_Log() warning in joystick source for Android. 2013-12-24 19:59:35 +01:00
Philipp Wiesemann
18125f76df Fixed missing return warning in test program source. 2013-12-24 19:55:41 +01:00
Sam Lantinga
2521e49769 Setting the mouse in relative mode implies grabbing the mouse.
This fixes getting mouse button events in raw input relative mode on X11.
2013-12-23 17:55:06 -08:00
Sam Lantinga
7aef2350cf Added a relative mouse mode that uses mouse warping instead of raw input.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"

When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
2013-12-23 17:37:22 -08:00
Sam Lantinga
7fe277cd6a Fixed float to int conversion warning, which was a legitimate bug. 2013-12-23 17:15:32 -08:00
Sam Lantinga
8e0dfef153 Print events with SDL_Log() so they show up in Visual Studio debug output
Added some joystick and controller events to the set that are printed out.
2013-12-23 15:55:47 -08:00
Sam Lantinga
112f60a486 Changed testgamecontroller to wait for controllers to be reattached, the way testjoystick does. 2013-12-23 15:55:08 -08:00
Sam Lantinga
03aece5452 Generate SDL_CONTROLLERDEVICEADDED events for controllers connected at startup 2013-12-23 15:10:03 -08:00
Sam Lantinga
746928350f Added support for double-clicks, through a new "clicks" field in the mouse button event. 2013-12-23 12:17:52 -08:00
Sam Lantinga
3666c1f7ca Explicitly initialize COM with multi-threaded support.
This is the safest option for applications that use COM, multi-threaded or not.
2013-12-23 10:54:27 -08:00
Gabriel Jacobo
b5a6c407d0 [Android] Define SDL_VIDEO_OPENGL_ES2 2013-12-16 10:03:26 -03:00
Ryan C. Gordon
45f785f0af Enable ccache for Raspberry Pi buildbot script. 2013-12-15 00:21:42 -05:00
Gabriel Jacobo
ec1cb49eab Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.

Additional changes in this commit, done by me:

* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend

Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
2013-12-14 20:18:43 -03:00
Gabriel Jacobo
4a8c296712 Context sharing for EGL 2013-12-13 09:48:12 -03:00
Gabriel Jacobo
2159de66c4 [Android] Poll joysticks every three seconds 2013-12-12 14:55:33 -03:00
Sam Lantinga
35ab76d083 Fixed bug 2050 - Obvious bugs in SDL_ltoa and SDL_lltoa
pjz

SDL_ltoa(-2147483648,s,10) only returns "-" because there is a bug in the code:

    if ( value < 0 ) {
        *bufp++ = '-';
        value = -value;
    }

but -(-2147483648) is still -2147483648 (0x80000000) as signed int (or long), so the following loop doesn't run at all. Similar bug are also in SDL_lltoa.

BTW, there is no sanity check for radix.
2013-12-11 21:17:24 -08:00
Sam Lantinga
fcf692276a Fixed bug 2294 - testdrawchessboard.c Sets the render color alpha to 0x0.
Brandon Schaefer

This means everything will render black if the software rendering backend selects a pixel format that supports alpha. So it seems best to at lease assume alpha is supported.
2013-12-11 21:13:45 -08:00
Gabriel Jacobo
bfcd28c1e6 [Android] Hotplugging support for joysticks 2013-12-10 16:24:11 -03:00
Ryan C. Gordon
d01ad02be7 Hook up SDL_acos and SDL_asin properly. 2013-12-09 15:17:20 -05:00
Sam Lantinga
5e656f8950 Associate the environment with any thread that calls Android_JNI_GetEnv(), in case it's been manually created with pthread_create() or C++11. 2013-12-07 11:19:52 -08:00
Sam Lantinga
44afc2a305 Fixed crash if no window has keyboard focus 2013-12-06 16:12:18 -08:00
Sam Lantinga
4ab350d4f2 Fixed detecting the wired XBox 360 controller on Linux
Also added some more debug output to detect issues
2013-12-06 09:13:31 -08:00
Sam Lantinga
c78476dadc Fixed compiler warning on Visual Studio 2013-12-06 08:24:00 -08:00
Sam Lantinga
fc78e98221 Added missing header for file IO 2013-12-05 09:54:22 -08:00
Sam Lantinga
7afb76824e Added code missed in the resolve 2013-12-05 09:29:04 -08:00
Sam Lantinga
43825e275a Clean up the cursor clipping area when quitting SDL.
This fixes the cursor being clipped after the streaming client quits when streaming Dungeons of Dredmor
2013-12-05 09:14:56 -08:00
Gabriel Jacobo
77d2d55e1e [Android] Handle native thread finishing when not commanded from the Java side 2013-12-05 10:51:38 -03:00
Gabriel Jacobo
6c495a806a [Android] Signal the resume semaphore after pushing the relevant events
Ref: Request in #2242
2013-12-03 12:09:58 -03:00
Gabriel Jacobo
5ac1813451 Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.

controllermap can now skip bindings by pressing space or clicking/touching the
screen.
2013-12-03 12:01:28 -03:00
Sam Lantinga
013d99823d Fixed error return value in SDL_EGL_CreateSurface(), thanks to Mike Kasprzak 2013-12-02 23:54:35 -08:00
Gabriel Jacobo
d0d07decc1 Adding WhatsNew.txt changes
...before I forget them.
2013-12-02 19:51:48 -03:00
Gabriel Jacobo
95ec90aa8a Adds controllermap utility to test suite. 2013-12-02 19:35:04 -03:00
Gabriel Jacobo
45ae148aef Adds SDL_GameControllerAddMappingsFromFile 2013-12-02 19:34:08 -03:00
Gabriel Jacobo
7d9e42f28c Select EGL config when creating the EGL surface 2013-12-02 10:08:57 -03:00
Gabriel Jacobo
f848adff5f Improve Android pause/resume behavior. 2013-11-29 10:06:08 -03:00
Philipp Wiesemann
c933166401 Fixed bug 2258 - Crash when using Android clipboard
chw

The Android clipboard manager methods must be called from the UI thread,
otherwise crashes of the dalvikvm happen.
2013-11-23 23:38:16 +01:00
Ryan C. Gordon
e9af6dcd93 Fixed a few public APIs that we accidentally neglected to mark as SDLCALL.
Fixes Bugzilla #2262.
2013-11-23 15:52:49 -05:00
Philipp Wiesemann
5aa702fe74 Removed second return statement. 2013-11-23 18:37:36 +01:00
Philipp Wiesemann
01acbd389b Fixed spaces in license comment. 2013-11-23 18:34:27 +01:00
Philipp Wiesemann
2aa4974bf9 Removed include of no more needed header. 2013-11-23 18:29:36 +01:00
Gabriel Jacobo
7a18a6747b [Android] Fixes #2264, handle joystick open/closed state properly 2013-11-23 09:47:25 -03:00
Sam Lantinga
a3bb007ee5 Fixed double-free of the window shape path 2013-11-23 02:02:29 -08:00
Gabriel Jacobo
4abeed93c7 Fixes compilation on Mingw. 2013-11-22 14:19:52 -03:00
Gabriel Jacobo
61959aa67b OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Gabriel Jacobo
45dbff2ee4 [Android] Fixes #2247, enable hardware acceleration by default.
Setting android:hardwareAccelerated="true" seems to fix some random behaviors
in certain devices like the XperiaE.

Ref: http://developer.android.com/guide/topics/graphics/hardware-accel.html
2013-11-22 10:26:28 -03:00
Ryan C. Gordon
a218717111 Query version for X11 XInput2 multitouch separately from base XInput2. 2013-11-20 21:17:26 -05:00
Gabriel Jacobo
9095952ac4 Clean up X11 OpenGL ES backend
If you really need to switch between OpenGL and GLES context types, just issue
a SDL_GL_UnloadLibrary manually.
2013-11-20 12:51:18 -03:00
Ryan C. Gordon
2f30140418 Fixed SONAME lookup for runtime loading of shared libraries in CMake project.
Fixes Bugzilla #2249.
2013-11-19 15:25:00 -05:00
Ryan C. Gordon
825a68983a -fvisibility=hidden is no longer a requirement for dynamic X11.
We don't clash with Xlib symbols anymore.
2013-11-19 15:00:39 -05:00
Gabriel Jacobo
131a072503 Find the best EGL config available between those returned by eglChooseConfig
This existed in the old Android Java code, it got lost in the migration to the
commong EGL code.
2013-11-19 11:04:05 -03:00
Gabriel Jacobo
47139fb3eb Adds testgles2
Source code copied from: https://github.com/fantasydr/sdl-2.0-gles (thanks!)

Minor fixes, configure script changes done by me.
2013-11-19 10:56:38 -03:00
Gabriel Jacobo
fdfea4ad1f [Android] Try to improve handling of DPAD|GAMEPAD + KEYBOARD devices
It seems some devices report themselves as DPAD or GAMEPAD and KEYBOARD as well,
and we need to route different keycodes to different parts of SDL.
2013-11-19 10:00:05 -03:00
Sam Lantinga
48954ba194 Accidentally committed debug code 2013-11-18 20:22:36 -08:00
Sam Lantinga
d75498f6be Textures need to be freed before renderers 2013-11-18 20:21:45 -08:00
Philipp Wiesemann
48cffe33f9 Added missing resource release in test source. 2013-11-18 23:45:46 +01:00
Philipp Wiesemann
3cba79970c Fixed unreachable return statement warning in gamecontroller source. 2013-11-18 23:43:15 +01:00
Philipp Wiesemann
b5c6811108 Fixed implicit function declaration warning in joystick source for Android. 2013-11-18 23:38:59 +01:00
Gabriel Jacobo
2f6198edb6 Fixes building for RPi using --no-undefined 2013-11-17 11:07:55 -03:00
Gabriel Jacobo
ec080ff892 Restore evdev sources to configure script 2013-11-17 10:41:16 -03:00
Sam Lantinga
9dd923fb9a When the mouse is grabbed it's constrained to the client area, not the window frame. 2013-11-16 21:19:16 -08:00
Sam Lantinga
e4146267fa Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain

Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
2013-11-16 18:56:02 -08:00
Ryan C. Gordon
923709a699 Turn off --no-undefined on OpenBSD again. Leave it on everywhere else for now. 2013-11-16 21:52:56 -05:00
Sam Lantinga
5a68214b7a Fixed bug 2232 - Version Mismatch in VS2013 Solution File
Joe LeVeque

Line 3 of SDL_VS2013.sln file reads "# Visual Studio 2012" instead of "# Visual Studio 2013" which causes Windows to associate the file with Visual Studio 2012, if installed, instead of Visual Studio 2013.
2013-11-16 12:11:19 -08:00
Sam Lantinga
8acec42a06 Fixed up configure so it doesn't reference input/evdev anymore 2013-11-16 12:04:00 -08:00
Sam Lantinga
4e1ee55739 Fixed bug 2231 - Move src/input/evdev into src/core/linux
Ryan C. Gordon

To keep the directory layout sane, we should probably move this one piece of source to the linux catch-all directory, instead of making it look like this is part of an SDL "input" subsystem.
2013-11-16 12:02:09 -08:00
Sam Lantinga
744cd465e1 Fixed bug 2238 - Enable GCC atomics for clang
Marcus von Appen

clang provides support for optimized atomics.
The attached patch enables the cmake build system to take clang into account on checking for atomics.
2013-11-16 11:58:21 -08:00
Sam Lantinga
3b52058f6c Fixed bug 2241 - SSE intrinsic in fillrect MMX path
norfanin

The MMX path in SDL_fillrect.c uses the SSE intrinsic _mm_stream_pi. The function or symbol provided by the compiler will not be present because the SSE header may not get included. The linker will complain about an undefined reference.

Since this is the only intrinsic used here (and someone forgot to create one for MOVQ), I think the MMX path can be removed completely. At least I don't see another way to move 64-bits from an MMX register to memory.
2013-11-16 11:54:16 -08:00
Sam Lantinga
517747d536 Added information on reporting bugs to the README.txt file 2013-11-16 10:27:46 -08:00
Sam Lantinga
104ceb864a Fixed compile warning, thanks to Michael Pohoreski 2013-11-16 10:25:46 -08:00
Sam Lantinga
8093cfd8ce Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
2013-11-15 22:07:35 -08:00
Sam Lantinga
44959a21ef Added viewport test, contributed by Andreas Schiffler and improved by me and Ryan Gordon.
If it works correctly you should see a square moving from the upper left to the lower right, with a little yellow box at the top of the moving square.

You can pass --target as a command line option to have it use a render target instead of rendering directly to the screen.  The output should be identical in this case.
2013-11-15 22:05:26 -08:00
Sam Lantinga
30f7e86882 Added space in the common state structure for render targets 2013-11-15 22:01:58 -08:00
Ryan C. Gordon
4f39f0115b Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
2013-11-15 23:20:50 -05:00
Sam Lantinga
4295a92f97 Fixed bug 2240 - On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register
philhassey

On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register.

Steps to Reproduce:

1. Open a windowed window on OS/X.  (With the border on.)

2. e.button.button will give values 1,2,3 depending on which mouse button I click.

3. Call SDL_SetWindowBordered to disable the border.

4. e.button.button will only give values 1,2.  3 (right mouse button) stops coming through.

Expected result:

I expect all mouse buttons to register.
2013-11-14 22:26:49 -08:00
Sam Lantinga
ef97aab9cf Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful 2013-11-14 21:39:54 -08:00
Ryan C. Gordon
346ebbb47e Turning --no-undefined back on, to see what platforms are still broken. 2013-11-14 20:24:15 -05:00
Ryan C. Gordon
b2f8b351d4 Fixed comment typo. 2013-11-14 20:24:40 -05:00
Gabriel Jacobo
35915d4f99 Clean up the EGL related video backends (X11, Android, RPi) 2013-11-14 20:14:02 -03:00
Ryan C. Gordon
a4a7c78ce8 Apparently Haiku is removing /boot/common (thanks, scottmc!).
See http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-November/091877.html
2013-11-14 14:45:00 -05:00
Ryan C. Gordon
e899f0c4e0 Haiku: fixed uninitialized variable. 2013-11-14 14:42:20 -05:00
Apoorv Upreti
f9f064d533 merged with repo 2013-11-14 22:35:28 +05:30
Ryan C. Gordon
00003e8c00 Renamed things named after BeOS to be named after Haiku instead. 2013-11-14 11:51:24 -05:00
Apoorv Upreti
1c138785d7 Fixed visualtest build on VS2012
SDL2, SDL2main and SDL2test had to be added as dependencies to the testquit project to get it to build properly.
2013-11-14 22:19:07 +05:30
Gabriel Jacobo
85dd689ff9 Adds joystick/udev troubleshooting information to README-linux.txt 2013-11-14 10:19:07 -03:00
Ryan C. Gordon
dd325b9762 Patched to compile on Haiku. 2013-11-14 01:00:08 -05:00
Ryan C. Gordon
8d6e03f353 Added SDL_DetachThread() API. 2013-11-14 00:52:39 -05:00
Ryan C. Gordon
7550ddcc05 Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.

BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
2013-11-13 22:35:26 -05:00
Sam Lantinga
b36d98bd9c Diagonal flipping with RenderCopyEx
Ivan Rubinson

As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
2013-11-13 21:50:59 -08:00
Gabriel Jacobo
5b8b403e3e [Windows] Fixes bug #1555, handle ALT+F4 on Windows 2013-11-13 11:18:37 -03:00
Gabriel Jacobo
f8e1d350a4 Updated androidbuild.sh to enable parallel builds and ndk-build parameters 2013-11-13 09:41:21 -03:00
Gabriel Jacobo
ad4ba2d572 Added a few notes from Ryan's email to README-linux.txt 2013-11-12 11:31:13 -03:00
Gabriel Jacobo
bcece01c6c Linux README explaining build vs runtime, and build deps for Ubuntu 13.04
Build dependencies list for Ubuntu 13.04 provided by Ryan.
2013-11-12 11:28:42 -03:00
Sam Lantinga
397f5a850d Retain the high dpi flag when recreating the window (e.g when creating a renderer context) 2013-11-12 02:18:52 -08:00
Sam Lantinga
12961352d3 Fixed build error with SDK < 10.7 2013-11-12 02:04:12 -08:00
Sam Lantinga
253b9ba815 We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X. 2013-11-12 02:02:12 -08:00
Sam Lantinga
75145ea023 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X. 2013-11-12 01:52:54 -08:00
Sam Lantinga
5f8a0b18d3 Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode 2013-11-12 00:32:29 -08:00
Sam Lantinga
7459b159e0 Made sure the window had the correct border when manually being brought back from fullscreen mode. 2013-11-11 23:42:43 -08:00
Sam Lantinga
cb190b8270 Fixed assertion when quickly toggling from fullscreen back to fullscreen:
"Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'"

To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
2013-11-11 22:43:05 -08:00
Sam Lantinga
8f8070db42 Fixed window resizing when entering and leaving fullscreen mode 2013-11-11 21:38:11 -08:00
Sam Lantinga
7cf76ffbe0 Fixed assertion failure when minimizing a fullscreen window. 2013-11-11 21:21:18 -08:00
Sam Lantinga
75a23d99a5 Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS
philhassey

Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.

Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.

Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.

Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)

This patch implements SDL_SetTextInputRect for uikit/iOS.

It sets up notification handlers to respond to changes in the display of the keyboard.  These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
2013-11-11 20:51:19 -08:00
Sam Lantinga
cb31a80d82 Properly handle toggling fullscreen state when another fullscreen state change is in progress. 2013-11-11 20:42:59 -08:00
Gabriel Jacobo
819148a844 [X11] Fix up compilation when EGL headers are not present. 2013-11-11 19:17:32 -03:00
Gabriel Jacobo
04afd61cd9 [Android] Try to improve handling of some dpad+gamepad+keyboard corner cases 2013-11-11 11:12:43 -03:00
Gabriel Jacobo
6dbed827a7 [Android] Fixes Bug 2031 - Backspace Not Sending Events From On-Screen Keyboard
Thanks Joe LeVeque!
2013-11-11 10:59:15 -03:00
Gabriel Jacobo
d37bad52b1 [Android] Improve handling of keyboard, dpad and gamepad events
Thanks Dimitris Zenios for the report!
2013-11-11 10:49:48 -03:00
Gabriel Jacobo
45a88b6ade [Android] Fixes bug 2217, better joystick axes handling on Android. 2013-11-11 10:15:35 -03:00
Sam Lantinga
f0692d656f Fixed compiling with older Mac OS X SDK 2013-11-11 03:29:11 -08:00
Sam Lantinga
2384ad5b9e Fixed compiling with ISO C90 2013-11-11 03:12:50 -08:00
Sam Lantinga
2ceeb74e25 Don't minimize by default when in fullscreen desktop mode.
This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops.
The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
2013-11-11 03:02:42 -08:00
Sam Lantinga
4c1322f693 Added support for new style fullscreen transitions on Mac OS X 2013-11-11 02:53:00 -08:00
Sam Lantinga
2b93fa0892 Turn off resizable flag by default, you can always pass the --resize command line option if you need it. 2013-11-11 02:00:58 -08:00
Sam Lantinga
6ec3e69045 Fixed whitespace style 2013-11-11 01:59:40 -08:00
Sam Lantinga
77a0d3fe2a Toggling fullscreen now takes fullscreen flags 2013-11-11 01:59:20 -08:00
Sam Lantinga
893afbaf3b Fixed pool memory leak 2013-11-10 19:19:44 -08:00
Sam Lantinga
b30e396ba1 Fixed bug 1965 - Mac: dead code for supporting OS 10.4
Alex Szpakowski

The new patch removes all the truly obsolete code I could find. I tested on OS 10.8 and OS 10.5.
2013-11-10 17:56:07 -08:00
Sam Lantinga
5821466c05 Fixed bug 2176 - SDL_CreateWindow(w=INT_MAX, h=INT_MAX) causes program to hang
Catch exceptions generated when trying to create a Cocoa window.
2013-11-10 17:40:35 -08:00
Gabriel Jacobo
15a3bbcbd9 [X11] Ignore both NotifyGrab and NotifyUngrab modes in FocusIn/FocusOut events 2013-11-10 20:38:50 -03:00
Gabriel Jacobo
d21640e92a Fixes bugs #2213 and #2214, improves the Android joystick code button handling 2013-11-10 20:13:27 -03:00
Sam Lantinga
9228c84576 Fixed issue with dead key press/release events being filtered out. 2013-11-10 14:48:44 -08:00
Sam Lantinga
0d39d09076 Hopefully fixed focus problems when handling a global hotkey on X11.
See this thread for details:
https://bugzilla.mozilla.org/show_bug.cgi?id=578265
2013-11-10 14:33:01 -08:00
Sam Lantinga
e19f15ddd5 Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
2013-11-10 14:10:00 -08:00
Sam Lantinga
b7553ae77e Added project files for Visual Studio 2013
Added /arch:SSE code generation option to prevent SSE2 floating point functions from being implicitly called (which aren't linked in SDL)
2013-11-10 11:51:06 -08:00
Philipp Wiesemann
842a9898ce Fixed joystick crash on Android if joystick subsystem not initialized. 2013-11-10 17:50:40 +01:00
Philipp Wiesemann
305f64ba2e Replaced search loop with indexOf() in Java file. 2013-11-10 17:44:51 +01:00
Philipp Wiesemann
bbf0f62be9 Replaced implicit boxing with explicit boxing in Java file. 2013-11-10 17:42:01 +01:00
Philipp Wiesemann
2d67178149 Renamed a class in Java file for consistency. 2013-11-10 17:40:26 +01:00
Philipp Wiesemann
802f83ff99 Removed not needed imports from Java file. 2013-11-10 17:38:03 +01:00
Philipp Wiesemann
d6c1e3812e Added missing @Override annotations in Java file. 2013-11-10 17:35:07 +01:00
Philipp Wiesemann
26ce68e8c2 Changed motion listener implementation not to inherit from Activity class. 2013-11-10 15:04:58 +01:00
Philipp Wiesemann
fda8d93440 Moved two function calls so they are only called if needed.
If the MotionEvent is not from joystick the return values are not needed.
2013-11-10 14:58:48 +01:00
Philipp Wiesemann
aa3379802b Added a new unused key code from Android 4.4 (API 19). 2013-11-10 14:50:37 +01:00
Philipp Wiesemann
0ab7624cde Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-10 14:47:05 +01:00
Philipp Wiesemann
82b3e7d229 Changed function to be static.
The function keycode_to_SDL() is only used in this file.
2013-11-10 14:44:50 +01:00
Philipp Wiesemann
6e3558cf99 Removed unused local variable to fix warning. 2013-11-10 14:42:41 +01:00
Philipp Wiesemann
3f2e942fa0 Fixed implicit function declarations by including the missing header. 2013-11-10 14:39:38 +01:00
Philipp Wiesemann
bd1e1a93f2 Corrected source comment. 2013-11-10 14:36:41 +01:00
Ryan C. Gordon
92b12812ac Added Ben Henning's GSoC2013 work: premake build system. 2013-11-10 00:38:37 -05:00
Ryan C. Gordon
5206975778 Added Apoorv Upreti's GSoC2013 work: visual test suite.
See visualtest/README.txt for details.
2013-11-10 00:32:23 -05:00
Sam Lantinga
247313174a Updated notes about building with the Windows 8 SDK: Get the DirectX SDK. 2013-11-09 01:15:17 -08:00
Sam Lantinga
33cf925c15 Fixed signed/unsigned warning 2013-11-09 01:08:21 -08:00
Sam Lantinga
550676d08d Fixed signed/unsigned warning 2013-11-09 00:56:05 -08:00
Sam Lantinga
976c876924 Fixed bug 2172 - Window loses maximized state when activated
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.

For now the correct way to raise and/or restore the window is as follows:

	if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
	{
		SDL_RaiseWindow( window );
	}
	if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
	{
		SDL_RestoreWindow( window );
	}

I will investigate the window state change rules more fully in the future.

CR: Alfred Reynolds
2013-11-08 14:05:23 -08:00
Sam Lantinga
7c7a9b7f89 Added a Linux game controller mapping for the Valve Streaming Gamepad 2013-11-08 14:05:19 -08:00
Sam Lantinga
3523b409bc Made helper window creation depend on initializing the Haptics or Joystick subsystems. 2013-11-08 14:05:15 -08:00
Sam Lantinga
faebe94c56 Mac: Fix a crash with SDL_MAC_NO_SANDBOX.
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.

This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
2013-11-08 14:05:08 -08:00
Sam Lantinga
e3e24bded7 Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter. 2013-11-08 14:04:59 -08:00
Sam Lantinga
621c7f8f1f Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX. 2013-11-08 14:04:51 -08:00
Sam Lantinga
493fadd5c1 Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead.
(Sam actually wrote this, I'm just reviewing and checking it in.)
2013-11-08 14:04:35 -08:00
Sam Lantinga
95c67ed9a7 Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure
Patrice Mandin

I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
2013-11-07 19:15:58 -08:00
Sam Lantinga
48e44f7fcb Fixed Windows compile error 2013-11-06 23:59:24 -08:00
Sam Lantinga
3b050fc953 Horizontal wheel support in windows
Lorenzo Pistone

this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
2013-11-06 23:35:08 -08:00
Gabriel Jacobo
22770a8f40 [Android] Fixes Bug 2041 - can't get SDL_QUIT event...
Thanks to Denis Bernard!

Also, changed the Android manifest so the app doesn't quit with orientation
changes, and made testgles.c exit properly on Android.
2013-11-06 11:23:24 -03:00
Gabriel Jacobo
e27248c27e Fixes Bug 1944 - Linux events, joysticks having only hat are not read 2013-11-06 09:48:45 -03:00
Sam Lantinga
1c9cc8c9b7 Fixed performance regression caused by the fix for bug 2158 2013-11-05 21:01:25 -08:00
Gabriel Jacobo
0b7c69fe12 Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).

Also enables building SDL for armv7 and x86.
2013-11-05 20:07:39 -03:00
David Ludwig
749117acd9 WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.

To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'.  From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext.  The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL.  Only Windows 8/8.1 is supported for now.  Shaders may need to be precompiled, in some (all?) cases.
2013-11-04 19:54:29 -05:00
Sam Lantinga
61068a30b6 Fixed bug 2180 - debian/rules: Makefiles should use tabs
Joseph Carter

Whitespace in a makefile is consequential.  In fact, it's part of the syntax.  And at least a few versions of make puke on Makefiles with lines indented with spaces, not tabs.  Obviously GNU make used on Debianish systems is not strictly among them, or this would fail.  Even so, I cannot resist the urge to pedantically fix this, if only to get rid of the bright syntax error red coloration in vim.  :)
2013-11-03 11:34:03 -08:00
Sam Lantinga
c4b563e4c3 Fixed bug 2190 - test/testdrawchessboard.c line endings
Joseph Carter
test/testdrawchessboard.c checks out of hg with DOS line endings on non-dos systems.  Fixed via:

perl -pi -e 's/\r//g' test/testdrawchessboard.c
2013-11-03 11:27:06 -08:00
Sam Lantinga
517886a7f1 Fixed bug 2205 - SDL_GetAudioDeviceName returns default-device name on invalid index for default-device only drivers
norfanin

The audio_enumerateAndNameAudioDevicesNegativeTests test in testautomation_audio.c reports a failure for SDL_GetAudioDeviceName when called on a driver that has only the default device. SDL_GetNumAudioDevices reports 1, but SDL_GetAudioDeviceName does not check if the index passed by the caller is in that range in this case. For positive numbers anyway.

This can be reproduced with the dummy driver on Windows and Linux.
2013-11-03 11:13:06 -08:00
Sam Lantinga
aaa4165b9f Fixed bug 2187 - CMake is not adding src/core/linux/*.c to the build, linking to SDL results in errors.
Daniel Ribeiro Maciel

CMake is not adding src/core/linux/*.c to the build, linking to SDL results in errors:

(...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_AddCallback'
(...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Poll'
(...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Init'
(...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Quit'
(...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_DelCallback'
(...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Scan'
collect2: error: ld returned 1 exit status
2013-11-03 11:00:28 -08:00
Sam Lantinga
f2224e1fc7 Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows
Mai Lavelle

I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects...

- a focus lost event is generated immediately after the focus gained event, even tho window still has focus
- key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus?
- giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again

Focus change events are queued and delayed (200 ticks) before they are dispatched.  The problem occurs when a focus out and focus in event are received on the same tick.  When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received.

The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL).  This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event.

Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
2013-11-03 09:55:27 -08:00
Sam Lantinga
2efd40652d Clarified that SDL_memset4 is a 32-bit assignment and fixed a compiler warning 2013-11-03 09:42:23 -08:00
Philipp Wiesemann
cd37485e3c Changed parameter name for gesture template save functions from "src" to "dst". 2013-11-02 12:07:21 +01:00
Philipp Wiesemann
95bbf5f443 Removed unreachable return statement in gesture source. 2013-11-02 11:51:23 +01:00
Philipp Wiesemann
4e270de15d Changed function to return -1 through SDL_Error() instead of plain -1. 2013-11-02 11:46:43 +01:00
Philipp Wiesemann
0f8d9995fe Corrected typo in source comment. 2013-11-02 11:42:00 +01:00
David Ludwig
7cc0951637 WinRT: added support for SDL_HINT_RENDER_SCALE_QUALITY 2013-11-01 22:54:39 -04:00
Gabriel Jacobo
e651ab12b6 Fixes Bug #2191,incorrect test for egl_context validity
Thanks David Binderman!
2013-10-31 10:02:21 -03:00
Ryan C. Gordon
804e5799ad Fixed common test usage string (was "hidpi", should be "highdpi"). 2013-10-30 16:39:35 -04:00
Ryan C. Gordon
d36c7363dd Updated GL version tests for Mac OS X 10.9 ("Mavericks").
They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
2013-10-28 22:43:39 -04:00
David Ludwig
ea12ff9faf WinRT: added a comment regarding the lack of SHGetFolderPath on WinRT 2013-10-28 15:52:04 -04:00
David Ludwig
3236fc3a9f WinRT: implemented SDL_GetBasePath and SDL_GetPrefPath 2013-10-28 15:41:22 -04:00
David Ludwig
3f8f680891 WinRT: spelling fix in SDL_hints.h 2013-10-27 23:19:35 -04:00
David Ludwig
1704af5b02 WinRT: build fixes, post SDL 2.0.1 update 2013-10-27 23:03:11 -04:00
David Ludwig
69c5d21d7d WinRT: merged with SDL 2.0.1 codebase 2013-10-27 21:26:46 -04:00
David Ludwig
e64e3d8c27 WinRT: fixed two bugs regarding mouse events
The first bug had mouse motion events not getting sent out on non-touch devices, if and when a mouse button wasn't pressed.

The second bug caused virtual mouse motion events to get sent out-of-order on touch devices: the motion event would get sent after the touch occurred, rather than before.
2013-10-27 14:31:57 -04:00
David Ludwig
62c781eaff WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.

The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
2013-10-25 20:31:43 -04:00
Sam Lantinga
f570effbf5 Added tag release-2.0.1 for changeset 5755b4fad250 2013-10-23 20:58:39 -07:00
David Ludwig
6004b764d8 WinRT: added missing files 2013-09-22 23:17:25 -04:00
David Ludwig
58dd086487 WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
2013-09-22 12:26:53 -04:00
David Ludwig
aeaa05054b WinRT: ugh, at least one file in an app's project seems to require C++/CX compilation.
Assuming this is true, that file might as well be the one that contains WinMain.
2013-09-16 22:43:12 -04:00
David Ludwig
efb3cdca19 WinRT: renamed SDL_winrt_main.cpp to indicate that it should only be used in non-XAML apps
This can break builds of existing SDL/WinRT apps.  To fix, remove the reference to SDL_winrt_main.cpp, then add a reference to the renamed file, SDL_winrt_main_NonXAML.cpp.  If you get a build error about a missing .winmd file, enable the /ZW compiler flag for that one file (at minimum).
2013-09-16 22:27:30 -04:00
David Ludwig
fff83d8e52 WinRT: reduced the size of SDL_winrt_main.cpp by a little bit 2013-09-16 21:09:58 -04:00
David Ludwig
0022dbf261 WinRT: made SDL_GetWindowWMInfo return window data in a slightly easier-to-use format
Having the window pointer available as a WinRT IInspectable should make it a bit easier to use in conjunction with WRL-based weak references.
2013-09-16 11:02:18 -04:00
David Ludwig
fa45a9c953 WinRT: fixed a line-rendering bug in the D3D 11.1 backend 2013-09-16 00:31:01 -04:00
David Ludwig
c72a4fa311 WinRT: made SDL_winrt_main.cpp not have to be compiled as C++/CX (via the /ZW compiler flag)
This file can still be compiled as C++/CX, however that is now optional/not-required.
2013-09-15 23:53:51 -04:00
David Ludwig
79e82936cd WinRT: build fix for the SDL-WinRT-only .sln 2013-09-14 23:44:50 -04:00
David Ludwig
8a16449e9b WinRT: project-naming cleanup. Projects that link to SDL will need updating. To update:
1. remove references to SDL's project files from the Visual Studio Solution.  To note, these project files have been renamed, and will show up in Visual Studio with the text, "load failed".
2. add the SDL project files back into the Visual Studio Solution
3. for each project that should link to SDL, add a reference to it.  This can be done by right-clicking on it in Visual Studio, selecting "References...", clicking "Add New Reference", checking the box next to the SDL project, then closing each dialog by clicking OK.

SDL_mixer, SDL_ttf, and SDL_image for WinRT have been updated, and will be pushed to my Bitbucket repos with these changes having been made.  If you do not pull in these changes, be sure to re-add to them the reference to the SDL project, as described above.
2013-09-14 23:34:27 -04:00
David Ludwig
34722465d1 WinRT: code cleanup: attempted to make it more clear what code is specific to what app type (plain Direct3D or XAML) 2013-09-06 21:13:15 -04:00
David Ludwig
de8d9dbb93 WinRT: minor code cleanup regarding events
Some event handling functions got sorted in a somewhat consistent manner, and
in some cases, were also segregated a bit from app-lifecycle code.
2013-09-06 21:00:52 -04:00
David Ludwig
9de76eb526 WinRT: removed chunks of C++ hack code from SDL_xaudio2.c 2013-09-06 19:23:42 -04:00
David Ludwig
fff780818d WinRT: made SDL_xaudio2.c compile as C code when building for WinRT
XAudio2 2.8's header file, xaudio2.h, doesn't compile in plain C code for WinRT
apps, not automatically at least.  Initially, this file was adapted to compile
as C++, however these changes are now deprecated in favor of some preprocessor
based hacks that should get xaudio2.h to compile (while making sure XAudio2
still works).
2013-09-06 19:07:15 -04:00
David Ludwig
ac6e5a69ce WinRT: minor code cleanup in SDL_xaudio2.c 2013-09-04 20:20:36 -04:00
David Ludwig
f3bd9175a9 WinRT: more renaming of "windowsrt" to "winrt" 2013-09-04 19:55:45 -04:00
David Ludwig
8fc04cc76e WinRT: renamed a mouse-related header file for naming-consistency's sake 2013-09-02 15:29:46 -04:00
David Ludwig
7e06b806ac WinRT: misc code cleanups regarding touch and mouse events, and also SDL-internal globals 2013-09-02 15:23:33 -04:00
David Ludwig
a94e41854a WinRT: added touch input event support for Windows 8/RT devices 2013-09-01 10:20:17 -04:00
David Ludwig
dbdc4b84ec WinRT: added touch-event support for Windows Phone devices
Support for touch events in Windows 8/RT is pending on further R+D.
2013-08-29 10:32:16 -04:00
David Ludwig
1d5082d815 WinRT: corrected SDL_MOUSE* coordinates in non-Portrait modes
Thanks to Pierre-Yves Gueniffey for proper pointer geometry transform code!
2013-08-28 16:51:07 -04:00
David Ludwig
13c87e712b WinRT: made simulated-mouse (via touch) input work on Windows Phone in Portrait mode
Proper SDL_MOUSE* event support for non-Portrait orientations in Windows Phone is pending.
2013-08-28 16:14:27 -04:00
David Ludwig
31235b4b99 WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
2013-08-28 15:27:01 -04:00
David Ludwig
91b039027f WinRT: removed a comment regarding a dealt-with TODO 2013-08-28 12:45:43 -04:00
David Ludwig
8e3886a279 WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum,

Support for orientation changes is pending.

Thanks to Pierre-Yves for assistance!
2013-08-28 12:38:30 -04:00
David Ludwig
44755f8a6a WinRT: fixed a potential memory-related crash in SDL_Renderer on Windows Phone 2013-08-28 11:46:02 -04:00
David Ludwig
88ea6f9d18 WinRT: build fix for Windows Phone 2013-08-28 11:45:22 -04:00
David Ludwig
2cafee9de1 WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary.  Bugs do exist.  You've been warned.

XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
2013-08-27 21:21:09 -04:00
David Ludwig
86ea4c4edf WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT" 2013-08-27 13:03:43 -04:00
David Ludwig
17ca1d00b5 WinRT: code cleanup wrt. display mode(s) 2013-08-27 12:56:49 -04:00
David Ludwig
f860141aa6 WinRT: renamed "windowsrt" directories to "winrt" 2013-08-27 12:33:36 -04:00
David Ludwig
fa229f3790 WinRT: fixed a crash that occurred on device rotation (oops!) 2013-08-27 12:22:02 -04:00
David Ludwig
1e78c4a5d1 WinRT: more "Windows RT" to "WinRT" renaming 2013-08-27 12:20:35 -04:00
David Ludwig
3070086431 WinRT: took out a deprecated TODO-comment 2013-08-27 12:16:42 -04:00
David Ludwig
6dc2a410eb WinRT: moved the WinRT SDL_VideoDevice out of SDL_WinRTApp
This was done to help pave the way for XAML support.
2013-08-27 12:13:45 -04:00
David Ludwig
253b9aae89 WinRT: moved the pointer to the global SDL_Window to a separate variable
This is a cleanup that is being done to help with WIP XAML support.  It may be reverted in the future.
2013-08-27 11:51:17 -04:00
David Ludwig
7be2ad71c9 WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name.  (WinRT is an API, Windows RT is a product name)
2013-08-27 11:44:43 -04:00
David Ludwig
d06276732e WinRT: Windows Phone build fix 2013-08-27 11:40:06 -04:00
David Ludwig
3e83fd784c WinRT: misc code cleanups 2013-08-27 11:39:44 -04:00
David Ludwig
f8e80edf09 WinRT: removed more hack-code that attempted to help have non-standard window sizes
"Non-standard" is defined here as any window size that differs from that provided by WinRT's CoreWindow.
2013-08-27 11:00:52 -04:00
David Ludwig
80abfc4d60 WinRT: minor function and variable name cleanup 2013-08-27 10:57:55 -04:00
David Ludwig
065b2cf470 WinRT: made all SDL_Windows get sized to the WinRT-defined window size
This change removes some code that attempted to allow non-standard window sizes, the idea of which was to do display scaling, and a hackish one at that.  If display scaling is needed, use SDL_Renderer as appropriate.
2013-08-27 10:56:10 -04:00
David Ludwig
409d9b1ce7 WinRT: removed a deprecated hack regarding window resizing and Direct3D viewports 2013-08-27 09:53:58 -04:00
David Ludwig
d78b26ed69 WinRT: moved most platform-specific keyboard and mouse code to shared locations 2013-08-26 17:17:53 -04:00
David Ludwig
73dfcdcfe1 WinRT: removed some old debugging code from SDL_mutexP and SDL_mutexV 2013-08-20 22:18:48 -04:00
David Ludwig
dcb1689fb2 WinRT: made a note that WinRT doesn't appear to support modifying a thread's priority 2013-08-20 22:16:09 -04:00
David Ludwig
6300b3606f WinRT: made SDL_ThreadID() return the native thread ID, rather than a fake one 2013-08-20 22:04:09 -04:00
David Ludwig
3fce6688b8 WinRT: made testthread log output via SDL_Log
- this will allow output to be read via Visual C++'s Output pane
2013-08-20 21:55:13 -04:00
David Ludwig
90a9278f9d WinRT: made the C++11-based threading backend only try to catch exceptions that it knows it (the threading APIs) might throw, rather than all exceptions 2013-08-20 21:54:34 -04:00
David Ludwig
19a168b4b3 WinRT: file naming and placement cleanup
- moved SDL_WinRTApp.* from src/video/windowsrt/ to src/core/winrt/, and renamed them to SDL_winrtapp.* (to mimick case-sensitivity used elsewhere in SDL)
- renamed all "windowsrt" directories (in src) to "winrt", as the shorthand name is used more often (and, IMO, "WinRT" != "Windows RT", not entirely at least)
2013-08-20 21:22:32 -04:00
David Ludwig
eaf26ff66a WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer 2013-08-13 20:33:15 -04:00
David Ludwig
45ef345df0 WinRT: fixed a crash in some display orientation hint code 2013-08-13 20:28:48 -04:00
David Ludwig
3dde6e1e9f WinRT: made sure SDL_main gets used in the latest SDL 2.0.0 based code 2013-08-13 20:28:10 -04:00
David Ludwig
11dc53221b WinRT: Windows Phone 8 build fixes 2013-08-13 20:11:51 -04:00
David Ludwig
d41fdc94d6 WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0 2013-08-13 20:09:52 -04:00
David Ludwig
f7049b93d5 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1) 2013-08-12 22:29:55 -04:00
Sam Lantinga
1ad936eb29 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke

I'm running Linux Mint 15 with the Cinnamon window manager.  SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
2013-08-11 19:56:43 -07:00
Sam Lantinga
e14e0ef947 Fixed crash if the OpenGL library hasn't been loaded yet 1970-01-01 04:04:21 +00:00
Yuri Kunde Schlesner
d12d7952f1 Align pointer in SDL_memset before doing Uint32 loop
Some more recent compilers emit SSE aligned store instructions for the loop,
causing crashes if the destination buffer isn't aligned on a 32-bit boundary.
This would also crash on platforms like ARM that require aligned stores.

This fixes a crash inside SDL_FillRect that happens with the official x64 mingw
build.
2014-05-10 21:48:46 -03:00
Philipp Wiesemann
9bc47465ca Changed C++ style comments. 2014-05-18 21:11:30 +02:00
Philipp Wiesemann
f5c77149bf Fixed typo in header comment. 2014-05-18 21:05:39 +02:00
Philipp Wiesemann
ca11d7c8b5 Changed C++ style comments to fix pedantic warnings. 2014-05-17 22:02:25 +02:00
Philipp Wiesemann
0d196c3099 Removed unused standard library includes from gesture source. 2014-05-17 21:52:05 +02:00
Gabriel Jacobo
660a57f906 Fixes #2541, build failure with Wayland enabled, OpenGL ES disabled
Also includes an attempt at fixing building SDL on Ubuntu 13.10, which hopefully
won't break 14.04
2014-05-13 19:42:40 -03:00
Sam Lantinga
e772f0df2b Added a binding for the NVIDIA Shield controller 2014-05-13 12:10:37 -07:00
Sam Lantinga
6735097332 Updated coding style to match the rest of SDL 2014-05-13 11:32:36 -07:00
Philipp Wiesemann
81c574b8cb Fixed typo in header comment. 2014-05-11 15:59:22 +02:00
David Ludwig
49cef77e31 WinRT: fixed the max-button count for WinPhone 8.1 message boxes
Doh.

The max button count on WinPhone 8.1 was set to three, not two.  Any more than
two leads to a crash.
2014-05-10 23:39:54 -04:00
David Ludwig
ea99e0c03e Added limited message-box support for Windows Phone 8.1
The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons,
despite the documentation for such mentioning support for three.  Trying to use
three or more buttons leads to an exception being thrown.  As such, any attempt
to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will
lead to no message box getting shown, and the call returning an error.

The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note.

More extensive message dialog support might be available at some point, if and
when XAML support is more fully fleshed-out.  I'm not certain of this, though.
2014-05-10 23:28:53 -04:00
Gabriel Jacobo
d5a2e55d48 Improve handling of focus behaviour on Android. Patch by Alexey Petruchik 2014-05-10 18:24:39 -03:00
Gabriel Jacobo
b701175ab5 Include gl2platform.h in SDL_opengles2.h so we play nice with GLEW.
Based on feedback from Sven Bergstr?m
2014-05-10 17:00:37 -03:00
Gabriel Jacobo
de0d349e68 Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain. 2014-05-10 16:50:05 -03:00
Sam Lantinga
d57d99a108 Updated iOS deployment target to iOS 5.1 2014-05-10 12:34:16 -07:00
Gabriel Jacobo
fb389950a7 Fixes #2529, guard SDL_d3math.* with the proper defines 2014-05-10 16:23:06 -03:00
Gabriel Jacobo
536dd01307 Fixes #2519, clear error if using the default library path for EGL succeeds. 2014-05-10 16:13:22 -03:00
Gabriel Jacobo
f565d81af7 A few more ANDROID for __ANDROID__ replacements 2014-05-10 15:57:09 -03:00
Dimitris Zenios
548a0ee7b8 __ANDROID__ is the correct macro to check for an android system.ANDROID is only defined in NDK build system (.mk) and not in the standalone NDK. 2014-05-05 22:21:26 +03:00
Dimitris Zenios
3672aeb497 Export android jni functions even when build with -fvisibility=hidden flag 2014-05-05 22:26:21 +03:00
Dimitris Zenios
fd2d26ebbe Show android video or android audio if detected in autotools summary. 2014-05-05 22:36:47 +03:00
Sam Lantinga
1a4c0dacbc Temporary fix for bug 2494 - Crashes due to the non thread-safe SDL_malloc/SDL_free on Windows
We'll define USE_LOCKS as a temporary fix until an alternative like ptmalloc, jemalloc, or nedmalloc can be investigated.
http://www.malloc.de/en/
http://www.canonware.com/jemalloc/
http://www.nedprod.com/programs/portable/nedmalloc/

SDL allocates memory very infrequently, so this is probably a decent fix for a while.
2014-05-10 11:27:43 -07:00
David Ludwig
164e5b89d5 WinRT: display-information code cleanups 2014-05-09 21:28:52 -04:00
David Ludwig
d4f1d2257e Fixed bug: touch input on WinPhone 8.0 was wrong, in some cases
When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch
input coordinates, as well as virtual mouse coordinates, were usually getting
reported as coming from the wrong part of the screen.
2014-05-09 20:32:06 -04:00
David Ludwig
0a879d63bd Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated
If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
2014-05-09 20:16:21 -04:00
David Ludwig
33f81a0da5 WinRT: made Win[Phone] 8.1 projects be structured like their 8.0 counterparts
This change removes the "Shared" component from the Windows 8.1 and Windows
Phone 8.1 project files, then renames the projects to use a file structure
that's the same as  used for the Windows 8.0 and Windows Phone 8.0 projects.

This change now places WinRT projects in the following directories:

VisualC-WinRT\WinRT81_VS2013\ -- Windows 8.1 project files
VisualC-WinRT\WinPhone81_VS2013\ -- Windows Phone 8.1 project files (NEW, as of this change)
VisualC-WinRT\WinRT80_VS2012\ -- Windows 8.0 project files
VisualC-WinRT\WinPhone80_VS2012\ -- Windows Phone 8.0 project files

Windows 8.0 and Windows Phone 8.0 projects, as well as apps or libs that
reference these, should be unaffected by this change.

Windows 8.1 and Windows Phone 8.1 based apps or libs that reference SDL's
projects directly will need to have their old references removed, then
replaced with new ones that point to the updated structure.
2014-05-06 20:31:10 -04:00
Brandon Schaefer
b614809203 eglGetProcAddress fails the same way on MIR as ANDROID does on arm. Thanks Sylvain Becker for the patch! 2014-05-06 15:08:43 -07:00
Ryan C. Gordon
e7bccd1640 Update the machine-generated configure code. 2014-05-06 00:20:34 -04:00
Ryan C. Gordon
2a7aa9bde8 Fix build on Windows targets without dxgi.h, like MingW32. 2014-05-06 00:13:07 -04:00
Brandon Schaefer
7528f94ca5 Remove code that found its way back into the diff 2014-05-02 12:39:26 -07:00
Brandon Schaefer
44a0f1d9cd Fix software rendering in the mir backend. The window assumed hardware buffer, which caused testdrawchessboard to fail to mmap a buffer. 2014-05-02 12:33:19 -07:00
David Ludwig
ec5f6ad595 WinRT: suppressed an unused param warning when building for Windows Phone 8.1 2014-04-30 21:12:47 -04:00
David Ludwig
c5c1a2c65a WinRT: preliminary support for building against the Windows Phone 8.1 SDK
This is a step towards supporting "Universal" Windows apps, when building for
Windows Phone.  SDL can now build against the Windows Phone 8.1 SDK, and apps
linked to it can run, however further work and testing is required as some
previously Phone-only code appears to no longer be applicable for
Windows Phone 8.1.  The Windows 8.1 code paths does seem to be preferable, but
should probably be tested and updated on a finer-grained basis.

If in doubt, use the Windows Phone 8.0 projects for now, as located in
VisualC-WinRT/WinPhone80_VS2012/

TODO:
- look at any Windows Phone specific code paths in SDL, and see if Phone 8.1
should use the Windows Phone code path(s), or the Windows 8.x or 8.1 paths
2014-04-30 21:07:30 -04:00
David Ludwig
c10afa4816 Fixed a linker error when building SDL/WinRT
The Win32 APIs, VerifyVersionInfoW and VerSetConditionMask, are not currently
available for use in WinRT apps.  This change primarily #if[n]defs-out some
calls to them.
2014-04-29 19:22:48 -04:00
David Ludwig
366967775b WinRT: added project files for Windows 8.1 + MSVC 2013
This commit also includes some base-level support for Universal apps.

TODO:
- add support for Windows Phone 8.1
- add support for satellite libs: SDL_image, SDL_ttf, and SDL_mixer
2014-04-29 19:06:00 -04:00
Ryan C. Gordon
cb403ab660 Removed comma at end of enum in a public header, to make -Wpedantic happy. 2014-04-29 12:00:28 -04:00
Steven Stewart-Gallus
2c784e3639 Set the tag type in libtool invocations
Setting the tag type will let libtool work even when it cannot infer
the type of the code being built. One way libtool may fail to infer
the tag type is if one uses a mock compiler (such as for static
analysis).
2014-04-19 16:33:42 -07:00
Sam Lantinga
bd6a493697 Fixed bug 2508 - don't redefine WIN32_LEAN_AND_MEAN 2014-04-26 12:38:35 -07:00
Sam Lantinga
d9ffe549e2 Fixed the inertia effect in the test program 2014-04-26 12:29:40 -07:00
Sam Lantinga
d2fb8a2a91 Better compiler for Windows XP systems 2014-04-26 11:23:55 -07:00
Ryan C. Gordon
5d7562c7e2 Mac OS X: Look for joystick hotplug in its own CFRunLoop.
This allows the joystick hotplug to function without the main event loop
 (specifically: without SDL_INIT_VIDEO), and moves explicit polling for
 joysticks where it belongs at the low-level: in SDL_SYS_JoystickDetect().

This lets apps call SDL_JoystickUpdate() to get hotplug events and keep
 SDL_NumJoysticks() correct, as expected. As SDL_PumpEvents() (and
 SDL_PollEvents, etc) calls SDL_JoystickUpdate(), existing apps will function
 as before.

Thanks to "raskie" on the forums for pointing this out!
2014-04-24 23:24:48 -04:00
J?rgen P. Tjern?
8b28009105 Mac: Correct the y-axis position after 870c7d21004b
This fixes a bug where we'd offset positions by the height of the dock, if it
was along the bottom of the screen.

Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2509
Thanks to Alex Szpakowski for bug & patch.
2014-04-24 21:05:51 -07:00
Sam Lantinga
dfea14d92d Fixed cygwin build 2014-04-23 13:54:47 -07:00
Sam Lantinga
45dc89c2c2 Fixed detecting output on second adapter
CR: Sam Lantinga
2014-04-23 13:48:01 -07:00
Sam Lantinga
3e3570dff7 Don't crash in WIN_GL_InitExtensions() if the OpenGL library couldn't be loaded 2014-04-23 13:47:57 -07:00
Sam Lantinga
a5ce57bc3d Fixed compiler warning 2014-04-23 13:47:52 -07:00
Sam Lantinga
acbc321c2a Don't try to load d3dcompiler_46.dll on Windows XP 2014-04-23 13:47:42 -07:00
Sam Lantinga
af395e970e Removed possible implicit memset() 2014-04-23 13:47:35 -07:00
Brandon Schaefer
ae2a50fc8f Revert MIR_CFLAGS to SDL_CFLAGS. Use forward declaration for the real fix. (We shouldn't expose mir headers!) 2014-04-21 12:42:25 -07:00
J?rgen P. Tjern?
beff5cece6 Mac: SDL_SetWindowPosition is now relative to the menubar.
It used to be that SDL_SetWindowPosition was relative to the top of the screen,
which didn't make sense. In addition, borderless windows can be positioned
*below* the menubar, so SDL_SetWindowPosition(win, 0, 0) on a borderless window
would hide ~30ish pixels of the window below the menubar.
2014-04-19 13:15:53 -07:00
J?rgen P. Tjern?
defd90b6f6 Render: Allow empty cliprect.
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.

Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
 - SDL_RenderSetClipRect(render, NULL)
 - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);

Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
2014-04-19 13:15:41 -07:00
Sam Lantinga
36e11d87c8 Fixed missing j 2014-04-19 10:17:36 -07:00
David Ludwig
0ba3a54ac3 Cleaned up and rearranged WinRT project file structure.
All WinRT projects have been merged into a single directory, "VisualC-WinRT",
with platform-specific variants in subdirectories off of it.  This structure
has been applied to a few major SDL satellite libraries as well (SDL_image,
SDL_mixer, and SDL_ttf).

Currently, only Windows 8.0/RT and Windows Phone 8.0 targets are supported.
Windows 8.1/RT/Phone targets are planned.

Projects that use SDL_image/WinRT, and link to it via Visual Studio's
project-to-project reference system, will need to be updated, to reflect the
changes in the project structure.  This can be done by:
1. removing the MSVC project(s) for SDL/WinRT
2. re-added the MSVC project(s) for SDL/WinRT
3. right-clicking on the app, or projects that use those libraries, choosing
References, removing the references to any of these projects (they'll likely
be highlighted with an exclamation mark), then re-adding them

To note, the satellite libraries that reference SDL/WinRT have been updated
already.  The changes for those libraries will be pushed to hg.libsdl.org
shortly.

TODO:
- add support for Windows 8.1 and Windows Phone 8.1 targets, using
Microsoft's new "Universal" app support, if possible.  These will be added to
a new subdirectory, or subdirectories (if more than one sets of projects are
needed, hopefully not), of "VisualC-WinRT".
- investigate NuGet support, which could allow Visual C++ to download
new copies of SDL/WinRT, its satellite libraries, and their dependencies,
from remote servers.
2014-04-19 12:48:45 -04:00
Philipp Wiesemann
65c82148e0 Removed global variable from test program. 2014-04-19 15:28:13 +02:00
Brandon Schaefer
2540214e06 Mir 14.04 headers available that allow scroll + touch events. 2014-04-19 00:31:02 -07:00
Ryan C. Gordon
dd27ebed6f Turn off Wayland support for Raspberry Pi on the buildbot.
It's picking up the system headers instead of the RPi build files.

Theoretically, we _can_ support Wayland on this platform, though, as there
 _is_ a Raspberry Pi port out there...
2014-04-19 02:26:12 -04:00
Ryan C. Gordon
60e0504077 Fixed some issues reported on new Ubuntu 14.04 buildbots. 2014-04-19 02:17:34 -04:00
Sam Lantinga
d2ea7cfea4 Fixed logic error loading DXGI 2014-04-18 12:43:10 -07:00
Sam Lantinga
03afd0de40 SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded. 2014-04-18 12:43:04 -07:00
J?rgen P. Tjern?
fc9e3a69b7 Mac: Don't prompt to reopen windows after crash.
We don't support state serialization / resume, so disable the prompt
that pops up asking if you want to reopen the windows.
2014-04-15 13:53:07 -07:00
Sam Lantinga
353feb5c76 Fixed bug 2475 - Incorrect SDL_Log() format specifiers in test/testgesture.c
rettichschnidi

The floats should not be interpreted as integers. Patch against the current head attached.
2014-04-17 22:40:57 -07:00
Sam Lantinga
43c991969e Fixed bug 2489 - SDL2.framework references __Block_copy in /usr/lib/libSystem.B.dylib, but this symbol cannot be found on OSX-10.5
Thomas Schatz

The dynamic library (extracted from SDL2-2.0.3.dmg and put in /Library/Frameworks/) references the __Block_copy symbol in /usr/lib/libSystem.B.dylib, which cannot be found:

dlopen(/Library/Frameworks/SDL2.framework/SDL2, 6): Symbol not found: __Block_copy
  Referenced from: /Library/Frameworks/SDL2.framework/SDL2
  Expected in: /usr/lib/libSystem.B.dylib

From what I could gather __Block_copy seems to be related to the blocks extension to the C programming language introduced by Apple since OSX-10.6 (see: http://thirdcog.eu/pwcblocks/). If this is indeed the case, I don't think the SDL2-2.0.3.dmg on the website is at all compatible with OSX-10.5 countrary to what is announced.
2014-04-17 22:23:32 -07:00
Dimitris Zenios
9eccde51c3 Enable building of Android libraries using a standalone NDK 2014-04-06 00:30:48 +03:00
Sam Lantinga
6dd9ea8d37 Fixed bug 2496 - mouse left button double click event issue
cplu

When I double click on a window, the "clicks" field (newly added since 2.0.2) in SDL_MouseButtonEvent is 1 instead of 2.
However, when I "tripple" click, "clicks" field is then 2.
I'v look into the source code in SDL_windowsevents.c and found that when a double click event comes, WIN_WindowProc will get a WM_LBUTTONDBLCLK msg. The message sequence of a double click is:WM_LBUTTONDOWN->WM_LBUTTONUP->WM_LBUTTONDBLCLK->WM_LBUTTONUP.
2014-04-17 21:00:25 -07:00
Thomas Perl
929fd90e05 Wayland: Resize windows with 0x0 requested size to screen size
This makes it in line with other platforms, where SDL_CreateWindow() with
width=0, height=0 and SDL_WINDOW_FULLSCREEN opens a fullscreen window.
2014-04-05 17:19:34 +02:00
Sam Lantinga
5a6f4d4051 Fixed bug 2485 - [PATCH] Wayland: cursor disappears permanently after window loses mouse focus
Bryan Cain

Using any SDL application with the Wayland backend under Weston, if the application sets a cursor with SDL_SetCursor, the cursor will work until the mouse pointer leaves the window.  When the pointer re-enters the window, there will be no cursor displayed at all.

I did some digging, and the reason for this is that SDL attaches the buffer to the cursor surface only once (during cursor creation) and assumes that it will stay attached.  This is not how Wayland works, though - once the compositor is done rendering the buffer, it will release it, so it is no longer attached to the surface.  When the cursor re-enters the window a second time, SDL sets the cursor to the same surface with no buffer attached, so no cursor is displayed.

This is fixed by the attached patch, which makes SDL attach the buffer to the surface when the cursor is set, not when it is created.
2014-04-17 20:51:28 -07:00
Sam Lantinga
59690a4e97 Fixed bug 2482 - Wayland_CreateSystemCursor trying to load nonexistent "wait" cursor
Bryan Cain

Wayland_CreateSystemCursor tries to load a cursor named "wait" for two of the system cursor categories.  This causes a segmentation fault when one of these cursors is used, because "wait" is not an actual cursor name in X11/Wayland cursor themes.

I can't attach my patch since I'm on a mobile right now, but I can confirm that simply replacing "wait" with "watch" for both of its uses in Wayland_CreateSystemCursor (in SDL_waylandmouse.c) fixes the bug.
2014-04-17 20:21:10 -07:00
Sam Lantinga
7ae52b1730 Fixed bug 2477 - [PATCH] Joysticks do not work on RHEL6/CentOS6 systems
Ashley Whetter

RHEL6 and CentOS6 systems still use an old version of udev (147). It wasn't until udev 148 (Yep. 1 version off!) that the input class system changed from "ID_CLASS" to "ID_INPUT_{JOYSTICK,KEYBOARD,MOUSE,etc}" (http://lwn.net/Articles/364728/). Because SDL2 looks for the ID_INPUT_X field this means that it never detects any input devices on RHEL6 systems.

I've attached a patch which fixes the problem. If no input devices are detected with "ID_INPUT_X" then SDL will fallback to looking for the old style "ID_CLASS" udev field instead.
Because of the "big change" between udev versions I doubt it'll ever get upgraded on RHEL6, but because RHEL7 is on the way I don't know if this patch is worth merging. Hopefully it'll help anyone out that's having this problem though.
2014-04-17 20:18:50 -07:00
Sam Lantinga
5439f9dd87 Fixed window losing the SDL_WINDOW_FOREIGN flag if something tries to recreate it. 2014-04-17 20:15:44 -07:00
Sam Lantinga
2dacb60bbb Fixed bug 2086 - valgrind memory not released
Sylvain

Someone provided a patch for this, recently on the mailing list :
-----

Hi,

it is possible to skip the bug in libX11 by using the defaults for
XNResourceName and XNResourceClass in `XCreateIC' (the table for the
"Input Context Values" [1] in libX11-doc shows that a default is
provided if it is not set).

diff -ur SDL2-2.0.3~/src/video/x11/SDL_x11window.c SDL2-2.0.3/src/video/x11/SDL_x11window.c
--- SDL2-2.0.3~/src/video/x11/SDL_x11window.c   2014-04-04 17:09:40.764307181 +0200
+++ SDL2-2.0.3/src/video/x11/SDL_x11window.c    2014-04-04 17:10:23.887765046 +0200
@@ -239,8 +239,7 @@
         data->ic =
             X11_XCreateIC(videodata->im, XNClientWindow, w, XNFocusWindow, w,
                        XNInputStyle, XIMPreeditNothing | XIMStatusNothing,
-                       XNResourceName, videodata->classname, XNResourceClass,
-                       videodata->classname, NULL);
+                       NULL);
     }
 #endif
     data->created = created;


Tito Latini

[1] http://www.x.org/releases/X11R7.7-RC1/doc/libX11/libX11/libX11.html#Input_Context_Values
2014-04-17 20:06:02 -07:00
Sam Lantinga
f6953cf4c2 Fixed bug 2502 - Memory leak inside SDL_x11events.c -> X11_DispatchEvent(_THIS)
bojko_1000

Code @566:
            if (data->xwindow) {
                Atom _net_frame_extents = X11_XInternAtom(display, "_NET_FRAME_EXTENTS", 0);
                Atom type = None;
                int format;
                unsigned long nitems = 0, bytes_after;
                unsigned char *property;
                X11_XGetWindowProperty(display, data->xwindow,
                    _net_frame_extents, 0, 16, 0,
                    XA_CARDINAL, &type, &format,
                    &nitems, &bytes_after, &property);

                if (type != None && nitems == 4)
                {
                    border_left = ((long*)property)[0];
                    border_right = ((long*)property)[1];
                    border_top = ((long*)property)[2];
                    border_bottom = ((long*)property)[3];
                }
            }

Code after _the fix_:
            if (data->xwindow) {
                Atom _net_frame_extents = X11_XInternAtom(display, "_NET_FRAME_EXTENTS", 0);
                Atom type = None;
                int format;
                unsigned long nitems = 0, bytes_after;
                unsigned char *property;
                X11_XGetWindowProperty(display, data->xwindow,
                    _net_frame_extents, 0, 16, 0,
                    XA_CARDINAL, &type, &format,
                    &nitems, &bytes_after, &property);

                if (type != None && nitems == 4)
                {
                    border_left = ((long*)property)[0];
                    border_right = ((long*)property)[1];
                    border_top = ((long*)property)[2];
                    border_bottom = ((long*)property)[3];
                }
                X11_XFree(property);
            }

I have found that leak with valgrind.
2014-04-17 20:02:11 -07:00
Sam Lantinga
f4b77110d2 Fixed bug 2503 - Loop indexing and event union errors in SDL_gesture.c
Lasse ??rni

While enabling $1 gesture support in the Urho3D engine which uses SDL2 I detected some errors in the gesture code in SDL_gesture.c:

- In the function SDL_SaveAllDollarTemplates() the following line should use index variable j instead of i:

    rtrn += SaveTemplate(&touch->dollarTemplate[i], dst);

- In the function SDL_SaveDollarTemplate() the following code should use index variable j instead of i:

    if (touch->dollarTemplate[i].hash == gestureId) {
        return SaveTemplate(&touch->dollarTemplate[i], dst);

- In the function SDL_SendGestureDollar() the x & y coordinates are being written to the mgesture structure, which results in garbage due to dgesture and mgesture being different data structures inside the union. The coordinates should be written to dgesture.x & dgesture.y respectively
2014-04-17 19:52:15 -07:00
Sam Lantinga
3d5a24b9ca Updated configure with Brandon Schaefer's changes 2014-04-17 17:24:27 -07:00
Brandon Schaefer
fc9491ddce Add DIRECTFB_CFLAGS to SDL_CFLAGS so its cflags will get added to the sdl2.pc 2014-04-17 14:02:21 -07:00
Brandon Schaefer
ece3143d8f Add MIR_CFLAGS to SDL_CFLAGS so these cflags are added to the sdl2.pc file. 2014-04-17 13:58:39 -07:00
David Ludwig
63b46d3d88 WinRT: keyboard VirtualKey translation improvements from Sylvain Becker
Changes included:
- adding support for a few, additional, VirtualKey constants
- removing accesses to 'windows_scancode_table', as the table's contents
don't line up with WinRT virtual keys.  Using Windows older VK_* constants
may, however, be a good alternative in a future update.
2014-04-17 12:43:51 -04:00
Gabriel Jacobo
4bb6afefa2 Comment out eglWaitGL from Android_GLES_SwapWindow
Let's hope for the best! If anyone has a device affected by this removal,
please file a bug!
2014-04-17 12:44:08 -03:00
Ryan C. Gordon
931cb1a460 Minor change to a README to test Mercurial server. 2014-04-12 17:40:55 -04:00
David Ludwig
3dcb451f85 Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
2014-04-09 21:29:19 -04:00
1313 changed files with 213374 additions and 78811 deletions

View File

@@ -8,6 +8,8 @@ Makefile
sdl-config sdl-config
SDL2.spec SDL2.spec
build build
gen
Build
# for Xcode # for Xcode
*.orig *.orig
@@ -17,20 +19,12 @@ build
*~ *~
*.o *.o
*.mode1* *.mode1*
*.model*
*.perspective*
*.perspective* *.perspective*
*.pbxuser *.pbxuser
(^|/)build($|/) (^|/)build($|/)
.DS_Store .DS_Store
Xcode/SDL/SDL.xcodeproj/xcuserdata xcuserdata
Xcode/SDL/SDL.xcodeproj/project.xcworkspace *.xcworkspace
Xcode/SDLTest/SDLTest.xcodeproj/xcuserdata
Xcode/SDLTest/SDLTest.xcodeproj/project.xcworkspace
Xcode-iOS/SDL/SDL.xcodeproj/xcuserdata
Xcode-iOS/SDL/SDL.xcodeproj/project.xcworkspace
Xcode-iOS/Demos/Demos.xcodeproj/xcuserdata
Xcode-iOS/Demos/Demos.xcodeproj/project.xcworkspace
# for Visual C++ # for Visual C++
Debug Debug
@@ -39,6 +33,27 @@ Release
*.ncb *.ncb
*.suo *.suo
*.sdf *.sdf
VisualC/tests/loopwave/sample.wav
VisualC/tests/testautomation/CompareSurfaces0001_Reference.bmp
VisualC/tests/testautomation/CompareSurfaces0001_TestOutput.bmp
VisualC/tests/testgamecontroller/axis.bmp
VisualC/tests/testgamecontroller/button.bmp
VisualC/tests/testgamecontroller/controllermap.bmp
VisualC/tests/testoverlay2/moose.dat
VisualC/tests/testrendertarget/icon.bmp
VisualC/tests/testrendertarget/sample.bmp
VisualC/tests/testscale/icon.bmp
VisualC/tests/testscale/sample.bmp
VisualC/tests/testsprite2/icon.bmp
VisualC/visualtest/icon.bmp
VisualC/visualtest/testquit.actions
VisualC/visualtest/testquit.config
VisualC/visualtest/testquit.exe
VisualC/visualtest/testquit.parameters
VisualC/visualtest/testsprite2.exe
VisualC/visualtest/testsprite2_sample.actions
VisualC/visualtest/testsprite2_sample.config
VisualC/visualtest/testsprite2_sample.parameters
# for Android # for Android
android-project/local.properties android-project/local.properties
@@ -51,18 +66,31 @@ test/config.status
test/Makefile test/Makefile
test/SDL2.dll test/SDL2.dll
test/checkkeys test/checkkeys
test/controllermap
test/loopwave test/loopwave
test/loopwavequeue
test/testatomic test/testatomic
test/testaudiocapture
test/testaudiohotplug
test/testaudioinfo test/testaudioinfo
test/testautomation test/testautomation
test/testbounds
test/testcustomcursor
test/testdisplayinfo
test/testdraw2 test/testdraw2
test/testdrawchessboard
test/testdropfile
test/testerror test/testerror
test/testfile test/testfile
test/testfilesystem
test/testgamecontroller test/testgamecontroller
test/testgesture test/testgesture
test/testgl2 test/testgl2
test/testgles test/testgles
test/testgles2
test/testhaptic test/testhaptic
test/testhittesting
test/testhotplug
test/testiconv test/testiconv
test/testime test/testime
test/testintersections test/testintersections
@@ -76,7 +104,7 @@ test/testnative
test/testoverlay2 test/testoverlay2
test/testplatform test/testplatform
test/testpower test/testpower
test/testfilesystem test/testqsort
test/testrelative test/testrelative
test/testrendercopyex test/testrendercopyex
test/testrendertarget test/testrendertarget
@@ -84,6 +112,7 @@ test/testresample
test/testrumble test/testrumble
test/testscale test/testscale
test/testsem test/testsem
test/testsensor
test/testshader test/testshader
test/testshape test/testshape
test/testsprite2 test/testsprite2
@@ -92,7 +121,11 @@ test/teststreaming
test/testthread test/testthread
test/testtimer test/testtimer
test/testver test/testver
test/testviewport
test/testwm2 test/testwm2
test/testyuv
test/torturethread test/torturethread
test/*.exe test/*.exe
test/*.dSYM test/*.dSYM
buildbot
test/buildbot

56
Android.mk Executable file → Normal file
View File

@@ -20,20 +20,24 @@ LOCAL_SRC_FILES := \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \ $(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \ $(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \ $(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c \ $(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \ $(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \ $(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \ $(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \ $(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \ $(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \ $(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \ $(wildcard $(LOCAL_PATH)/src/haptic/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \ $(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.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/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \ $(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \ $(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/dummy/*.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/render/*/*.c) \ $(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \ $(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
@@ -43,11 +47,18 @@ LOCAL_SRC_FILES := \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \ $(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \ $(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \ $(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/test/*.c)) $(wildcard $(LOCAL_PATH)/src/video/yuv2rgb/*.c) \
$(wildcard $(LOCAL_PATH)/src/test/*.c))
LOCAL_SHARED_LIBRARIES := hidapi
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
ifeq ($(NDK_DEBUG),1)
cmd-strip :=
endif
include $(BUILD_SHARED_LIBRARY) include $(BUILD_SHARED_LIBRARY)
########################### ###########################
@@ -60,9 +71,40 @@ LOCAL_MODULE := SDL2_static
LOCAL_MODULE_FILENAME := libSDL2 LOCAL_MODULE_FILENAME := libSDL2
LOCAL_SRC_FILES += $(LOCAL_PATH)/src/main/android/SDL_android_main.c
LOCAL_LDLIBS := LOCAL_LDLIBS :=
LOCAL_EXPORT_LDLIBS := -Wl,--undefined=Java_org_libsdl_app_SDLActivity_nativeInit -ldl -lGLESv1_CM -lGLESv2 -llog -landroid LOCAL_EXPORT_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_STATIC_LIBRARY) 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)

View File

@@ -1,15 +1,15 @@
Bugs are now managed in the SDL bug tracker, here: Bugs are now managed in the SDL bug tracker, here:
http://bugzilla.libsdl.org/ https://bugzilla.libsdl.org/
You may report bugs there, and search to see if a given issue has already You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed. been reported, discussed, and maybe even fixed.
You may also find help on the SDL mailing list. Subscription information: You may also find help at the SDL forums/mailing list:
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org https://discourse.libsdl.org/
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as 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. bugs discussed on the mailing list may be forgotten or missed.

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View File

@@ -5,11 +5,11 @@ To compile and install SDL:
* Read VisualC.html * Read VisualC.html
Windows with gcc, either native or cross-compiling: Windows with gcc, either native or cross-compiling:
* Read the FAQ at http://wiki.libsdl.org/moin.fcg/FAQWindows * Read the FAQ at https://wiki.libsdl.org/moin.fcg/FAQWindows
* Run './configure; make; make install' * Run './configure; make; make install'
Mac OS X with Xcode: Mac OS X with Xcode:
* Read README-macosx.txt * Read docs/README-macosx.md
Mac OS X from the command line: Mac OS X from the command line:
* Run './configure; make; make install' * Run './configure; make; make install'
@@ -18,23 +18,23 @@ To compile and install SDL:
* Run './configure; make; make install' * Run './configure; make; make install'
Android: Android:
* Read README-android.txt * Read docs/README-android.md
iOS: iOS:
* Read README-ios.txt * Read docs/README-ios.md
Using Cmake: Using Cmake:
* Read README-cmake.txt * Read docs/README-cmake.md
2. Look at the example programs in ./test, and check out the online 2. Look at the example programs in ./test, and check out the online
documentation at http://wiki.libsdl.org/ documentation at https://wiki.libsdl.org/
3. Join the SDL developer mailing list by sending E-mail to 3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org sdl-request@libsdl.org
and put "subscribe" in the subject of the message. and put "subscribe" in the subject of the message.
Or alternatively you can use the web interface: Or alternatively you can use the web interface:
http://www.libsdl.org/mailing-list.php https://www.libsdl.org/mailing-list.php
That's it! That's it!
Sam Lantinga <slouken@libsdl.org> Sam Lantinga <slouken@libsdl.org>

View File

@@ -3,6 +3,7 @@
top_builddir = . top_builddir = .
srcdir = @srcdir@ srcdir = @srcdir@
objects = build objects = build
gen = gen
prefix = @prefix@ prefix = @prefix@
exec_prefix = @exec_prefix@ exec_prefix = @exec_prefix@
bindir = @bindir@ bindir = @bindir@
@@ -31,26 +32,41 @@ WINDRES = @WINDRES@
TARGET = libSDL2.la TARGET = libSDL2.la
OBJECTS = @OBJECTS@ OBJECTS = @OBJECTS@
GEN_HEADERS = @GEN_HEADERS@
GEN_OBJECTS = @GEN_OBJECTS@
VERSION_OBJECTS = @VERSION_OBJECTS@ VERSION_OBJECTS = @VERSION_OBJECTS@
SDLMAIN_TARGET = libSDL2main.a SDLMAIN_TARGET = libSDL2main.la
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@ SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
SDLTEST_TARGET = libSDL2_test.a SDLTEST_TARGET = libSDL2_test.la
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@ SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake configure configure.in debian include Makefile.* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC Xcode Xcode-iOS WAYLAND_SCANNER = @WAYLAND_SCANNER@
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.in debian docs include Makefile.* sdl2-config.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 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 = \ HDRS = \
SDL.h \ SDL.h \
SDL_assert.h \ SDL_assert.h \
SDL_atomic.h \ SDL_atomic.h \
SDL_audio.h \ SDL_audio.h \
SDL_bits.h \ SDL_bits.h \
SDL_blendmode.h \ SDL_blendmode.h \
SDL_clipboard.h \ SDL_clipboard.h \
SDL_cpuinfo.h \ SDL_cpuinfo.h \
SDL_egl.h \
SDL_endian.h \ SDL_endian.h \
SDL_error.h \ SDL_error.h \
SDL_events.h \ SDL_events.h \
@@ -70,8 +86,13 @@ HDRS = \
SDL_mutex.h \ SDL_mutex.h \
SDL_name.h \ SDL_name.h \
SDL_opengl.h \ SDL_opengl.h \
SDL_opengl_glext.h \
SDL_opengles.h \ SDL_opengles.h \
SDL_opengles2_gl2ext.h \
SDL_opengles2_gl2.h \
SDL_opengles2_gl2platform.h \
SDL_opengles2.h \ SDL_opengles2.h \
SDL_opengles2_khrplatform.h \
SDL_pixels.h \ SDL_pixels.h \
SDL_platform.h \ SDL_platform.h \
SDL_power.h \ SDL_power.h \
@@ -80,6 +101,7 @@ HDRS = \
SDL_render.h \ SDL_render.h \
SDL_rwops.h \ SDL_rwops.h \
SDL_scancode.h \ SDL_scancode.h \
SDL_sensor.h \
SDL_shape.h \ SDL_shape.h \
SDL_stdinc.h \ SDL_stdinc.h \
SDL_surface.h \ SDL_surface.h \
@@ -91,6 +113,7 @@ HDRS = \
SDL_types.h \ SDL_types.h \
SDL_version.h \ SDL_version.h \
SDL_video.h \ SDL_video.h \
SDL_vulkan.h \
begin_code.h \ begin_code.h \
close_code.h close_code.h
@@ -100,14 +123,12 @@ LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@ LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@ LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@ LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(DESTDIR)$(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE) LT_LDFLAGS = -no-undefined -rpath $(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET) all: $(srcdir)/configure Makefile $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(srcdir)/configure: $(srcdir)/configure.in $(srcdir)/configure: $(srcdir)/configure.in
@echo "Warning, configure.in is out of date" @echo "Warning, configure is out of date, please re-run autogen.sh"
#(cd $(srcdir) && sh autogen.sh && sh configure)
@sleep 3
Makefile: $(srcdir)/Makefile.in Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@ $(SHELL) config.status $@
@@ -122,16 +143,14 @@ update-revision:
.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) .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): $(OBJECTS) $(VERSION_OBJECTS) $(objects)/$(TARGET): $(GEN_HEADERS) $(GEN_OBJECTS) $(OBJECTS) $(VERSION_OBJECTS)
$(LIBTOOL) --mode=link $(CC) -o $@ $(OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS) $(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -o $@ $(OBJECTS) $(GEN_OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS) $(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(AR) cru $@ $(SDLMAIN_OBJECTS) $(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLMAIN_OBJECTS) -rpath $(libdir)
$(RANLIB) $@
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS) $(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
$(AR) cru $@ $(SDLTEST_OBJECTS) $(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -static -o $@ $(SDLTEST_OBJECTS) -rpath $(libdir)
$(RANLIB) $@
install: all install-bin install-hdrs install-lib install-data install: all install-bin install-hdrs install-lib install-data
install-bin: install-bin:
@@ -152,15 +171,15 @@ install-hdrs: update-revision
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET) install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir) $(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET) $(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET) $(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET) $(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
install-data: install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal $(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4 $(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig $(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig $(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config.cmake $(DESTDIR)$(libdir)/cmake/SDL2
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
uninstall-bin: uninstall-bin:
@@ -179,9 +198,11 @@ uninstall-lib:
uninstall-data: uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4 rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config.cmake
clean: clean:
rm -rf $(objects) rm -rf $(objects)
rm -rf $(gen)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean distclean: clean

View File

@@ -22,6 +22,8 @@ SOURCES = \
src/filesystem/dummy/*.c \ src/filesystem/dummy/*.c \
src/render/*.c \ src/render/*.c \
src/render/software/*.c \ src/render/software/*.c \
src/sensor/*.c \
src/sensor/dummy/*.c \
src/stdlib/*.c \ src/stdlib/*.c \
src/thread/*.c \ src/thread/*.c \
src/thread/generic/*.c \ src/thread/generic/*.c \

126
Makefile.os2 Normal file
View File

@@ -0,0 +1,126 @@
# Open Watcom makefile to build SDL2.dll for OS/2:
# wmake -f Makefile.os2
LIBNAME = SDL2
VERSION = 2.0.9
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
LIBS = mmpm2.lib libuls.lib libconv.lib
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:
CFLAGS+= -DBUILD_SDL
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
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)
.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) $(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_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 $(CFLAGS) -wcd=201 -fo=$^@ $<
$(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)
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

@@ -8,24 +8,47 @@ STRIP = arm-none-linux-gnueabi-strip
CFLAGS = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \ 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 \ -mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
-I./include -I$(PNDSDK)/usr/include -DSDL_REVISION=0 -I./include -I$(PNDSDK)/usr/include
TARGET = libSDL.a TARGET = libSDL.a
SOURCES = ./src/*.c ./src/audio/*.c ./src/cpuinfo/*.c ./src/events/*.c \ SOURCES =
./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c \ ./src/*.c \
./src/joystick/*.c ./src/haptic/*.c ./src/power/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \ ./src/atomic/*.c \
./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c \ ./src/audio/*.c \
./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \ ./src/audio/disk/*.c \
./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \ ./src/audio/dsp/*.c \
./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c \ ./src/audio/dummy/*.c \
./src/atomic/linux/*.c ./src/filesystem/unix/*.c \ ./src/cpuinfo/*.c \
./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o ./src/video/x11/*.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') OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h && touch include/SDL_revision.h) CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h)
all: $(TARGET) all: $(TARGET)

View File

@@ -42,6 +42,8 @@ OBJS= src/SDL.o \
src/render/software/SDL_drawpoint.o \ src/render/software/SDL_drawpoint.o \
src/render/software/SDL_render_sw.o \ src/render/software/SDL_render_sw.o \
src/render/software/SDL_rotate.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_getenv.o \
src/stdlib/SDL_iconv.o \ src/stdlib/SDL_iconv.o \
src/stdlib/SDL_malloc.o \ src/stdlib/SDL_malloc.o \
@@ -49,6 +51,7 @@ OBJS= src/SDL.o \
src/stdlib/SDL_stdlib.o \ src/stdlib/SDL_stdlib.o \
src/stdlib/SDL_string.o \ src/stdlib/SDL_string.o \
src/thread/SDL_thread.o \ src/thread/SDL_thread.o \
src/thread/generic/SDL_systls.o \
src/thread/psp/SDL_syssem.o \ src/thread/psp/SDL_syssem.o \
src/thread/psp/SDL_systhread.o \ src/thread/psp/SDL_systhread.o \
src/thread/psp/SDL_sysmutex.o \ src/thread/psp/SDL_sysmutex.o \

View File

@@ -9,17 +9,36 @@ STRIP = $(WIZSDK)/bin/arm-openwiz-linux-gnu-strip
CFLAGS = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE CFLAGS = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
TARGET_STATIC = libSDL13.a TARGET_STATIC = libSDL2.a
TARGET_SHARED = libSDL13.so TARGET_SHARED = libSDL2.so
SOURCES = ./src/*.c ./src/audio/*.c ./src/cdrom/*.c ./src/cpuinfo/*.c ./src/events/*.c \ SOURCES = \
./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c \ ./src/*.c \
./src/joystick/*.c ./src/haptic/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \ ./src/audio/*.c \
./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c \ ./src/audio/disk/*.c \
./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \ ./src/audio/dsp/*.c \
./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \ ./src/audio/dummy/*.c \
./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c ./src/cdrom/dummy/*.c \ ./src/cpuinfo/*.c \
./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o ./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') OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
@@ -43,7 +62,7 @@ clean:
install: install:
mkdir -p $(WIZSDK)/lib mkdir -p $(WIZSDK)/lib
mkdir -p $(WIZSDK)/include/SDL13 mkdir -p $(WIZSDK)/include/SDL2
cp -f $(TARGET_STATIC) $(WIZSDK)/lib cp -f $(TARGET_STATIC) $(WIZSDK)/lib
cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib
rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED) rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
@@ -57,5 +76,5 @@ install:
ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED) ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0 cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0
cp -f include/*.h $(WIZSDK)/include/SDL13/ cp -f include/*.h $(WIZSDK)/include/SDL2/
cp -f include/*.h ../../toolchain/include/SDL13/ cp -f include/*.h ../../toolchain/include/SDL2/

View File

@@ -2,11 +2,11 @@
Please distribute this file with the SDL runtime environment: Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library 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 designed to make it easy to write multi-media software, such as games
emulators. and emulators.
The Simple DirectMedia Layer library source code is available from: The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/ https://www.libsdl.org/
This library is distributed under the terms of the zlib license: This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html http://www.zlib.net/zlib_license.html

View File

@@ -1,222 +0,0 @@
==============================================================================
Building the Simple DirectMedia Layer for iPhone OS 2.0
==============================================================================
Requirements: Mac OS X v10.5 or later and the iPhone SDK.
Instructions:
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
2. Select your desired target, and hit build.
There are three build targets:
- libSDL.a:
Build SDL as a statically linked library
- testsdl
Build a test program (there are known test failures which are fine)
- Template:
Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
==============================================================================
Build SDL for iOS from the command line
==============================================================================
1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
2. ./iosbuild.sh
If everything goes fine, you should see a build/ios directory, inside there's
two directories "lib" and "include".
"include" contains a copy of the SDL headers that you'll need for your project,
make sure to configure XCode to look for headers there.
"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
to your XCode project. These libraries contain three architectures in them,
armv6 for legacy devices, armv7, and i386 (for the simulator).
By default, iosbuild.sh will autodetect the SDK version you have installed using
xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
by setting the MIN_OS_VERSION variable, ie:
MIN_OS_VERSION=4.2 ./iosbuild.sh
==============================================================================
Using the Simple DirectMedia Layer for iOS
==============================================================================
FIXME: This needs to be updated for the latest methods
Here is the easiest method:
1. Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
1. Install the iPhone SDL Application template by copying it to one of XCode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
2. Start a new project using the template. The project should be immediately ready for use with SDL.
Here is a more manual method:
1. Create a new iPhone view based application.
2. Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone and include them in your project. XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
3. Include the SDL header files in your project.
4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
==============================================================================
Notes -- Application events
==============================================================================
On iOS the application goes through a fixed life cycle and you will get
notifications of state changes via application events. When these events
are delivered you must handle them in an event callback because the OS may
not give you any processing time after the events are delivered.
e.g.
int HandleAppEvents(void *userdata, SDL_Event *event)
{
switch (event->type)
{
case SDL_APP_TERMINATING:
/* Terminate the app.
Shut everything down before returning from this function.
*/
return 0;
case SDL_APP_LOWMEMORY:
/* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible.
*/
return 0;
case SDL_APP_WILLENTERBACKGROUND:
/* Prepare your app to go into the background. Stop loops, etc.
This gets called when the user hits the home button, or gets a call.
*/
return 0;
case SDL_APP_DIDENTERBACKGROUND:
/* This will get called if the user accepted whatever sent your app to the background.
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
When you get this, you have 5 seconds to save all your state or the app will be terminated.
Your app is NOT active at this point.
*/
return 0;
case SDL_APP_WILLENTERFOREGROUND:
/* This call happens when your app is coming back to the foreground.
Restore all your state here.
*/
return 0;
case SDL_APP_DIDENTERFOREGROUND:
/* Restart your loops here.
Your app is interactive and getting CPU again.
*/
return 0;
default:
/* No special processing, add it to the event queue */
return 1;
}
}
int main(int argc, char *argv[])
{
SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop
return 0;
}
==============================================================================
Notes -- Accelerometer as Joystick
==============================================================================
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
==============================================================================
Notes -- OpenGL ES
==============================================================================
Your SDL application for iPhone uses OpenGL ES for video by default.
OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
==============================================================================
Notes -- Keyboard
==============================================================================
The SDL keyboard API has been extended to support on-screen keyboards:
void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard.
void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
==============================================================================
Notes -- Reading and Writing files
==============================================================================
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
Once your application is installed its directory tree looks like:
MySDLApp Home/
MySDLApp.app
Documents/
Library/
Preferences/
tmp/
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
==============================================================================
Notes -- iPhone SDL limitations
==============================================================================
Windows:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).
Textures:
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h.
==============================================================================
Game Center
==============================================================================
Game Center integration requires that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
e.g.
extern "C"
void ShowFrame(void*)
{
... do event handling, frame logic and rendering
}
int main(int argc, char *argv[])
{
... initialize game ...
#if __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking
InitGameCenter();
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( running ) {
ShowFrame(0);
DelayFrame();
}
#endif
return 0;
}

View File

@@ -1,30 +0,0 @@
This is a list of the platforms SDL supports, and who maintains them.
Officially supported platforms
==============================
(code compiles, and thoroughly tested for release)
==============================
Windows XP/Vista/7/8
Mac OS X 10.5+
Linux 2.6+
iOS 5.1.1+
Android 2.3.3+
Unofficially supported platforms
================================
(code compiles, but not thoroughly tested)
================================
FreeBSD
NetBSD
OpenBSD
Solaris
Platforms supported by volunteers
=================================
Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
PSP - maintained by 527721088@qq.com
Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
Platforms that need maintainers
===============================

View File

@@ -6,7 +6,7 @@
Version 2.0 Version 2.0
--- ---
http://www.libsdl.org/ https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics to provide low level access to audio, keyboard, mouse, joystick, and graphics
@@ -14,25 +14,8 @@ hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games. and many Humble Bundle games.
SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. More extensive documentation is available in the docs directory, starting
Support for other platforms may be found in the source code. with README.md
SDL is written in C, works natively with C++, and there are bindings
available for several other languages, including C# and Python.
This library is distributed under the zlib license, which can be found
in the file "COPYING.txt".
The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date.
More documentation and FAQs are available online at:
http://wiki.libsdl.org/
If you need help with the library, or just want to discuss SDL related
issues, you can join the developers mailing list:
http://www.libsdl.org/mailing-list.php
Enjoy! Enjoy!
Sam Lantinga (slouken@libsdl.org) Sam Lantinga (slouken@libsdl.org)

View File

@@ -1,7 +1,7 @@
Summary: Simple DirectMedia Layer Summary: Simple DirectMedia Layer
Name: SDL2 Name: SDL2
Version: @SDL_VERSION@ Version: @SDL_VERSION@
Release: 1 Release: 2
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/ URL: http://www.libsdl.org/
License: zlib License: zlib
@@ -63,12 +63,12 @@ rm -rf $RPM_BUILD_ROOT
%files %files
%{__defattr} %{__defattr}
%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt %doc README*.txt COPYING.txt CREDITS.txt BUGS.txt
%{_libdir}/lib*.%{__soext}.* %{_libdir}/lib*.%{__soext}.*
%files devel %files devel
%{__defattr} %{__defattr}
%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew %doc docs/README*.md
%{_bindir}/*-config %{_bindir}/*-config
%{_libdir}/lib*.a %{_libdir}/lib*.a
%{_libdir}/lib*.la %{_libdir}/lib*.la
@@ -78,13 +78,19 @@ rm -rf $RPM_BUILD_ROOT
%{_datadir}/aclocal/* %{_datadir}/aclocal/*
%changelog %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> * Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
- Updated for SDL 2.0 - Updated for SDL 2.0
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org> * Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux - Removed support for Darwin, due to build problems on ps2linux
* Mon Jan 03 2004 Anders Bjorklund <afb@algonet.se> * Sat Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file - Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org> * Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>

1
SDL2Config.cmake Normal file
View File

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

View File

@@ -0,0 +1,23 @@
<?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>

View File

@@ -0,0 +1,38 @@
<?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>

View File

@@ -0,0 +1,22 @@
<?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>

View File

@@ -0,0 +1,10 @@
<?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>

View File

@@ -0,0 +1,34 @@

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

@@ -0,0 +1,575 @@
<?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>
<ClInclude Include="..\..\include\begin_code.h" />
<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" />
<ClInclude Include="..\..\include\SDL_config_winrt.h" />
<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" />
<ClInclude Include="..\..\include\SDL_events.h" />
<ClInclude Include="..\..\include\SDL_filesystem.h" />
<ClInclude Include="..\..\include\SDL_haptic.h" />
<ClInclude Include="..\..\include\SDL_hints.h" />
<ClInclude Include="..\..\include\SDL_input.h" />
<ClInclude Include="..\..\include\SDL_joystick.h" />
<ClInclude Include="..\..\include\SDL_keyboard.h" />
<ClInclude Include="..\..\include\SDL_keycode.h" />
<ClInclude Include="..\..\include\SDL_loadso.h" />
<ClInclude Include="..\..\include\SDL_log.h" />
<ClInclude Include="..\..\include\SDL_main.h" />
<ClInclude Include="..\..\include\SDL_mouse.h" />
<ClInclude Include="..\..\include\SDL_mutex.h" />
<ClInclude Include="..\..\include\SDL_name.h" />
<ClInclude Include="..\..\include\SDL_opengles2.h" />
<ClInclude Include="..\..\include\SDL_pixels.h" />
<ClInclude Include="..\..\include\SDL_platform.h" />
<ClInclude Include="..\..\include\SDL_power.h" />
<ClInclude Include="..\..\include\SDL_quit.h" />
<ClInclude Include="..\..\include\SDL_rect.h" />
<ClInclude Include="..\..\include\SDL_render.h" />
<ClInclude Include="..\..\include\SDL_revision.h" />
<ClInclude Include="..\..\include\SDL_rwops.h" />
<ClInclude Include="..\..\include\SDL_scancode.h" />
<ClInclude Include="..\..\include\SDL_sensor.h" />
<ClInclude Include="..\..\include\SDL_shape.h" />
<ClInclude Include="..\..\include\SDL_stdinc.h" />
<ClInclude Include="..\..\include\SDL_surface.h" />
<ClInclude Include="..\..\include\SDL_system.h" />
<ClInclude Include="..\..\include\SDL_syswm.h" />
<ClInclude Include="..\..\include\SDL_thread.h" />
<ClInclude Include="..\..\include\SDL_timer.h" />
<ClInclude Include="..\..\include\SDL_touch.h" />
<ClInclude Include="..\..\include\SDL_types.h" />
<ClInclude Include="..\..\include\SDL_version.h" />
<ClInclude Include="..\..\include\SDL_video.h" />
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h" />
<ClInclude Include="..\..\src\core\windows\SDL_directx.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\windows\SDL_xinput.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
<ClInclude Include="..\..\src\events\SDL_sysevents.h" />
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_haptic_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendline.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_draw.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\..\src\SDL_assert_c.h" />
<ClInclude Include="..\..\src\SDL_dataqueue.h" />
<ClInclude Include="..\..\src\SDL_error_c.h" />
<ClInclude Include="..\..\src\SDL_fatal.h" />
<ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\SDL_internal.h" />
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h" />
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h" />
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h" />
<ClInclude Include="..\..\src\thread\SDL_systhread.h" />
<ClInclude Include="..\..\src\thread\SDL_thread_c.h" />
<ClInclude Include="..\..\src\thread\stdcpp\SDL_sysmutex_c.h" />
<ClInclude Include="..\..\src\thread\stdcpp\SDL_systhread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_timer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="..\..\src\video\SDL_blit.h" />
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
<ClInclude Include="..\..\src\video\SDL_blit_copy.h" />
<ClInclude Include="..\..\src\video\SDL_blit_slow.h" />
<ClInclude Include="..\..\src\video\SDL_egl_c.h" />
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
<ClInclude Include="..\..\src\video\SDL_rect_c.h" />
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\SDL_yuv_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_winrt.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\windows\SDL_xinput.c" />
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_displayevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\events\SDL_gesture.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_xinputhaptic.c" />
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawline.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
<ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\SDL_dataqueue.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c" />
<ClCompile Include="..\..\src\sensor\SDL_sensor.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\thread\generic\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\thread\stdcpp\SDL_syscond.cpp" />
<ClCompile Include="..\..\src\thread\stdcpp\SDL_sysmutex.cpp" />
<ClCompile Include="..\..\src\thread\stdcpp\SDL_systhread.cpp" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_blit.c" />
<ClCompile Include="..\..\src\video\SDL_blit_0.c" />
<ClCompile Include="..\..\src\video\SDL_blit_1.c" />
<ClCompile Include="..\..\src\video\SDL_blit_A.c" />
<ClCompile Include="..\..\src\video\SDL_blit_auto.c" />
<ClCompile Include="..\..\src\video\SDL_blit_copy.c" />
<ClCompile Include="..\..\src\video\SDL_blit_N.c" />
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
<ClCompile Include="..\..\src\video\SDL_bmp.c" />
<ClCompile Include="..\..\src\video\SDL_clipboard.c" />
<ClCompile Include="..\..\src\video\SDL_egl.c" />
<ClCompile Include="..\..\src\video\SDL_fillrect.c" />
<ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\video\SDL_yuv.c" />
<ClCompile Include="..\..\src\video\winrt\SDL_winrtevents.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmessagebox.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmouse.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{89e9b32e-a86a-47c3-a948-d2b1622925ce}</ProjectGuid>
<Keyword>DynamicLibrary</Keyword>
<ProjectName>SDL2-UWP</ProjectName>
<RootNamespace>SDL2</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType>
<ApplicationTypeRevision>8.2</ApplicationTypeRevision>
<TargetPlatformVersion>10.0.10069.0</TargetPlatformVersion>
<TargetPlatformMinVersion>10.0.10069.0</TargetPlatformMinVersion>
<WindowsTargetPlatformVersion>10.0.10240.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformMinVersion>10.0.10240.0</WindowsTargetPlatformMinVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalOptions>/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib %(AdditionalOptions)</AdditionalOptions>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalOptions>/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib %(AdditionalOptions)</AdditionalOptions>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|arm'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalOptions>/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib %(AdditionalOptions)</AdditionalOptions>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|arm'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalOptions>/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib %(AdditionalOptions)</AdditionalOptions>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalOptions>/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib %(AdditionalOptions)</AdditionalOptions>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalOptions>/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib %(AdditionalOptions)</AdditionalOptions>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,774 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Header Files">
<UniqueIdentifier>{fa0ff2df-c3d6-498a-96f1-1f88e7ce0da3}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files">
<UniqueIdentifier>{68e1b30b-19ed-4612-93e4-6260c5a979e5}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\close_code.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_assert.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_atomic.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_audio.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_blendmode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_clipboard.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_minimal.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_winrt.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_copying.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_cpuinfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_egl.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_endian.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_error.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_events.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_filesystem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_haptic.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_hints.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_input.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_joystick.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keyboard.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keycode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_loadso.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_log.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_main.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mouse.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mutex.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_name.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_pixels.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_platform.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_power.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_quit.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rect.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_render.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_revision.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rwops.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_scancode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_shape.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_stdinc.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_surface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_system.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_syswm.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_thread.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_timer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_touch.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_types.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_version.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_video.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_audio_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_wave.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\windows\SDL_directx.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\windows\SDL_windows.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\windows\SDL_xinput.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\blank_cursor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\default_cursor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_events_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_mouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_sysevents.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_touch_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\SDL_haptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_d3dmath.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_sysrender.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendline.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_draw.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_drawline.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_rotate.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_assert_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_error_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_fatal.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_hints_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_internal.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\SDL_systhread.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\SDL_thread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\stdcpp\SDL_sysmutex_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\stdcpp\SDL_systhread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\timer\SDL_timer_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_auto.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_copy.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_slow.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_egl_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_pixels_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_rect_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_shape_internals.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_sysvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_dataqueue.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_yuv_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_sensor.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiodev.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_mixer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_wave.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_xinput.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_dropevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_events.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_gesture.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_keyboard.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_mouse.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_quit.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_touch.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_windowevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\file\SDL_rwops.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\SDL_haptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_joystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\SDL_power.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_render.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendline.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_drawline.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_rotate.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_assert.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_error.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_hints.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_log.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_string.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\generic\SDL_syssem.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\SDL_thread.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\stdcpp\SDL_syscond.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\stdcpp\SDL_sysmutex.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\stdcpp\SDL_systhread.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\timer\SDL_timer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_0.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_1.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_A.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_auto.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_copy.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_N.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_slow.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_bmp.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_clipboard.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_egl.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_fillrect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_pixels.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_rect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_shape.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_stretch.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_surface.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_video.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtevents.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmessagebox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmouse.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_dataqueue.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\windows\SDL_xinputhaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_yuv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\sensor\SDL_sensor.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_displayevents.c">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@@ -0,0 +1,28 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2-WinPhone81", "SDL-WinPhone81.vcxproj", "{48FADC0E-964D-4DAB-BCED-372E0AD19577}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|Win32 = Debug|Win32
Release|ARM = Release|ARM
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Debug|ARM.ActiveCfg = Debug|ARM
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Debug|ARM.Build.0 = Debug|ARM
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Debug|Win32.ActiveCfg = Debug|Win32
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Debug|Win32.Build.0 = Debug|Win32
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Release|ARM.ActiveCfg = Release|ARM
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Release|ARM.Build.0 = Release|ARM
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Release|Win32.ActiveCfg = Release|Win32
{48FADC0E-964D-4DAB-BCED-372E0AD19577}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@@ -0,0 +1,466 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" 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="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h" />
<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" />
<ClInclude Include="..\..\include\SDL_config_winrt.h" />
<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" />
<ClInclude Include="..\..\include\SDL_events.h" />
<ClInclude Include="..\..\include\SDL_filesystem.h" />
<ClInclude Include="..\..\include\SDL_haptic.h" />
<ClInclude Include="..\..\include\SDL_hints.h" />
<ClInclude Include="..\..\include\SDL_input.h" />
<ClInclude Include="..\..\include\SDL_joystick.h" />
<ClInclude Include="..\..\include\SDL_keyboard.h" />
<ClInclude Include="..\..\include\SDL_keycode.h" />
<ClInclude Include="..\..\include\SDL_loadso.h" />
<ClInclude Include="..\..\include\SDL_log.h" />
<ClInclude Include="..\..\include\SDL_main.h" />
<ClInclude Include="..\..\include\SDL_mouse.h" />
<ClInclude Include="..\..\include\SDL_mutex.h" />
<ClInclude Include="..\..\include\SDL_name.h" />
<ClInclude Include="..\..\include\SDL_opengles2.h" />
<ClInclude Include="..\..\include\SDL_pixels.h" />
<ClInclude Include="..\..\include\SDL_platform.h" />
<ClInclude Include="..\..\include\SDL_power.h" />
<ClInclude Include="..\..\include\SDL_quit.h" />
<ClInclude Include="..\..\include\SDL_rect.h" />
<ClInclude Include="..\..\include\SDL_render.h" />
<ClInclude Include="..\..\include\SDL_revision.h" />
<ClInclude Include="..\..\include\SDL_rwops.h" />
<ClInclude Include="..\..\include\SDL_scancode.h" />
<ClInclude Include="..\..\include\SDL_sensor.h" />
<ClInclude Include="..\..\include\SDL_shape.h" />
<ClInclude Include="..\..\include\SDL_stdinc.h" />
<ClInclude Include="..\..\include\SDL_surface.h" />
<ClInclude Include="..\..\include\SDL_system.h" />
<ClInclude Include="..\..\include\SDL_syswm.h" />
<ClInclude Include="..\..\include\SDL_thread.h" />
<ClInclude Include="..\..\include\SDL_timer.h" />
<ClInclude Include="..\..\include\SDL_touch.h" />
<ClInclude Include="..\..\include\SDL_types.h" />
<ClInclude Include="..\..\include\SDL_version.h" />
<ClInclude Include="..\..\include\SDL_video.h" />
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
<ClInclude Include="..\..\src\events\SDL_sysevents.h" />
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_haptic_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendline.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_draw.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\..\src\SDL_assert_c.h" />
<ClInclude Include="..\..\src\SDL_dataqueue.h" />
<ClInclude Include="..\..\src\SDL_error_c.h" />
<ClInclude Include="..\..\src\SDL_fatal.h" />
<ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\SDL_internal.h" />
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h" />
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h" />
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h" />
<ClInclude Include="..\..\src\thread\SDL_systhread.h" />
<ClInclude Include="..\..\src\thread\SDL_thread_c.h" />
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_timer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="..\..\src\video\SDL_blit.h" />
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
<ClInclude Include="..\..\src\video\SDL_blit_copy.h" />
<ClInclude Include="..\..\src\video\SDL_blit_slow.h" />
<ClInclude Include="..\..\src\video\SDL_egl_c.h" />
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
<ClInclude Include="..\..\src\video\SDL_rect_c.h" />
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\SDL_yuv_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_winrt.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_displayevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\events\SDL_gesture.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawline.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
<ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\SDL_dataqueue.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c" />
<ClCompile Include="..\..\src\sensor\SDL_sensor.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_blit.c" />
<ClCompile Include="..\..\src\video\SDL_blit_0.c" />
<ClCompile Include="..\..\src\video\SDL_blit_1.c" />
<ClCompile Include="..\..\src\video\SDL_blit_A.c" />
<ClCompile Include="..\..\src\video\SDL_blit_auto.c" />
<ClCompile Include="..\..\src\video\SDL_blit_copy.c" />
<ClCompile Include="..\..\src\video\SDL_blit_N.c" />
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
<ClCompile Include="..\..\src\video\SDL_bmp.c" />
<ClCompile Include="..\..\src\video\SDL_clipboard.c" />
<ClCompile Include="..\..\src\video\SDL_egl.c" />
<ClCompile Include="..\..\src\video\SDL_fillrect.c" />
<ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\video\SDL_yuv.c" />
<ClCompile Include="..\..\src\video\winrt\SDL_winrtevents.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmessagebox.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmouse.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{48fadc0e-964d-4dab-bced-372e0ad19577}</ProjectGuid>
<RootNamespace>SDL_WinRT81</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>12.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Phone</ApplicationType>
<ApplicationTypeRevision>8.1</ApplicationTypeRevision>
<ConvergedProjectType>CodeSharingDll</ConvergedProjectType>
<ProjectName>SDL2-WinPhone81</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120_wp81</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120_wp81</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120_wp81</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120_wp81</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>DXGI.lib;d3d11.lib;mmdevapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>DXGI.lib;d3d11.lib;mmdevapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|arm'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>DXGI.lib;d3d11.lib;mmdevapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|arm'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>DXGI.lib;d3d11.lib;mmdevapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,735 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Header Files">
<UniqueIdentifier>{d54aa32d-ba0b-491f-ac04-c9b87dd4bc69}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files">
<UniqueIdentifier>{6945cfdb-2dd6-4f78-bbcb-f899c2a86e4a}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\close_code.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_assert.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_atomic.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_audio.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_blendmode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_clipboard.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_minimal.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_winrt.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_copying.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_cpuinfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_egl.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_endian.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_error.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_events.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_filesystem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_haptic.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_hints.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_input.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_joystick.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keyboard.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keycode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_loadso.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_log.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_main.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mouse.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mutex.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_name.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_pixels.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_platform.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_power.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_quit.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rect.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_render.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_revision.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rwops.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_scancode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_shape.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_stdinc.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_surface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_system.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_syswm.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_thread.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_timer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_touch.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_types.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_version.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_video.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_audio_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_wave.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\windows\SDL_windows.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\blank_cursor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\default_cursor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_events_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_mouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_sysevents.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_touch_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\SDL_haptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_d3dmath.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_sysrender.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendline.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_draw.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_drawline.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_rotate.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_assert_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_error_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_fatal.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_hints_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_internal.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\SDL_systhread.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\SDL_thread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\timer\SDL_timer_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_auto.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_copy.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_slow.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_egl_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_pixels_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_rect_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_shape_internals.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_sysvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_dataqueue.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_yuv_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_sensor.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiodev.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_mixer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_wave.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_dropevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_events.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_gesture.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_keyboard.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_mouse.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_quit.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_touch.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_windowevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\file\SDL_rwops.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\SDL_haptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_joystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\SDL_power.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_render.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendline.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_drawline.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_rotate.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_assert.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_error.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_hints.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_log.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_string.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\SDL_thread.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\timer\SDL_timer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_0.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_1.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_A.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_auto.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_copy.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_N.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_slow.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_bmp.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_clipboard.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_egl.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_fillrect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_pixels.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_rect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_shape.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_stretch.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_surface.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_video.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtevents.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmessagebox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmouse.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_dataqueue.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_yuv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\sensor\SDL_sensor.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_displayevents.c">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@@ -0,0 +1,34 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.40629.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2-WinRT81", "SDL-WinRT81.vcxproj", "{C8DF6173-06A1-4F56-A9BC-2002596B30E9}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|ARM = Release|ARM
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Debug|ARM.ActiveCfg = Debug|ARM
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Debug|ARM.Build.0 = Debug|ARM
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Debug|Win32.ActiveCfg = Debug|Win32
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Debug|Win32.Build.0 = Debug|Win32
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Debug|x64.ActiveCfg = Debug|x64
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Debug|x64.Build.0 = Debug|x64
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Release|ARM.ActiveCfg = Release|ARM
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Release|ARM.Build.0 = Release|ARM
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Release|Win32.ActiveCfg = Release|Win32
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Release|Win32.Build.0 = Release|Win32
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Release|x64.ActiveCfg = Release|x64
{C8DF6173-06A1-4F56-A9BC-2002596B30E9}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@@ -0,0 +1,571 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" 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>
<ClInclude Include="..\..\include\begin_code.h" />
<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" />
<ClInclude Include="..\..\include\SDL_config_winrt.h" />
<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" />
<ClInclude Include="..\..\include\SDL_events.h" />
<ClInclude Include="..\..\include\SDL_filesystem.h" />
<ClInclude Include="..\..\include\SDL_haptic.h" />
<ClInclude Include="..\..\include\SDL_hints.h" />
<ClInclude Include="..\..\include\SDL_input.h" />
<ClInclude Include="..\..\include\SDL_joystick.h" />
<ClInclude Include="..\..\include\SDL_keyboard.h" />
<ClInclude Include="..\..\include\SDL_keycode.h" />
<ClInclude Include="..\..\include\SDL_loadso.h" />
<ClInclude Include="..\..\include\SDL_log.h" />
<ClInclude Include="..\..\include\SDL_main.h" />
<ClInclude Include="..\..\include\SDL_mouse.h" />
<ClInclude Include="..\..\include\SDL_mutex.h" />
<ClInclude Include="..\..\include\SDL_name.h" />
<ClInclude Include="..\..\include\SDL_opengles2.h" />
<ClInclude Include="..\..\include\SDL_pixels.h" />
<ClInclude Include="..\..\include\SDL_platform.h" />
<ClInclude Include="..\..\include\SDL_power.h" />
<ClInclude Include="..\..\include\SDL_quit.h" />
<ClInclude Include="..\..\include\SDL_rect.h" />
<ClInclude Include="..\..\include\SDL_render.h" />
<ClInclude Include="..\..\include\SDL_revision.h" />
<ClInclude Include="..\..\include\SDL_rwops.h" />
<ClInclude Include="..\..\include\SDL_scancode.h" />
<ClInclude Include="..\..\include\SDL_sensor.h" />
<ClInclude Include="..\..\include\SDL_shape.h" />
<ClInclude Include="..\..\include\SDL_stdinc.h" />
<ClInclude Include="..\..\include\SDL_surface.h" />
<ClInclude Include="..\..\include\SDL_system.h" />
<ClInclude Include="..\..\include\SDL_syswm.h" />
<ClInclude Include="..\..\include\SDL_thread.h" />
<ClInclude Include="..\..\include\SDL_timer.h" />
<ClInclude Include="..\..\include\SDL_touch.h" />
<ClInclude Include="..\..\include\SDL_types.h" />
<ClInclude Include="..\..\include\SDL_version.h" />
<ClInclude Include="..\..\include\SDL_video.h" />
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h" />
<ClInclude Include="..\..\src\core\windows\SDL_directx.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\windows\SDL_xinput.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
<ClInclude Include="..\..\src\events\SDL_sysevents.h" />
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_haptic_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendline.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_draw.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\..\src\SDL_assert_c.h" />
<ClInclude Include="..\..\src\SDL_dataqueue.h" />
<ClInclude Include="..\..\src\SDL_error_c.h" />
<ClInclude Include="..\..\src\SDL_fatal.h" />
<ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\SDL_internal.h" />
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h" />
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h" />
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h" />
<ClInclude Include="..\..\src\thread\SDL_thread_c.h" />
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_timer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="..\..\src\video\SDL_blit.h" />
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
<ClInclude Include="..\..\src\video\SDL_blit_copy.h" />
<ClInclude Include="..\..\src\video\SDL_blit_slow.h" />
<ClInclude Include="..\..\src\video\SDL_egl_c.h" />
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
<ClInclude Include="..\..\src\video\SDL_rect_c.h" />
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\SDL_yuv_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_winrt.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\windows\SDL_xinput.c" />
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_displayevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\events\SDL_gesture.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_xinputhaptic.c" />
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawline.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
<ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\SDL_dataqueue.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c" />
<ClCompile Include="..\..\src\sensor\SDL_sensor.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_blit.c" />
<ClCompile Include="..\..\src\video\SDL_blit_0.c" />
<ClCompile Include="..\..\src\video\SDL_blit_1.c" />
<ClCompile Include="..\..\src\video\SDL_blit_A.c" />
<ClCompile Include="..\..\src\video\SDL_blit_auto.c" />
<ClCompile Include="..\..\src\video\SDL_blit_copy.c" />
<ClCompile Include="..\..\src\video\SDL_blit_N.c" />
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
<ClCompile Include="..\..\src\video\SDL_bmp.c" />
<ClCompile Include="..\..\src\video\SDL_clipboard.c" />
<ClCompile Include="..\..\src\video\SDL_egl.c" />
<ClCompile Include="..\..\src\video\SDL_fillrect.c" />
<ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\video\SDL_yuv.c" />
<ClCompile Include="..\..\src\video\winrt\SDL_winrtevents.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmessagebox.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmouse.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{c8df6173-06a1-4f56-a9bc-2002596b30e9}</ProjectGuid>
<RootNamespace>SDL_WinRT81</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>12.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ApplicationType>Windows Store</ApplicationType>
<ApplicationTypeRevision>8.1</ApplicationTypeRevision>
<ConvergedProjectType>CodeSharingDll</ConvergedProjectType>
<ProjectName>SDL2-WinRT81</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<GenerateManifest>false</GenerateManifest>
<IgnoreImportLibrary>false</IgnoreImportLibrary>
<IntDir>Objs\$(Platform)\$(Configuration)\$(MSBuildProjectName)\</IntDir>
<TargetName>SDL2</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>xinput.lib;mmdevapi.lib;d2d1.lib;d3d11.lib;dxgi.lib;ole32.lib;windowscodecs.lib;dwrite.lib;kernel32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>xinput.lib;mmdevapi.lib;d2d1.lib;d3d11.lib;dxgi.lib;ole32.lib;windowscodecs.lib;dwrite.lib;kernel32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|arm'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>xinput.lib;mmdevapi.lib;d2d1.lib;d3d11.lib;dxgi.lib;ole32.lib;windowscodecs.lib;dwrite.lib;kernel32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|arm'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>xinput.lib;mmdevapi.lib;d2d1.lib;d3d11.lib;dxgi.lib;ole32.lib;windowscodecs.lib;dwrite.lib;kernel32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>xinput.lib;mmdevapi.lib;d2d1.lib;d3d11.lib;dxgi.lib;ole32.lib;windowscodecs.lib;dwrite.lib;kernel32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<AdditionalDependencies>xinput.lib;mmdevapi.lib;d2d1.lib;d3d11.lib;dxgi.lib;ole32.lib;windowscodecs.lib;dwrite.lib;kernel32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,771 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Header Files">
<UniqueIdentifier>{7c1f964c-e351-49dd-8651-5d5b6b603856}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files">
<UniqueIdentifier>{450d92fd-978d-4025-87a9-6f688f946427}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\close_code.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_assert.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_atomic.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_audio.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_blendmode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_clipboard.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_minimal.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_winrt.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_copying.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_cpuinfo.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_egl.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_endian.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_error.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_events.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_filesystem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_haptic.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_hints.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_input.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_joystick.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keyboard.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keycode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_loadso.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_log.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_main.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mouse.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mutex.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_name.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_pixels.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_platform.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_power.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_quit.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rect.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_render.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_revision.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rwops.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_scancode.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_shape.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_stdinc.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_surface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_system.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_syswm.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_thread.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_timer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_touch.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_types.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_version.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_video.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_audio_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\SDL_wave.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\windows\SDL_windows.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\blank_cursor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\default_cursor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_events_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_mouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_sysevents.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_touch_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\SDL_haptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_d3dmath.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_sysrender.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendline.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_draw.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_drawline.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\software\SDL_rotate.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_assert_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_error_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_fatal.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_hints_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_internal.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\SDL_thread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\timer\SDL_timer_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_auto.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_copy.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_blit_slow.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_egl_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_pixels_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_rect_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_shape_internals.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_sysvideo.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\windows\SDL_directx.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\windows\SDL_xinput.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\SDL_dataqueue.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\SDL_yuv_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_sensor.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audio.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiodev.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_mixer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\SDL_wave.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_dropevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_events.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_gesture.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_keyboard.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_mouse.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_quit.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_touch.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_windowevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\file\SDL_rwops.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\SDL_haptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_joystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\SDL_power.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_render.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendline.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_drawline.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\software\SDL_rotate.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_assert.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_error.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_hints.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_log.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_string.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\SDL_thread.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\timer\SDL_timer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_0.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_1.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_A.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_auto.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_copy.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_N.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_blit_slow.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_bmp.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_clipboard.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_egl.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_fillrect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_pixels.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_rect.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_shape.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_stretch.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_surface.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_video.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtevents.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmessagebox.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtmouse.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_xinput.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\SDL_dataqueue.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\haptic\windows\SDL_xinputhaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\SDL_yuv.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\sensor\SDL_sensor.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\events\SDL_displayevents.c">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

Binary file not shown.

After

Width:  |  Height:  |  Size: 801 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 329 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 429 B

View File

@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="1702c480-cf09-431e-a5e4-b21b283ec818"
Publisher="CN=David"
Version="1.0.0.0" />
<Properties>
<DisplayName>loopwave_VS2012_WinRT</DisplayName>
<PublisherDisplayName>David</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="loopwave_VS2012_WinRT.App">
<VisualElements
DisplayName="loopwave_VS2012_WinRT"
Logo="Assets\Logo.png"
SmallLogo="Assets\SmallLogo.png"
Description="loopwave_VS2012_WinRT"
ForegroundText="light"
BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

View File

@@ -0,0 +1,170 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{03fcc293-9406-49c2-acf6-6e7d460c3239}</ProjectGuid>
<RootNamespace>loopwave_VS2012</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ProjectName>loopwave</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<PackageCertificateKeyFile>loopwave_VS2012_TemporaryKey.pfx</PackageCertificateKeyFile>
</PropertyGroup>
<ItemDefinitionGroup>
<Link>
<AdditionalDependencies>d2d1.lib; d3d11.lib; dxgi.lib; ole32.lib; windowscodecs.lib; dwrite.lib; %(AdditionalDependencies)</AdditionalDependencies>
</Link>
<ClCompile>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
<AdditionalIncludeDirectories>$(ProjectDir);$(IntermediateOutputPath);$(ProjectDir)..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4453</DisableSpecificWarnings>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
<ClCompile>
<PreprocessorDefinitions>NDEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">NotUsing</PrecompiledHeader>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
<ClCompile>
<PreprocessorDefinitions>_DEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">NotUsing</PrecompiledHeader>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<Image Include="Assets\Logo.png" />
<Image Include="Assets\SmallLogo.png" />
<Image Include="Assets\StoreLogo.png" />
<Image Include="Assets\SplashScreen.png" />
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="loopwave_VS2012_TemporaryKey.pfx" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\src\main\winrt\SDL_winrt_main_NonXAML.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\..\test\loopwave.c">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsWinRT>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Media Include="..\..\..\test\sample.wav" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\WinRT80_VS2012\SDL-WinRT80.vcxproj">
<Project>{aeaea3a2-d4e6-45b1-8ec6-53d84287fc14}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

Binary file not shown.

After

Width:  |  Height:  |  Size: 801 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 329 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 429 B

View File

@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="ca3178f1-b2b2-43bf-97dd-28ee1b7d32c5"
Publisher="CN=David"
Version="1.0.0.0" />
<Properties>
<DisplayName>testthread_VS2012_WinRT</DisplayName>
<PublisherDisplayName>David</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="testthread_VS2012_WinRT.App">
<VisualElements
DisplayName="testthread_VS2012_WinRT"
Logo="Assets\Logo.png"
SmallLogo="Assets\SmallLogo.png"
Description="testthread_VS2012_WinRT"
ForegroundText="light"
BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

View File

@@ -0,0 +1,160 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{a8705bee-d01d-46a4-b2ab-feedfb5fdd11}</ProjectGuid>
<RootNamespace>testthread_VS2012</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ProjectName>testthread</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<PackageCertificateKeyFile>testthread_VS2012_TemporaryKey.pfx</PackageCertificateKeyFile>
</PropertyGroup>
<ItemDefinitionGroup>
<Link>
<AdditionalDependencies>d2d1.lib; d3d11.lib; dxgi.lib; ole32.lib; windowscodecs.lib; dwrite.lib; %(AdditionalDependencies)</AdditionalDependencies>
</Link>
<ClCompile>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
<AdditionalIncludeDirectories>$(ProjectDir);$(IntermediateOutputPath);$(ProjectDir)..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4453</DisableSpecificWarnings>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
<ClCompile>
<PreprocessorDefinitions>NDEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">NotUsing</PrecompiledHeader>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
<ClCompile>
<PreprocessorDefinitions>_DEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">NotUsing</PrecompiledHeader>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<Image Include="Assets\Logo.png" />
<Image Include="Assets\SmallLogo.png" />
<Image Include="Assets\StoreLogo.png" />
<Image Include="Assets\SplashScreen.png" />
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="testthread_VS2012_TemporaryKey.pfx" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\src\main\winrt\SDL_winrt_main_NonXAML.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\..\test\testthread.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\WinRT80_VS2012\SDL-WinRT80.vcxproj">
<Project>{aeaea3a2-d4e6-45b1-8ec6-53d84287fc14}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -21,9 +21,8 @@
</P> </P>
<P> <P>
There are different solution files for the various There are different solution files for the various
versions of the IDE. Please use the appropiate version versions of the IDE. Please use the appropriate version
2008, 2010 or 2012; the 2010EE and 2012EE files 2008, 2010, 2012 or 2013.
should be used with the "Express Edition" releases.
</P> </P>
<P> <P>
Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files. Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
@@ -102,7 +101,7 @@
files to project") files to project")
</P> </P>
<P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more <P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more
desireable to add them to the linker options: Project|Properties|Linker|Command 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 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 Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build
configuration (e.g. Release,Debug).</FONT></STRONG></P> configuration (e.g. Release,Debug).</FONT></STRONG></P>
@@ -111,8 +110,8 @@
</H3> </H3>
<P> <P>
Now create the basic body of your project. The body of your program should take Now create the basic body of your project. The body of your program should take
the following form: <CODE> the following form:
<PRE> <PRE><CODE>
#include "SDL.h" #include "SDL.h"
int main( int argc, char* argv[] ) int main( int argc, char* argv[] )
@@ -120,8 +119,7 @@ int main( int argc, char* argv[] )
// Body of the program goes here. // Body of the program goes here.
return 0; return 0;
} }
</PRE> </CODE></PRE>
</CODE>
<P></P> <P></P>
<H3> <H3>
That's it! That's it!

291
VisualC/SDL.sln Normal file
View File

@@ -0,0 +1,291 @@
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic.vcxproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation.vcxproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture.vcxproj", "{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08304}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget.vcxproj", "{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrumble", "tests\testrumble\testrumble.vcxproj", "{BFF40245-E9A6-4297-A425-A554E5D767E8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale.vcxproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape.vcxproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgles2", "tests\testgles2\testgles2.vcxproj", "{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "controllermap", "tests\controllermap\controllermap.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08306}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testvulkan", "tests\testvulkan\testvulkan.vcxproj", "{0D604DFD-AAB6-442C-9368-F91A344146AB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testyuv", "tests\testyuv\testyuv.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C97635682}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.Build.0 = Debug|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|x64
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.Build.0 = Release|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.Build.0 = Debug|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.ActiveCfg = Release|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.Build.0 = Release|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.ActiveCfg = Release|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.Build.0 = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.ActiveCfg = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.Build.0 = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.ActiveCfg = Debug|x64
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.Build.0 = Debug|x64
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.ActiveCfg = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.Build.0 = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.ActiveCfg = Release|x64
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.Build.0 = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08304}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08304}.Release|x64.Build.0 = Release|x64
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.ActiveCfg = Debug|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|Win32.Build.0 = Debug|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|x64.ActiveCfg = Debug|x64
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Debug|x64.Build.0 = Debug|x64
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.ActiveCfg = Release|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|Win32.Build.0 = Release|Win32
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|x64.ActiveCfg = Release|x64
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}.Release|x64.Build.0 = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.Build.0 = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.Build.0 = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.Build.0 = Release|x64
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|Win32.ActiveCfg = Debug|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|Win32.Build.0 = Debug|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|x64.ActiveCfg = Debug|x64
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|x64.Build.0 = Debug|x64
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|Win32.ActiveCfg = Release|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|Win32.Build.0 = Release|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|x64.ActiveCfg = Release|x64
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|x64.Build.0 = Release|x64
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Debug|Win32.ActiveCfg = Debug|Win32
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Debug|Win32.Build.0 = Debug|Win32
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Debug|x64.ActiveCfg = Debug|x64
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Debug|x64.Build.0 = Debug|x64
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Release|Win32.ActiveCfg = Release|Win32
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Release|Win32.Build.0 = Release|Win32
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Release|x64.ActiveCfg = Release|x64
{BFF40245-E9A6-4297-A425-A554E5D767E8}.Release|x64.Build.0 = Release|x64
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|Win32.ActiveCfg = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|Win32.Build.0 = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|x64.ActiveCfg = Debug|x64
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|x64.Build.0 = Debug|x64
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|Win32.ActiveCfg = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|Win32.Build.0 = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|x64.ActiveCfg = Release|x64
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|x64.Build.0 = Release|x64
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|Win32.ActiveCfg = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|Win32.Build.0 = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|x64.ActiveCfg = Debug|x64
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|x64.Build.0 = Debug|x64
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|Win32.ActiveCfg = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|Win32.Build.0 = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|x64.ActiveCfg = Release|x64
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|x64.Build.0 = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.Build.0 = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.Build.0 = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08305}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08305}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08305}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08305}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08305}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08305}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08305}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08305}.Release|x64.Build.0 = Release|x64
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Debug|Win32.ActiveCfg = Debug|Win32
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Debug|Win32.Build.0 = Debug|Win32
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Debug|x64.ActiveCfg = Debug|x64
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Debug|x64.Build.0 = Debug|x64
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Release|Win32.ActiveCfg = Release|Win32
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Release|Win32.Build.0 = Release|Win32
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Release|x64.ActiveCfg = Release|x64
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08306}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08306}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08306}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08306}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08306}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08306}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08306}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08306}.Release|x64.Build.0 = Release|x64
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Debug|Win32.ActiveCfg = Debug|Win32
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Debug|Win32.Build.0 = Debug|Win32
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Debug|x64.ActiveCfg = Debug|x64
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Debug|x64.Build.0 = Debug|x64
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Release|Win32.ActiveCfg = Release|Win32
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Release|Win32.Build.0 = Release|Win32
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Release|x64.ActiveCfg = Release|x64
{0D604DFD-AAB6-442C-9368-F91A344146AB}.Release|x64.Build.0 = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Debug|x64.ActiveCfg = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Debug|x64.Build.0 = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Release|x64.ActiveCfg = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C97635682}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{26828762-C95D-4637-9CB1-7F0979523813} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{66B32F7E-5716-48D0-B5B9-D832FD052DD5} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{CAE4F1D0-314F-4B10-805B-0EFD670133A0} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{55812185-D13C-4022-9C81-32E0F4A08304} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{26932B24-EFC6-4E3A-B277-ED653DA37968} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{BFF40245-E9A6-4297-A425-A554E5D767E8} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{55812185-D13C-4022-9C81-32E0F4A08305} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{55812185-D13C-4022-9C81-32E0F4A08306} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{0D604DFD-AAB6-442C-9368-F91A344146AB} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
{40FB7794-D3C3-4CFE-BCF4-A80C97635682} = {D69D5741-611F-4E14-8541-1FEE94F50B5A}
EndGlobalSection
EndGlobal

View File

@@ -26,24 +26,15 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@@ -66,49 +57,74 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup> <PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<LibraryPath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Lib\x86;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IncludePath>D:\dev\steam\rel\streaming_client\SDL\src\hidapi\hidapi;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<IncludePath>D:\dev\steam\rel\streaming_client\SDL\src\hidapi\hidapi;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<IncludePath>D:\dev\steam\rel\streaming_client\SDL\src\hidapi\hidapi;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<IncludePath>D:\dev\steam\rel\streaming_client\SDL\src\hidapi\hidapi;$(IncludePath)</IncludePath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<PreBuildEvent /> <PreBuildEvent>
<Command>
</Command>
</PreBuildEvent>
<Midl> <Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment> <TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/SDL.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <OmitDefaultLibName>true</OmitDefaultLibName>
<CompileAs>Default</CompileAs> <InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<CLRUnmanagedCodeCheck>false</CLRUnmanagedCodeCheck>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x86</AdditionalLibraryDirectories>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@@ -117,69 +133,65 @@
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment> <TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Debug/SDL.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<ExceptionHandling>false</ExceptionHandling> <OmitDefaultLibName>true</OmitDefaultLibName>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<CLRUnmanagedCodeCheck>false</CLRUnmanagedCodeCheck>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x64</AdditionalLibraryDirectories>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreBuildEvent /> <PreBuildEvent>
<Command>
</Command>
</PreBuildEvent>
<Midl> <Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment> <TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/SDL.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<IntrinsicFunctions>false</IntrinsicFunctions> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<FunctionLevelLinking>true</FunctionLevelLinking> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<OmitDefaultLibName>true</OmitDefaultLibName>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x86</AdditionalLibraryDirectories>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@@ -188,37 +200,35 @@
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment> <TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Release/SDL.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<IntrinsicFunctions>false</IntrinsicFunctions> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<FunctionLevelLinking>true</FunctionLevelLinking> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<OmitDefaultLibName>true</OmitDefaultLibName>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>setupapi.lib;winmm.lib;imm32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x64</AdditionalLibraryDirectories>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\include\begin_code.h" />
<ClInclude Include="..\..\include\close_code.h" />
<ClInclude Include="..\..\include\SDL.h" /> <ClInclude Include="..\..\include\SDL.h" />
<ClInclude Include="..\..\include\SDL_assert.h" /> <ClInclude Include="..\..\include\SDL_assert.h" />
<ClInclude Include="..\..\include\SDL_atomic.h" /> <ClInclude Include="..\..\include\SDL_atomic.h" />
@@ -230,10 +240,12 @@
<ClInclude Include="..\..\include\SDL_config_windows.h" /> <ClInclude Include="..\..\include\SDL_config_windows.h" />
<ClInclude Include="..\..\include\SDL_copying.h" /> <ClInclude Include="..\..\include\SDL_copying.h" />
<ClInclude Include="..\..\include\SDL_cpuinfo.h" /> <ClInclude Include="..\..\include\SDL_cpuinfo.h" />
<ClInclude Include="..\..\include\SDL_egl.h" />
<ClInclude Include="..\..\include\SDL_endian.h" /> <ClInclude Include="..\..\include\SDL_endian.h" />
<ClInclude Include="..\..\include\SDL_error.h" /> <ClInclude Include="..\..\include\SDL_error.h" />
<ClInclude Include="..\..\include\SDL_events.h" /> <ClInclude Include="..\..\include\SDL_events.h" />
<ClInclude Include="..\..\include\SDL_filesystem.h" /> <ClInclude Include="..\..\include\SDL_filesystem.h" />
<ClInclude Include="..\..\include\SDL_gamecontroller.h" />
<ClInclude Include="..\..\include\SDL_gesture.h" /> <ClInclude Include="..\..\include\SDL_gesture.h" />
<ClInclude Include="..\..\include\SDL_haptic.h" /> <ClInclude Include="..\..\include\SDL_haptic.h" />
<ClInclude Include="..\..\include\SDL_hints.h" /> <ClInclude Include="..\..\include\SDL_hints.h" />
@@ -243,11 +255,18 @@
<ClInclude Include="..\..\include\SDL_loadso.h" /> <ClInclude Include="..\..\include\SDL_loadso.h" />
<ClInclude Include="..\..\include\SDL_log.h" /> <ClInclude Include="..\..\include\SDL_log.h" />
<ClInclude Include="..\..\include\SDL_main.h" /> <ClInclude Include="..\..\include\SDL_main.h" />
<ClInclude Include="..\..\include\SDL_messagebox.h" />
<ClInclude Include="..\..\include\SDL_mouse.h" /> <ClInclude Include="..\..\include\SDL_mouse.h" />
<ClInclude Include="..\..\include\SDL_mutex.h" /> <ClInclude Include="..\..\include\SDL_mutex.h" />
<ClInclude Include="..\..\include\SDL_name.h" /> <ClInclude Include="..\..\include\SDL_name.h" />
<ClInclude Include="..\..\include\SDL_opengl.h" /> <ClInclude Include="..\..\include\SDL_opengl.h" />
<ClInclude Include="..\..\include\SDL_opengl_glext.h" />
<ClInclude Include="..\..\include\SDL_opengles.h" /> <ClInclude Include="..\..\include\SDL_opengles.h" />
<ClInclude Include="..\..\include\SDL_opengles2.h" />
<ClInclude Include="..\..\include\SDL_opengles2_gl2.h" />
<ClInclude Include="..\..\include\SDL_opengles2_gl2ext.h" />
<ClInclude Include="..\..\include\SDL_opengles2_gl2platform.h" />
<ClInclude Include="..\..\include\SDL_opengles2_khrplatform.h" />
<ClInclude Include="..\..\include\SDL_pixels.h" /> <ClInclude Include="..\..\include\SDL_pixels.h" />
<ClInclude Include="..\..\include\SDL_platform.h" /> <ClInclude Include="..\..\include\SDL_platform.h" />
<ClInclude Include="..\..\include\SDL_power.h" /> <ClInclude Include="..\..\include\SDL_power.h" />
@@ -257,79 +276,111 @@
<ClInclude Include="..\..\include\SDL_revision.h" /> <ClInclude Include="..\..\include\SDL_revision.h" />
<ClInclude Include="..\..\include\SDL_rwops.h" /> <ClInclude Include="..\..\include\SDL_rwops.h" />
<ClInclude Include="..\..\include\SDL_scancode.h" /> <ClInclude Include="..\..\include\SDL_scancode.h" />
<ClInclude Include="..\..\include\SDL_sensor.h" />
<ClInclude Include="..\..\include\SDL_shape.h" /> <ClInclude Include="..\..\include\SDL_shape.h" />
<ClInclude Include="..\..\include\SDL_stdinc.h" /> <ClInclude Include="..\..\include\SDL_stdinc.h" />
<ClInclude Include="..\..\include\SDL_surface.h" /> <ClInclude Include="..\..\include\SDL_surface.h" />
<ClInclude Include="..\..\include\SDL_system.h" /> <ClInclude Include="..\..\include\SDL_system.h" />
<ClInclude Include="..\..\include\SDL_syswm.h" /> <ClInclude Include="..\..\include\SDL_syswm.h" />
<ClInclude Include="..\..\include\SDL_test.h" />
<ClInclude Include="..\..\include\SDL_test_assert.h" />
<ClInclude Include="..\..\include\SDL_test_common.h" />
<ClInclude Include="..\..\include\SDL_test_compare.h" />
<ClInclude Include="..\..\include\SDL_test_crc32.h" />
<ClInclude Include="..\..\include\SDL_test_font.h" />
<ClInclude Include="..\..\include\SDL_test_fuzzer.h" />
<ClInclude Include="..\..\include\SDL_test_harness.h" />
<ClInclude Include="..\..\include\SDL_test_images.h" />
<ClInclude Include="..\..\include\SDL_test_log.h" />
<ClInclude Include="..\..\include\SDL_test_md5.h" />
<ClInclude Include="..\..\include\SDL_test_random.h" />
<ClInclude Include="..\..\include\SDL_thread.h" /> <ClInclude Include="..\..\include\SDL_thread.h" />
<ClInclude Include="..\..\include\SDL_timer.h" /> <ClInclude Include="..\..\include\SDL_timer.h" />
<ClInclude Include="..\..\include\SDL_touch.h" /> <ClInclude Include="..\..\include\SDL_touch.h" />
<ClInclude Include="..\..\include\SDL_types.h" /> <ClInclude Include="..\..\include\SDL_types.h" />
<ClInclude Include="..\..\include\SDL_version.h" /> <ClInclude Include="..\..\include\SDL_version.h" />
<ClInclude Include="..\..\include\SDL_video.h" /> <ClInclude Include="..\..\include\SDL_video.h" />
<ClInclude Include="..\..\include\SDL_gamecontroller.h" /> <ClInclude Include="..\..\include\SDL_vulkan.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" /> <ClInclude Include="..\..\src\audio\directsound\SDL_directsound.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" /> <ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" /> <ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\..\src\audio\directsound\directx.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_gesture_c.h" />
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
<ClInclude Include="..\..\src\libm\math.h" />
<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" /> <ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" /> <ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audiomem.h" /> <ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h" />
<ClInclude Include="..\..\src\audio\winmm\SDL_winmm.h" />
<ClInclude Include="..\..\src\core\windows\SDL_directx.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\windows\SDL_xinput.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
<ClInclude Include="..\..\src\events\SDL_gesture_c.h" />
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
<ClInclude Include="..\..\src\events\SDL_sysevents.h" />
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h" />
<ClInclude Include="..\..\src\joystick\hidapi\controller_type.h" />
<ClInclude Include="..\..\src\joystick\hidapi\SDL_hidapijoystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
<ClInclude Include="..\..\src\libm\math_libm.h" />
<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="..\..\src\render\direct3d\SDL_shaders_d3d.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_glfuncs.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="..\..\src\render\opengles\SDL_glesfuncs.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" /> <ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendline.h" /> <ClInclude Include="..\..\src\render\software\SDL_blendline.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" /> <ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_draw.h" /> <ClInclude Include="..\..\src\render\software\SDL_draw.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" /> <ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" /> <ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" /> <ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" /> <ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\..\src\SDL_dataqueue.h" />
<ClInclude Include="..\..\src\SDL_error_c.h" />
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h" />
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h" />
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h" />
<ClInclude Include="..\..\src\thread\SDL_systhread.h" />
<ClInclude Include="..\..\src\thread\SDL_thread_c.h" />
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_timer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" /> <ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="..\..\src\video\SDL_blit.h" /> <ClInclude Include="..\..\src\video\SDL_blit.h" />
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" /> <ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
<ClInclude Include="..\..\src\video\SDL_blit_copy.h" /> <ClInclude Include="..\..\src\video\SDL_blit_copy.h" />
<ClInclude Include="..\..\src\video\SDL_blit_slow.h" /> <ClInclude Include="..\..\src\video\SDL_blit_slow.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\audio\winmm\SDL_winmm.h" />
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\..\src\audio\directsound\SDL_directsound.h" />
<ClInclude Include="..\..\src\SDL_error_c.h" />
<ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
<ClInclude Include="..\..\src\video\SDL_glesfuncs.h" />
<ClInclude Include="..\..\src\video\SDL_glfuncs.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" /> <ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
<ClInclude Include="..\..\src\video\SDL_rect_c.h" /> <ClInclude Include="..\..\src\video\SDL_rect_c.h" />
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" /> <ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_stretch_c.h" /> <ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
<ClInclude Include="..\..\src\events\SDL_sysevents.h" />
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\thread\SDL_systhread.h" />
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_systimer.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" /> <ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\thread\SDL_thread_c.h" /> <ClInclude Include="..\..\src\video\SDL_vulkan_internal.h" />
<ClInclude Include="..\..\src\timer\SDL_timer_c.h" /> <ClInclude Include="..\..\src\video\SDL_yuv_c.h" />
<ClInclude Include="..\..\src\video\windows\SDL_vkeys.h" /> <ClInclude Include="..\..\src\video\windows\SDL_vkeys.h" />
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsevents.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsevents.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsframebuffer.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsframebuffer.h" />
@@ -340,24 +391,70 @@
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsshape.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsshape.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvulkan.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" /> <ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" />
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
<ClInclude Include="..\..\src\video\windows\wmmsg.h" /> <ClInclude Include="..\..\src\video\windows\wmmsg.h" />
<ClInclude Include="resource.h" /> <ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\winmm\SDL_winmm.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" />
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" /> <ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\windows\SDL_xinput.c" />
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" /> <ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_displayevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\events\SDL_gesture.c" /> <ClCompile Include="..\..\src\events\SDL_gesture.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" /> <ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_xinputhaptic.c" />
<ClCompile Include="..\..\src\hidapi\windows\hid.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapijoystick.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_ps4.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_switch.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xbox360.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xboxone.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\libm\e_atan2.c" /> <ClCompile Include="..\..\src\libm\e_atan2.c" />
<ClCompile Include="..\..\src\libm\e_exp.c" />
<ClCompile Include="..\..\src\libm\e_fmod.c" />
<ClCompile Include="..\..\src\libm\e_log.c" /> <ClCompile Include="..\..\src\libm\e_log.c" />
<ClCompile Include="..\..\src\libm\e_log10.c" />
<ClCompile Include="..\..\src\libm\e_pow.c" /> <ClCompile Include="..\..\src\libm\e_pow.c" />
<ClCompile Include="..\..\src\libm\e_rem_pio2.c" /> <ClCompile Include="..\..\src\libm\e_rem_pio2.c" />
<ClCompile Include="..\..\src\libm\e_sqrt.c" /> <ClCompile Include="..\..\src\libm\e_sqrt.c" />
<ClCompile Include="..\..\src\libm\k_cos.c" /> <ClCompile Include="..\..\src\libm\k_cos.c" />
<ClCompile Include="..\..\src\libm\k_rem_pio2.c" /> <ClCompile Include="..\..\src\libm\k_rem_pio2.c" />
<ClCompile Include="..\..\src\libm\k_sin.c" /> <ClCompile Include="..\..\src\libm\k_sin.c" />
<ClCompile Include="..\..\src\libm\k_tan.c" />
<ClCompile Include="..\..\src\libm\s_atan.c" /> <ClCompile Include="..\..\src\libm\s_atan.c" />
<ClCompile Include="..\..\src\libm\s_copysign.c" /> <ClCompile Include="..\..\src\libm\s_copysign.c" />
<ClCompile Include="..\..\src\libm\s_cos.c" /> <ClCompile Include="..\..\src\libm\s_cos.c" />
@@ -365,11 +462,20 @@
<ClCompile Include="..\..\src\libm\s_floor.c" /> <ClCompile Include="..\..\src\libm\s_floor.c" />
<ClCompile Include="..\..\src\libm\s_scalbn.c" /> <ClCompile Include="..\..\src\libm\s_scalbn.c" />
<ClCompile Include="..\..\src\libm\s_sin.c" /> <ClCompile Include="..\..\src\libm\s_sin.c" />
<ClCompile Include="..\..\src\libm\s_tan.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" /> <ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_shaders_d3d.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" /> <ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" /> <ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" /> <ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" /> <ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" /> <ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" /> <ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
@@ -380,15 +486,29 @@
<ClCompile Include="..\..\src\render\software\SDL_rotate.c" /> <ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
<ClCompile Include="..\..\src\SDL.c" /> <ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" /> <ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" /> <ClCompile Include="..\..\src\SDL_dataqueue.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" /> <ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\SDL_hints.c" /> <ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" /> <ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c" />
<ClCompile Include="..\..\src\sensor\SDL_sensor.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" /> <ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_blit.c" /> <ClCompile Include="..\..\src\video\SDL_blit.c" />
<ClCompile Include="..\..\src\video\SDL_blit_0.c" /> <ClCompile Include="..\..\src\video\SDL_blit_0.c" />
<ClCompile Include="..\..\src\video\SDL_blit_1.c" /> <ClCompile Include="..\..\src\video\SDL_blit_1.c" />
@@ -398,55 +518,18 @@
<ClCompile Include="..\..\src\video\SDL_blit_N.c" /> <ClCompile Include="..\..\src\video\SDL_blit_N.c" />
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" /> <ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
<ClCompile Include="..\..\src\video\SDL_bmp.c" /> <ClCompile Include="..\..\src\video\SDL_bmp.c" />
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\video\SDL_clipboard.c" /> <ClCompile Include="..\..\src\video\SDL_clipboard.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" /> <ClCompile Include="..\..\src\video\SDL_egl.c" />
<ClCompile Include="..\..\src\audio\winmm\SDL_winmm.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dxjoystick.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\video\SDL_fillrect.c" /> <ClCompile Include="..\..\src\video\SDL_fillrect.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_pixels.c" /> <ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" /> <ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" /> <ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\file\SDL_rwops.c" /> <ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" /> <ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" /> <ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" /> <ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" /> <ClCompile Include="..\..\src\video\SDL_vulkan_utils.c" />
<ClCompile Include="..\..\src\video\SDL_yuv.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsevents.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsevents.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsframebuffer.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsframebuffer.c" />
@@ -455,11 +538,12 @@
<ClCompile Include="..\..\src\video\windows\SDL_windowsmodes.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsmodes.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengles.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" /> <ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" /> <ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ResourceCompile Include="..\..\src\main\windows\version.rc" /> <ResourceCompile Include="..\..\src\main\windows\version.rc" />
@@ -467,4 +551,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

View File

@@ -0,0 +1,479 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="API Headers">
<UniqueIdentifier>{395b3af0-33d0-411b-b153-de1676bf1ef8}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\close_code.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_assert.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_atomic.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_audio.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_bits.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_blendmode.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_clipboard.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_windows.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_copying.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_cpuinfo.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_egl.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_endian.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_error.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_events.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_filesystem.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_gamecontroller.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_gesture.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_haptic.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_hints.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_joystick.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keyboard.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_keycode.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_loadso.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_log.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_main.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_messagebox.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mouse.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_mutex.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_name.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengl.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengl_glext.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2_gl2.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2_gl2ext.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2_gl2platform.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_opengles2_khrplatform.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_pixels.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_platform.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_power.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_quit.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rect.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_render.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_revision.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_rwops.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_scancode.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_sensor.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_shape.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_stdinc.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_surface.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_system.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_syswm.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_assert.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_common.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_compare.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_crc32.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_font.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_fuzzer.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_harness.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_images.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_log.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_md5.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_test_random.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_thread.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_timer.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_touch.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_types.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_version.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_video.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_vulkan.h">
<Filter>API Headers</Filter>
</ClInclude>
<ClInclude Include="..\..\src\audio\directsound\SDL_directsound.h" />
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\wasapi\SDL_wasapi.h" />
<ClInclude Include="..\..\src\audio\winmm\SDL_winmm.h" />
<ClInclude Include="..\..\src\core\windows\SDL_directx.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\windows\SDL_xinput.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_displayevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
<ClInclude Include="..\..\src\events\SDL_gesture_c.h" />
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
<ClInclude Include="..\..\src\events\SDL_sysevents.h" />
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h" />
<ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h" />
<ClInclude Include="..\..\src\joystick\hidapi\controller_type.h" />
<ClInclude Include="..\..\src\joystick\hidapi\SDL_hidapijoystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_dinputjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_windowsjoystick_c.h" />
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
<ClInclude Include="..\..\src\libm\math_libm.h" />
<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\direct3d\SDL_shaders_d3d.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_glfuncs.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="..\..\src\render\opengles\SDL_glesfuncs.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendline.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_draw.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\..\src\SDL_dataqueue.h" />
<ClInclude Include="..\..\src\SDL_error_c.h" />
<ClInclude Include="..\..\src\sensor\dummy\SDL_dummysensor.h" />
<ClInclude Include="..\..\src\sensor\SDL_sensor_c.h" />
<ClInclude Include="..\..\src\sensor\SDL_syssensor.h" />
<ClInclude Include="..\..\src\thread\SDL_systhread.h" />
<ClInclude Include="..\..\src\thread\SDL_thread_c.h" />
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_timer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="..\..\src\video\SDL_blit.h" />
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
<ClInclude Include="..\..\src\video\SDL_blit_copy.h" />
<ClInclude Include="..\..\src\video\SDL_blit_slow.h" />
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
<ClInclude Include="..\..\src\video\SDL_rect_c.h" />
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\SDL_vulkan_internal.h" />
<ClInclude Include="..\..\src\video\SDL_yuv_c.h" />
<ClInclude Include="..\..\src\video\windows\SDL_vkeys.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsevents.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsframebuffer.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowskeyboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmessagebox.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmodes.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmouse.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsshape.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvulkan.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" />
<ClInclude Include="..\..\src\video\windows\wmmsg.h" />
<ClInclude Include="..\..\src\video\yuv2rgb\yuv_rgb.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi.c" />
<ClCompile Include="..\..\src\audio\wasapi\SDL_wasapi_win32.c" />
<ClCompile Include="..\..\src\audio\winmm\SDL_winmm.c" />
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\windows\SDL_xinput.c" />
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_displayevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\events\SDL_gesture.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_xinputhaptic.c" />
<ClCompile Include="..\..\src\hidapi\windows\hid.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_ps4.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_switch.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xbox360.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapi_xboxone.c" />
<ClCompile Include="..\..\src\joystick\hidapi\SDL_hidapijoystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\libm\e_atan2.c" />
<ClCompile Include="..\..\src\libm\e_exp.c" />
<ClCompile Include="..\..\src\libm\e_fmod.c" />
<ClCompile Include="..\..\src\libm\e_log.c" />
<ClCompile Include="..\..\src\libm\e_log10.c" />
<ClCompile Include="..\..\src\libm\e_pow.c" />
<ClCompile Include="..\..\src\libm\e_rem_pio2.c" />
<ClCompile Include="..\..\src\libm\e_sqrt.c" />
<ClCompile Include="..\..\src\libm\k_cos.c" />
<ClCompile Include="..\..\src\libm\k_rem_pio2.c" />
<ClCompile Include="..\..\src\libm\k_sin.c" />
<ClCompile Include="..\..\src\libm\k_tan.c" />
<ClCompile Include="..\..\src\libm\s_atan.c" />
<ClCompile Include="..\..\src\libm\s_copysign.c" />
<ClCompile Include="..\..\src\libm\s_cos.c" />
<ClCompile Include="..\..\src\libm\s_fabs.c" />
<ClCompile Include="..\..\src\libm\s_floor.c" />
<ClCompile Include="..\..\src\libm\s_scalbn.c" />
<ClCompile Include="..\..\src\libm\s_sin.c" />
<ClCompile Include="..\..\src\libm\s_tan.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_shaders_d3d.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_shaders_d3d11.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawline.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
<ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\SDL_dataqueue.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\sensor\dummy\SDL_dummysensor.c" />
<ClCompile Include="..\..\src\sensor\SDL_sensor.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_blit.c" />
<ClCompile Include="..\..\src\video\SDL_blit_0.c" />
<ClCompile Include="..\..\src\video\SDL_blit_1.c" />
<ClCompile Include="..\..\src\video\SDL_blit_A.c" />
<ClCompile Include="..\..\src\video\SDL_blit_auto.c" />
<ClCompile Include="..\..\src\video\SDL_blit_copy.c" />
<ClCompile Include="..\..\src\video\SDL_blit_N.c" />
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
<ClCompile Include="..\..\src\video\SDL_bmp.c" />
<ClCompile Include="..\..\src\video\SDL_clipboard.c" />
<ClCompile Include="..\..\src\video\SDL_egl.c" />
<ClCompile Include="..\..\src\video\SDL_fillrect.c" />
<ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\video\SDL_vulkan_utils.c" />
<ClCompile Include="..\..\src\video\SDL_yuv.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsevents.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsframebuffer.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowskeyboard.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmessagebox.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmodes.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengles.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\src\main\windows\version.rc" />
</ItemGroup>
</Project>

File diff suppressed because it is too large Load Diff

View File

@@ -1,679 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug_static|Win32">
<Configuration>Debug_static</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug_static|x64">
<Configuration>Debug_static</Configuration>
<Platform>x64</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_static|Win32">
<Configuration>Release_static</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release_static|x64">
<Configuration>Release_static</Configuration>
<Platform>x64</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>
<PropertyGroup Label="Globals">
<ProjectName>SDL2</ProjectName>
<ProjectGuid>{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}</ProjectGuid>
<RootNamespace>SDL</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release_static|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug_static|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release_static|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug_static|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release_static|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug_static|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release_static|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug_static|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug_static|Win32'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug_static|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug_static|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug_static|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release_static|Win32'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release_static|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release_static|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release_static|x64'">$(Platform)\$(Configuration)\</IntDir>
<TargetName Condition="'$(Configuration)|$(Platform)'=='Debug_static|Win32'">$(ProjectName)_static</TargetName>
<TargetName Condition="'$(Configuration)|$(Platform)'=='Debug_static|x64'">$(ProjectName)_static</TargetName>
<TargetName Condition="'$(Configuration)|$(Platform)'=='Release_static|Win32'">$(ProjectName)_static</TargetName>
<TargetName Condition="'$(Configuration)|$(Platform)'=='Release_static|x64'">$(ProjectName)_static</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<PreBuildEvent />
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<CLRUnmanagedCodeCheck>false</CLRUnmanagedCodeCheck>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x86</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug_static|Win32'">
<PreBuildEvent />
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>HAVE_LIBC;_CRT_SECURE_NO_WARNINGS;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
<OmitDefaultLibName>true</OmitDefaultLibName>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<CLRUnmanagedCodeCheck>false</CLRUnmanagedCodeCheck>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x86</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<CLRUnmanagedCodeCheck>false</CLRUnmanagedCodeCheck>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x64</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug_static|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>HAVE_LIBC;_CRT_SECURE_NO_WARNINGS;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<ExceptionHandling>false</ExceptionHandling>
<OmitDefaultLibName>true</OmitDefaultLibName>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<CLRUnmanagedCodeCheck>false</CLRUnmanagedCodeCheck>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x64</AdditionalLibraryDirectories>
</Link>
<Lib>
<AdditionalOptions>/MACHINE:X64 %(AdditionalOptions)</AdditionalOptions>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreBuildEvent />
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<SubSystem>Windows</SubSystem>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x86</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release_static|Win32'">
<PreBuildEvent />
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>HAVE_LIBC;_CRT_SECURE_NO_WARNINGS;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<OmitDefaultLibName>true</OmitDefaultLibName>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<SubSystem>Windows</SubSystem>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x86</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<SubSystem>Windows</SubSystem>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x64</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release_static|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories);"$(DXSDK_DIR)\Include";</AdditionalIncludeDirectories>
<PreprocessorDefinitions>HAVE_LIBC;_CRT_SECURE_NO_WARNINGS;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<OmitDefaultLibName>true</OmitDefaultLibName>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>winmm.lib;imm32.lib;oleaut32.lib;version.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
<SubSystem>Windows</SubSystem>
<AdditionalLibraryDirectories>$(DXSDK_DIR)\lib\x64</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
<Lib>
<AdditionalOptions>/MACHINE:X64 %(AdditionalOptions)</AdditionalOptions>
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
<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_bits.h" />
<ClInclude Include="..\..\include\SDL_blendmode.h" />
<ClInclude Include="..\..\include\SDL_clipboard.h" />
<ClInclude Include="..\..\include\SDL_config.h" />
<ClInclude Include="..\..\include\SDL_config_windows.h" />
<ClInclude Include="..\..\include\SDL_copying.h" />
<ClInclude Include="..\..\include\SDL_cpuinfo.h" />
<ClInclude Include="..\..\include\SDL_endian.h" />
<ClInclude Include="..\..\include\SDL_error.h" />
<ClInclude Include="..\..\include\SDL_events.h" />
<ClInclude Include="..\..\include\SDL_filesystem.h" />
<ClInclude Include="..\..\include\SDL_gesture.h" />
<ClInclude Include="..\..\include\SDL_haptic.h" />
<ClInclude Include="..\..\include\SDL_hints.h" />
<ClInclude Include="..\..\include\SDL_joystick.h" />
<ClInclude Include="..\..\include\SDL_gamecontroller.h" />
<ClInclude Include="..\..\include\SDL_keyboard.h" />
<ClInclude Include="..\..\include\SDL_keycode.h" />
<ClInclude Include="..\..\include\SDL_loadso.h" />
<ClInclude Include="..\..\include\SDL_log.h" />
<ClInclude Include="..\..\include\SDL_main.h" />
<ClInclude Include="..\..\include\SDL_mouse.h" />
<ClInclude Include="..\..\include\SDL_mutex.h" />
<ClInclude Include="..\..\include\SDL_name.h" />
<ClInclude Include="..\..\include\SDL_opengl.h" />
<ClInclude Include="..\..\include\SDL_opengles.h" />
<ClInclude Include="..\..\include\SDL_pixels.h" />
<ClInclude Include="..\..\include\SDL_platform.h" />
<ClInclude Include="..\..\include\SDL_power.h" />
<ClInclude Include="..\..\include\SDL_quit.h" />
<ClInclude Include="..\..\include\SDL_rect.h" />
<ClInclude Include="..\..\include\SDL_render.h" />
<ClInclude Include="..\..\include\SDL_revision.h" />
<ClInclude Include="..\..\include\SDL_rwops.h" />
<ClInclude Include="..\..\include\SDL_scancode.h" />
<ClInclude Include="..\..\include\SDL_shape.h" />
<ClInclude Include="..\..\include\SDL_stdinc.h" />
<ClInclude Include="..\..\include\SDL_surface.h" />
<ClInclude Include="..\..\include\SDL_system.h" />
<ClInclude Include="..\..\include\SDL_syswm.h" />
<ClInclude Include="..\..\include\SDL_thread.h" />
<ClInclude Include="..\..\include\SDL_timer.h" />
<ClInclude Include="..\..\include\SDL_touch.h" />
<ClInclude Include="..\..\include\SDL_types.h" />
<ClInclude Include="..\..\include\SDL_version.h" />
<ClInclude Include="..\..\include\SDL_video.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\audio\directsound\directx.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
<ClInclude Include="..\..\src\events\SDL_gesture_c.h" />
<ClInclude Include="..\..\src\events\SDL_touch_c.h" />
<ClInclude Include="..\..\src\libm\math.h" />
<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audiodev_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audiomem.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendline.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendpoint.h" />
<ClInclude Include="..\..\src\render\software\SDL_draw.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="..\..\src\video\SDL_blit.h" />
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
<ClInclude Include="..\..\src\video\SDL_blit_copy.h" />
<ClInclude Include="..\..\src\video\SDL_blit_slow.h" />
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\audio\winmm\SDL_winmm.h" />
<ClInclude Include="..\..\src\audio\disk\SDL_diskaudio.h" />
<ClInclude Include="..\..\src\audio\dummy\SDL_dummyaudio.h" />
<ClInclude Include="..\..\src\audio\directsound\SDL_directsound.h" />
<ClInclude Include="..\..\src\SDL_error_c.h" />
<ClInclude Include="..\..\src\SDL_hints_c.h" />
<ClInclude Include="..\..\src\events\SDL_events_c.h" />
<ClInclude Include="..\..\src\video\SDL_glesfuncs.h" />
<ClInclude Include="..\..\src\video\SDL_glfuncs.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\events\SDL_keyboard_c.h" />
<ClInclude Include="..\..\src\events\SDL_mouse_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullevents_c.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullvideo.h" />
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
<ClInclude Include="..\..\src\video\SDL_rect_c.h" />
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
<ClInclude Include="..\..\src\video\SDL_stretch_c.h" />
<ClInclude Include="..\..\src\audio\SDL_sysaudio.h" />
<ClInclude Include="..\..\src\events\SDL_sysevents.h" />
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\thread\SDL_systhread.h" />
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_systimer.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\thread\SDL_thread_c.h" />
<ClInclude Include="..\..\src\timer\SDL_timer_c.h" />
<ClInclude Include="..\..\src\video\windows\SDL_vkeys.h" />
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsclipboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsevents.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsframebuffer.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowskeyboard.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmessagebox.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmodes.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsmouse.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsopengl.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsshape.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowsvideo.h" />
<ClInclude Include="..\..\src\video\windows\SDL_windowswindow.h" />
<ClInclude Include="..\..\src\events\SDL_windowevents_c.h" />
<ClInclude Include="..\..\src\video\windows\wmmsg.h" />
<ClInclude Include="resource.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_gesture.c" />
<ClCompile Include="..\..\src\events\SDL_touch.c" />
<ClCompile Include="..\..\src\libm\e_atan2.c" />
<ClCompile Include="..\..\src\libm\e_log.c" />
<ClCompile Include="..\..\src\libm\e_pow.c" />
<ClCompile Include="..\..\src\libm\e_rem_pio2.c" />
<ClCompile Include="..\..\src\libm\e_sqrt.c" />
<ClCompile Include="..\..\src\libm\k_cos.c" />
<ClCompile Include="..\..\src\libm\k_rem_pio2.c" />
<ClCompile Include="..\..\src\libm\k_sin.c" />
<ClCompile Include="..\..\src\libm\s_atan.c" />
<ClCompile Include="..\..\src\libm\s_copysign.c" />
<ClCompile Include="..\..\src\libm\s_cos.c" />
<ClCompile Include="..\..\src\libm\s_fabs.c" />
<ClCompile Include="..\..\src\libm\s_floor.c" />
<ClCompile Include="..\..\src\libm\s_scalbn.c" />
<ClCompile Include="..\..\src\libm\s_sin.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendline.c" />
<ClCompile Include="..\..\src\render\software\SDL_blendpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawline.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
<ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
<ClCompile Include="..\..\src\atomic\SDL_spinlock.c" />
<ClCompile Include="..\..\src\audio\SDL_audio.c" />
<ClCompile Include="..\..\src\audio\SDL_audiocvt.c" />
<ClCompile Include="..\..\src\audio\SDL_audiodev.c" />
<ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c" />
<ClCompile Include="..\..\src\SDL_hints.c" />
<ClCompile Include="..\..\src\SDL_log.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c" />
<ClCompile Include="..\..\src\video\SDL_blit.c" />
<ClCompile Include="..\..\src\video\SDL_blit_0.c" />
<ClCompile Include="..\..\src\video\SDL_blit_1.c" />
<ClCompile Include="..\..\src\video\SDL_blit_A.c" />
<ClCompile Include="..\..\src\video\SDL_blit_auto.c" />
<ClCompile Include="..\..\src\video\SDL_blit_copy.c" />
<ClCompile Include="..\..\src\video\SDL_blit_N.c" />
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
<ClCompile Include="..\..\src\video\SDL_bmp.c" />
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\video\SDL_clipboard.c" />
<ClCompile Include="..\..\src\video\SDL_shape.c" />
<ClCompile Include="..\..\src\audio\winmm\SDL_winmm.c" />
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dxjoystick.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
<ClCompile Include="..\..\src\video\SDL_fillrect.c" />
<ClCompile Include="..\..\src\stdlib\SDL_getenv.c" />
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\stdlib\SDL_iconv.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\events\SDL_keyboard.c" />
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c" />
<ClCompile Include="..\..\src\audio\SDL_mixer.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_mmjoystick.c" />
<ClCompile Include="..\..\src\events\SDL_mouse.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c" />
<ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c" />
<ClCompile Include="..\..\src\video\SDL_pixels.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\stdlib\SDL_qsort.c" />
<ClCompile Include="..\..\src\events\SDL_quit.c" />
<ClCompile Include="..\..\src\video\SDL_rect.c" />
<ClCompile Include="..\..\src\video\SDL_RLEaccel.c" />
<ClCompile Include="..\..\src\file\SDL_rwops.c" />
<ClCompile Include="..\..\src\stdlib\SDL_stdlib.c" />
<ClCompile Include="..\..\src\video\SDL_stretch.c" />
<ClCompile Include="..\..\src\stdlib\SDL_string.c" />
<ClCompile Include="..\..\src\video\SDL_surface.c" />
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c" />
<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c" />
<ClCompile Include="..\..\src\haptic\windows\SDL_syshaptic.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_sysmutex.c" />
<ClCompile Include="..\..\src\power\windows\SDL_syspower.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systhread.c" />
<ClCompile Include="..\..\src\thread\windows\SDL_systls.c" />
<ClCompile Include="..\..\src\timer\windows\SDL_systimer.c" />
<ClCompile Include="..\..\src\thread\SDL_thread.c" />
<ClCompile Include="..\..\src\timer\SDL_timer.c" />
<ClCompile Include="..\..\src\video\SDL_video.c" />
<ClCompile Include="..\..\src\audio\SDL_wave.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsclipboard.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsevents.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsframebuffer.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowskeyboard.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmessagebox.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmodes.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsmouse.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsopengl.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsshape.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
<ClCompile Include="..\..\src\events\SDL_windowevents.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\..\src\main\windows\version.rc" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,237 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2008.vcproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2008.vcproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{CE748C1F-3C21-4825-AA6A-F895A023F7E7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2008.vcproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2008.vcproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2008.vcproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2008.vcproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2008.vcproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2008.vcproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2008.vcproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2008.vcproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2008.vcproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2008.vcproj", "{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2008.vcproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2008.vcproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2008.vcproj", "{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2008.vcproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_VS2008.vcproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|Win32.ActiveCfg = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|Win32.Build.0 = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Debug|x64.ActiveCfg = Debug|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|Win32.ActiveCfg = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|Win32.Build.0 = Release|Win32
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}.Release|x64.ActiveCfg = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.ActiveCfg = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|Win32.Build.0 = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Debug|x64.ActiveCfg = Debug|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.ActiveCfg = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|Win32.Build.0 = Release|Win32
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}.Release|x64.ActiveCfg = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.ActiveCfg = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|Win32.Build.0 = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Debug|x64.ActiveCfg = Debug|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.ActiveCfg = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|Win32.Build.0 = Release|Win32
{66B32F7E-5716-48D0-B5B9-D832FD052DD5}.Release|x64.ActiveCfg = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|Win32.ActiveCfg = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|Win32.Build.0 = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Debug|x64.ActiveCfg = Debug|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|Win32.ActiveCfg = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|Win32.Build.0 = Release|Win32
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}.Release|x64.ActiveCfg = Release|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|Win32.ActiveCfg = Debug|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|Win32.Build.0 = Debug|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Debug|x64.ActiveCfg = Debug|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|Win32.ActiveCfg = Release|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|Win32.Build.0 = Release|Win32
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}.Release|x64.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.ActiveCfg = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|Win32.Build.0 = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Debug|x64.ActiveCfg = Debug|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.ActiveCfg = Release|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|Win32.Build.0 = Release|Win32
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}.Release|x64.ActiveCfg = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{26828762-C95D-4637-9CB1-7F0979523813} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{CAE4F1D0-314F-4B10-805B-0EFD670133A0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{26932B24-EFC6-4E3A-B277-ED653DA37968} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{66B32F7E-5716-48D0-B5B9-D832FD052DD5} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
EndGlobalSection
EndGlobal

View File

@@ -1,417 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2010.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2010.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{CE748C1F-3C21-4825-AA6A-F895A023F7E7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2010.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2010.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2010.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2010.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2010.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2010.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2010.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2010.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2010.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2010.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2010.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2010.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2010.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2010.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay2", "tests\testoverlay2\testoverlay2_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08AAD}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug_static|Win32 = Debug_static|Win32
Debug_static|x64 = Debug_static|x64
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release_static|Win32 = Release_static|Win32
Release_static|x64 = Release_static|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug_static|Win32.ActiveCfg = Debug_static|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug_static|Win32.Build.0 = Debug_static|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug_static|x64.ActiveCfg = Debug_static|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug_static|x64.Build.0 = Debug_static|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_static|Win32.ActiveCfg = Release_static|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_static|Win32.Build.0 = Release_static|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_static|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release_static|x64.Build.0 = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug_static|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug_static|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug_static|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug_static|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_static|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_static|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_static|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release_static|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug_static|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug_static|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug_static|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug_static|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release_static|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release_static|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release_static|x64.ActiveCfg = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release_static|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug_static|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug_static|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug_static|x64.ActiveCfg = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug_static|x64.Build.0 = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release_static|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release_static|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release_static|x64.ActiveCfg = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release_static|x64.Build.0 = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.Build.0 = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug_static|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug_static|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug_static|x64.ActiveCfg = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug_static|x64.Build.0 = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release_static|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release_static|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release_static|x64.ActiveCfg = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release_static|x64.Build.0 = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug_static|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug_static|Win32.Build.0 = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug_static|x64.ActiveCfg = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug_static|x64.Build.0 = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release_static|Win32.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release_static|Win32.Build.0 = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release_static|x64.ActiveCfg = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release_static|x64.Build.0 = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.Build.0 = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug_static|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug_static|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug_static|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug_static|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release_static|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release_static|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release_static|x64.ActiveCfg = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release_static|x64.Build.0 = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug_static|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug_static|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug_static|x64.ActiveCfg = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug_static|x64.Build.0 = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.Build.0 = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release_static|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release_static|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release_static|x64.ActiveCfg = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release_static|x64.Build.0 = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.Build.0 = Release|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug_static|Win32.ActiveCfg = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug_static|Win32.Build.0 = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug_static|x64.ActiveCfg = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug_static|x64.Build.0 = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.ActiveCfg = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.Build.0 = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.ActiveCfg = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.Build.0 = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release_static|Win32.ActiveCfg = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release_static|Win32.Build.0 = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release_static|x64.ActiveCfg = Release|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release_static|x64.Build.0 = Release|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.ActiveCfg = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.Build.0 = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.ActiveCfg = Release|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.Build.0 = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug_static|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug_static|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug_static|x64.ActiveCfg = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug_static|x64.Build.0 = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release_static|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release_static|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release_static|x64.ActiveCfg = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release_static|x64.Build.0 = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug_static|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug_static|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug_static|x64.ActiveCfg = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug_static|x64.Build.0 = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.Build.0 = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release_static|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release_static|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release_static|x64.ActiveCfg = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release_static|x64.Build.0 = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.Build.0 = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug_static|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug_static|Win32.Build.0 = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug_static|x64.ActiveCfg = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug_static|x64.Build.0 = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_static|Win32.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_static|Win32.Build.0 = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_static|x64.ActiveCfg = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release_static|x64.Build.0 = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug_static|Win32.ActiveCfg = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug_static|Win32.Build.0 = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug_static|x64.ActiveCfg = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug_static|x64.Build.0 = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.ActiveCfg = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.Build.0 = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.ActiveCfg = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.Build.0 = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release_static|Win32.ActiveCfg = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release_static|Win32.Build.0 = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release_static|x64.ActiveCfg = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release_static|x64.Build.0 = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.ActiveCfg = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug_static|Win32.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug_static|Win32.Build.0 = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug_static|x64.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release_static|Win32.ActiveCfg = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release_static|Win32.Build.0 = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release_static|x64.ActiveCfg = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug_static|Win32.ActiveCfg = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug_static|Win32.Build.0 = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug_static|x64.ActiveCfg = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug_static|x64.Build.0 = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release_static|Win32.ActiveCfg = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release_static|Win32.Build.0 = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release_static|x64.ActiveCfg = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release_static|x64.Build.0 = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug_static|Win32.ActiveCfg = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug_static|Win32.Build.0 = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug_static|x64.ActiveCfg = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug_static|x64.Build.0 = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release_static|Win32.ActiveCfg = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release_static|Win32.Build.0 = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release_static|x64.ActiveCfg = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release_static|x64.Build.0 = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug_static|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug_static|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug_static|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug_static|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release_static|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release_static|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release_static|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release_static|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug_static|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug_static|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug_static|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug_static|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release_static|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release_static|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release_static|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release_static|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug_static|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug_static|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug_static|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug_static|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release_static|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release_static|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release_static|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release_static|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug_static|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug_static|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug_static|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug_static|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release_static|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release_static|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release_static|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release_static|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08AAD}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{26932B24-EFC6-4E3A-B277-ED653DA37968} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{CAE4F1D0-314F-4B10-805B-0EFD670133A0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{26828762-C95D-4637-9CB1-7F0979523813} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{2271060E-98B4-4596-8172-A041E4B2EC7A} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{E7A6C41C-E059-4C9C-8CCC-73586A540B62} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08336} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08996} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08BCC} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08AAD} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
EndGlobalSection
EndGlobal

View File

@@ -1,219 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2010.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2010.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2010.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2010.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2010.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2010.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2010.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2010.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2010.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2010.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2010.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2010.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2010.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2010.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2010.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2010.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2010.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.Build.0 = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.Build.0 = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.Build.0 = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.Build.0 = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.Build.0 = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.Build.0 = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.Build.0 = Release|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.ActiveCfg = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.Build.0 = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.ActiveCfg = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.Build.0 = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.ActiveCfg = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.Build.0 = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.ActiveCfg = Release|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.Build.0 = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.Build.0 = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.Build.0 = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.Build.0 = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.ActiveCfg = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.Build.0 = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.ActiveCfg = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.Build.0 = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.ActiveCfg = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@@ -1,278 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{CE748C1F-3C21-4825-AA6A-F895A023F7E7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2012.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2012.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2012.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2012.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2012.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2012.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2012.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2012.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2012.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2012.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2012.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2012.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2012.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2012.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.Build.0 = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.ActiveCfg = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.Build.0 = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.ActiveCfg = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.Build.0 = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.ActiveCfg = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.Build.0 = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.ActiveCfg = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.Build.0 = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.ActiveCfg = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.Build.0 = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.ActiveCfg = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.Build.0 = Debug|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.Build.0 = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{26932B24-EFC6-4E3A-B277-ED653DA37968} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{CAE4F1D0-314F-4B10-805B-0EFD670133A0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{26828762-C95D-4637-9CB1-7F0979523813} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{40FB7794-D3C3-4CFE-BCF4-A80C96635682} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{2271060E-98B4-4596-8172-A041E4B2EC7A} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{E7A6C41C-E059-4C9C-8CCC-73586A540B62} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08336} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08996} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
{55812185-D13C-4022-9C81-32E0F4A08BCC} = {CE748C1F-3C21-4825-AA6A-F895A023F7E7}
EndGlobalSection
EndGlobal

View File

@@ -1,258 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2", "SDL\SDL_VS2012.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2main", "SDLmain\SDLmain_VS2012.vcxproj", "{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave_VS2012.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform_VS2012.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile_VS2012.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl2", "tests\testgl2\testgl2_VS2012.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys_VS2012.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite2", "tests\testsprite2\testsprite2_VS2012.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape_VS2012.vcxproj", "{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw2", "tests\testdraw2\testdraw2_VS2012.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower_VS2012.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2test", "SDLtest\SDLtest_VS2012.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation_vs2012.vcxproj", "{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic_VS2012.vcxproj", "{2271060E-98B4-4596-8172-A041E4B2EC7A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale_VS2012.vcxproj", "{E7A6C41C-E059-4C9C-8CCC-73586A540B62}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget_VS2012.vcxproj", "{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgamecontroller", "tests\testgamecontroller\testgamecontroller_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08336}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgesture", "tests\testgesture\testgesture_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08996}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testjoystick", "tests\testjoystick\testjoystick_VS2012.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08BCC}"
ProjectSection(ProjectDependencies) = postProject
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A} = {DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.ActiveCfg = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Win32.Build.0 = Debug|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.ActiveCfg = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|x64.Build.0 = Debug|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.ActiveCfg = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|Win32.Build.0 = Release|Win32
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.ActiveCfg = Release|x64
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Release|x64.Build.0 = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}.Release|x64.Build.0 = Release|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.ActiveCfg = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|Win32.Build.0 = Debug|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.ActiveCfg = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Debug|x64.Build.0 = Debug|x64
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.ActiveCfg = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|Win32.Build.0 = Release|Win32
{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}.Release|x64.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.ActiveCfg = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|Win32.Build.0 = Debug|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.ActiveCfg = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Debug|x64.Build.0 = Debug|x64
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.ActiveCfg = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|Win32.Build.0 = Release|Win32
{26932B24-EFC6-4E3A-B277-ED653DA37968}.Release|x64.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.ActiveCfg = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|Win32.Build.0 = Debug|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.ActiveCfg = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Debug|x64.Build.0 = Debug|x64
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.ActiveCfg = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|Win32.Build.0 = Release|Win32
{CAE4F1D0-314F-4B10-805B-0EFD670133A0}.Release|x64.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.ActiveCfg = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|Win32.Build.0 = Debug|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.ActiveCfg = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Debug|x64.Build.0 = Debug|x64
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.ActiveCfg = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|Win32.Build.0 = Release|Win32
{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}.Release|x64.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.ActiveCfg = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|Win32.Build.0 = Debug|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.ActiveCfg = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Debug|x64.Build.0 = Debug|x64
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.ActiveCfg = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|Win32.Build.0 = Release|Win32
{26828762-C95D-4637-9CB1-7F0979523813}.Release|x64.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.ActiveCfg = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|Win32.Build.0 = Debug|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.ActiveCfg = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Debug|x64.Build.0 = Debug|x64
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.ActiveCfg = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|Win32.Build.0 = Release|Win32
{40FB7794-D3C3-4CFE-BCF4-A80C96635682}.Release|x64.ActiveCfg = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.ActiveCfg = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|Win32.Build.0 = Debug|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.ActiveCfg = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Debug|x64.Build.0 = Debug|x64
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|Win32.ActiveCfg = Release|Win32
{EDEA9D00-AF64-45DE-8F60-5957048F2F0F}.Release|x64.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.ActiveCfg = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|Win32.Build.0 = Debug|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.ActiveCfg = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Debug|x64.Build.0 = Debug|x64
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.ActiveCfg = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|Win32.Build.0 = Release|Win32
{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}.Release|x64.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.ActiveCfg = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|Win32.Build.0 = Debug|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.ActiveCfg = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Debug|x64.Build.0 = Debug|x64
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.ActiveCfg = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|Win32.Build.0 = Release|Win32
{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}.Release|x64.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.ActiveCfg = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|Win32.Build.0 = Debug|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.ActiveCfg = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Debug|x64.Build.0 = Debug|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.ActiveCfg = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|Win32.Build.0 = Release|Win32
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.ActiveCfg = Release|x64
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}.Release|x64.Build.0 = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.ActiveCfg = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|Win32.Build.0 = Debug|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.ActiveCfg = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Debug|x64.Build.0 = Debug|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.ActiveCfg = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|Win32.Build.0 = Release|Win32
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.ActiveCfg = Release|x64
{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}.Release|x64.Build.0 = Release|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.ActiveCfg = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|Win32.Build.0 = Debug|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.ActiveCfg = Debug|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Debug|x64.Build.0 = Debug|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.ActiveCfg = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|Win32.Build.0 = Release|Win32
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.ActiveCfg = Release|x64
{2271060E-98B4-4596-8172-A041E4B2EC7A}.Release|x64.Build.0 = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.ActiveCfg = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|Win32.Build.0 = Debug|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.ActiveCfg = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Debug|x64.Build.0 = Debug|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.ActiveCfg = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|Win32.Build.0 = Release|Win32
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.ActiveCfg = Release|x64
{E7A6C41C-E059-4C9C-8CCC-73586A540B62}.Release|x64.Build.0 = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.ActiveCfg = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|Win32.Build.0 = Debug|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.ActiveCfg = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Debug|x64.Build.0 = Debug|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.ActiveCfg = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|Win32.Build.0 = Release|Win32
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.ActiveCfg = Release|x64
{43A06713-A52D-4008-AD7E-A69DF3FCFFA8}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08336}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08996}.Release|x64.Build.0 = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.ActiveCfg = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|Win32.Build.0 = Debug|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.ActiveCfg = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Debug|x64.Build.0 = Debug|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.ActiveCfg = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|Win32.Build.0 = Release|Win32
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.ActiveCfg = Release|x64
{55812185-D13C-4022-9C81-32E0F4A08BCC}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@@ -21,24 +21,20 @@
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>SDL2main</ProjectName> <ProjectName>SDL2main</ProjectName>
<ProjectGuid>{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}</ProjectGuid> <ProjectGuid>{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}</ProjectGuid>
<RootNamespace>SDLmain</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@@ -61,77 +57,80 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup> <PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreBuildEvent /> <PreBuildEvent>
<Command>
</Command>
</PreBuildEvent>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling> <StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking> <BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>OldStyle</DebugInformationFormat> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<OmitDefaultLibName>true</OmitDefaultLibName>
</ClCompile> </ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl> <Midl>
<TargetEnvironment>X64</TargetEnvironment> <TargetEnvironment>X64</TargetEnvironment>
</Midl> </Midl>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling> <StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking> <BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<DebugInformationFormat>OldStyle</DebugInformationFormat> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<OmitDefaultLibName>true</OmitDefaultLibName>
</ClCompile> </ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<PreBuildEvent /> <PreBuildEvent>
<Command>
</Command>
</PreBuildEvent>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader> <BufferSecurityCheck>false</BufferSecurityCheck>
</PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>OldStyle</DebugInformationFormat> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs> <OmitDefaultLibName>true</OmitDefaultLibName>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile> </ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl> <Midl>
@@ -139,20 +138,16 @@
</Midl> </Midl>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader> <BufferSecurityCheck>false</BufferSecurityCheck>
</PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<PrecompiledHeaderOutputFile>.\Debug/SDLmain.pch</PrecompiledHeaderOutputFile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>OldStyle</DebugInformationFormat> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs> <OmitDefaultLibName>true</OmitDefaultLibName>
</ClCompile> </ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\src\main\windows\SDL_windows_main.c" /> <ClCompile Include="..\..\src\main\windows\SDL_windows_main.c" />
@@ -160,4 +155,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

View File

@@ -1,424 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="SDL2main"
ProjectGUID="{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}"
RootNamespace="SDLmain"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
<Platform
Name="x64"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
CommandLine=""
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_NoSTDIO|Win32"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
ExceptionHandling="0"
DebugInformationFormat="1"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_NoSTDIO|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS,NO_STDIO_REDIRECT"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(IntDir)\SDLmain.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
CommandLine=""
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
ExceptionHandling="0"
RuntimeLibrary="3"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
ExceptionHandling="0"
RuntimeLibrary="2"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\src\main\windows\SDL_windows_main.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,168 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>SDL2main</ProjectName>
<ProjectGuid>{DA956FD3-E142-46F2-9DD5-C78BEBB56B7A}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreBuildEvent />
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<PreBuildEvent />
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\src\main\windows\SDL_windows_main.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,196 +1,173 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>SDL2test</ProjectName> <ProjectName>SDL2test</ProjectName>
<ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid> <ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid>
</PropertyGroup> <RootNamespace>SDLtest</RootNamespace>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<ConfigurationType>StaticLibrary</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>StaticLibrary</ConfigurationType>
<PlatformToolset>v110</PlatformToolset> </PropertyGroup>
</PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>StaticLibrary</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<PlatformToolset>v110</PlatformToolset> <ConfigurationType>StaticLibrary</ConfigurationType>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc> </PropertyGroup>
<CharacterSet>MultiByte</CharacterSet> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<PlatformToolset>v110</PlatformToolset> <ImportGroup Label="ExtensionSettings">
</PropertyGroup> </ImportGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<ConfigurationType>StaticLibrary</ConfigurationType> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<UseOfMfc>false</UseOfMfc> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<PlatformToolset>v110</PlatformToolset> </ImportGroup>
</PropertyGroup> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Label="ExtensionSettings"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <PropertyGroup Label="UserMacros" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <PropertyGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
</PropertyGroup> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<PreBuildEvent /> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ClCompile> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> </PropertyGroup>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreBuildEvent>
<StringPooling>true</StringPooling> <Command>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> </Command>
<FunctionLevelLinking>true</FunctionLevelLinking> </PreBuildEvent>
<PrecompiledHeader> <ClCompile>
</PrecompiledHeader> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<WarningLevel>Level3</WarningLevel> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>Default</CompileAs> <StringPooling>true</StringPooling>
<DebugInformationFormat>OldStyle</DebugInformationFormat> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<ExceptionHandling>false</ExceptionHandling> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<Lib> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
</Lib> <OmitDefaultLibName>true</OmitDefaultLibName>
</ItemDefinitionGroup> </ClCompile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> </ItemDefinitionGroup>
<Midl> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<TargetEnvironment>X64</TargetEnvironment> <Midl>
</Midl> <TargetEnvironment>X64</TargetEnvironment>
<ClCompile> </Midl>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <ClCompile>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<StringPooling>true</StringPooling> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <StringPooling>true</StringPooling>
<FunctionLevelLinking>true</FunctionLevelLinking> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader> <BufferSecurityCheck>false</BufferSecurityCheck>
</PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs> <OmitDefaultLibName>true</OmitDefaultLibName>
<DebugInformationFormat>OldStyle</DebugInformationFormat> </ClCompile>
<ExceptionHandling>false</ExceptionHandling> </ItemDefinitionGroup>
</ClCompile> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Lib> <PreBuildEvent>
<SuppressStartupBanner>true</SuppressStartupBanner> <Command>
</Lib> </Command>
</ItemDefinitionGroup> </PreBuildEvent>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ClCompile>
<PreBuildEvent /> <Optimization>Disabled</Optimization>
<ClCompile> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<Optimization>Disabled</Optimization> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
</PrecompiledHeader> <WarningLevel>Level3</WarningLevel>
<WarningLevel>Level3</WarningLevel> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<SuppressStartupBanner>true</SuppressStartupBanner> <OmitDefaultLibName>true</OmitDefaultLibName>
<DebugInformationFormat>OldStyle</DebugInformationFormat> </ClCompile>
<CompileAs>Default</CompileAs> </ItemDefinitionGroup>
<ExceptionHandling>false</ExceptionHandling> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
</ClCompile> <Midl>
<Lib> <TargetEnvironment>X64</TargetEnvironment>
<SuppressStartupBanner>true</SuppressStartupBanner> </Midl>
</Lib> <ClCompile>
</ItemDefinitionGroup> <Optimization>Disabled</Optimization>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <AdditionalIncludeDirectories>$(ProjectDir)/../../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<Midl> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<TargetEnvironment>X64</TargetEnvironment> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</Midl> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<ClCompile> <BufferSecurityCheck>false</BufferSecurityCheck>
<Optimization>Disabled</Optimization> <EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <WarningLevel>Level3</WarningLevel>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <OmitDefaultLibName>true</OmitDefaultLibName>
<PrecompiledHeader> </ClCompile>
</PrecompiledHeader> </ItemDefinitionGroup>
<WarningLevel>Level3</WarningLevel> <ItemGroup>
<SuppressStartupBanner>true</SuppressStartupBanner> <ClCompile Include="..\..\src\test\SDL_test_assert.c" />
<DebugInformationFormat>OldStyle</DebugInformationFormat> <ClCompile Include="..\..\src\test\SDL_test_common.c" />
<CompileAs>Default</CompileAs> <ClCompile Include="..\..\src\test\SDL_test_compare.c" />
<ExceptionHandling>false</ExceptionHandling> <ClCompile Include="..\..\src\test\SDL_test_crc32.c" />
</ClCompile> <ClCompile Include="..\..\src\test\SDL_test_font.c" />
<Lib> <ClCompile Include="..\..\src\test\SDL_test_fuzzer.c" />
<SuppressStartupBanner>true</SuppressStartupBanner> <ClCompile Include="..\..\src\test\SDL_test_harness.c" />
</Lib> <ClCompile Include="..\..\src\test\SDL_test_imageBlit.c" />
</ItemDefinitionGroup> <ClCompile Include="..\..\src\test\SDL_test_imageBlitBlend.c" />
<ItemGroup> <ClCompile Include="..\..\src\test\SDL_test_imageFace.c" />
<ClInclude Include="..\..\include\SDL_test.h" /> <ClCompile Include="..\..\src\test\SDL_test_imagePrimitives.c" />
<ClInclude Include="..\..\include\SDL_test_assert.h" /> <ClCompile Include="..\..\src\test\SDL_test_imagePrimitivesBlend.c" />
<ClInclude Include="..\..\include\SDL_test_common.h" /> <ClCompile Include="..\..\src\test\SDL_test_log.c" />
<ClInclude Include="..\..\include\SDL_test_crc32.h" /> <ClCompile Include="..\..\src\test\SDL_test_md5.c" />
<ClInclude Include="..\..\include\SDL_test_font.h" /> <ClCompile Include="..\..\src\test\SDL_test_memory.c" />
<ClInclude Include="..\..\include\SDL_test_fuzzer.h" /> <ClCompile Include="..\..\src\test\SDL_test_random.c" />
<ClInclude Include="..\..\include\SDL_test_harness.h" /> </ItemGroup>
<ClInclude Include="..\..\include\SDL_test_log.h" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ClInclude Include="..\..\include\SDL_test_md5.h" /> <ImportGroup Label="ExtensionTargets">
<ClInclude Include="..\..\include\SDL_test_random.h" /> </ImportGroup>
<ClInclude Include="..\..\include\SDL_test_images.h" /> </Project>
<ClInclude Include="..\..\include\SDL_test_compare.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\test\SDL_test_assert.c" />
<ClCompile Include="..\..\src\test\SDL_test_common.c" />
<ClCompile Include="..\..\src\test\SDL_test_crc32.c" />
<ClCompile Include="..\..\src\test\SDL_test_font.c" />
<ClCompile Include="..\..\src\test\SDL_test_fuzzer.c" />
<ClCompile Include="..\..\src\test\SDL_test_harness.c" />
<ClCompile Include="..\..\src\test\SDL_test_log.c" />
<ClCompile Include="..\..\src\test\SDL_test_md5.c" />
<ClCompile Include="..\..\src\test\SDL_test_random.c" />
<ClCompile Include="..\..\src\test\SDL_test_imageBlit.c" />
<ClCompile Include="..\..\src\test\SDL_test_imageBlitBlend.c" />
<ClCompile Include="..\..\src\test\SDL_test_imageFace.c" />
<ClCompile Include="..\..\src\test\SDL_test_imagePrimitives.c" />
<ClCompile Include="..\..\src\test\SDL_test_imagePrimitivesBlend.c" />
<ClCompile Include="..\..\src\test\SDL_test_compare.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,480 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="SDL2test"
ProjectGUID="{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
RootNamespace="SDLtest"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
<Platform
Name="x64"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
CommandLine=""
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_NoSTDIO|Win32"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
ExceptionHandling="0"
DebugInformationFormat="1"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_NoSTDIO|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS,NO_STDIO_REDIRECT"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="$(IntDir)\SDLtest.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
CommandLine=""
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
ExceptionHandling="0"
RuntimeLibrary="3"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
TargetEnvironment="3"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include,..\..\include\SDL"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
ExceptionHandling="0"
RuntimeLibrary="2"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\src\test\SDL_test_assert.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_common.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_compare.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_crc32.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_font.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_fuzzer.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_harness.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_imageBlit.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_imageBlitBlend.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_imageFace.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_imagePrimitives.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_imagePrimitivesBlend.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_log.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_md5.c"
>
</File>
<File
RelativePath="..\..\src\test\SDL_test_random.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,191 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>SDL2test</ProjectName>
<ProjectGuid>{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreBuildEvent />
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<PreBuildEvent />
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<TargetEnvironment>X64</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;..\..\include\SDL;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<PrecompiledHeaderOutputFile>.\Debug/SDLtest.pch</PrecompiledHeaderOutputFile>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<Lib>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="..\..\include\SDL_test.h" />
<ClInclude Include="..\..\include\SDL_test_assert.h" />
<ClInclude Include="..\..\include\SDL_test_common.h" />
<ClInclude Include="..\..\include\SDL_test_crc32.h" />
<ClInclude Include="..\..\include\SDL_test_font.h" />
<ClInclude Include="..\..\include\SDL_test_fuzzer.h" />
<ClInclude Include="..\..\include\SDL_test_harness.h" />
<ClInclude Include="..\..\include\SDL_test_log.h" />
<ClInclude Include="..\..\include\SDL_test_md5.h" />
<ClInclude Include="..\..\include\SDL_test_random.h" />
<ClInclude Include="..\..\include\SDL_test_images.h" />
<ClInclude Include="..\..\include\SDL_test_compare.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\test\SDL_test_assert.c" />
<ClCompile Include="..\..\src\test\SDL_test_common.c" />
<ClCompile Include="..\..\src\test\SDL_test_crc32.c" />
<ClCompile Include="..\..\src\test\SDL_test_font.c" />
<ClCompile Include="..\..\src\test\SDL_test_fuzzer.c" />
<ClCompile Include="..\..\src\test\SDL_test_harness.c" />
<ClCompile Include="..\..\src\test\SDL_test_log.c" />
<ClCompile Include="..\..\src\test\SDL_test_md5.c" />
<ClCompile Include="..\..\src\test\SDL_test_random.c" />
<ClCompile Include="..\..\src\test\SDL_test_imageBlit.c" />
<ClCompile Include="..\..\src\test\SDL_test_imageBlitBlend.c" />
<ClCompile Include="..\..\src\test\SDL_test_imageFace.c" />
<ClCompile Include="..\..\src\test\SDL_test_imagePrimitives.c" />
<ClCompile Include="..\..\src\test\SDL_test_imagePrimitivesBlend.c" />
<ClCompile Include="..\..\src\test\SDL_test_compare.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,5 +1,4 @@
find . -type d -name 'Debug' -exec rm -rv {} \; #!/bin/sh
find . -type d -name 'Release' -exec rm -rv {} \; find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
find . -type f -name '*.user' -exec rm -v {} \; find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
find . -type f -name '*.ncb' -exec rm -v {} \; find . -depth -type d \( -name Win32 -o -name x64 \) -exec rm -rv {} \;
find . -type f -name '*.suo' -exec rm -v {} \;

View File

@@ -1,250 +1,214 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testplatform</ProjectName> <ProjectGuid>{26828762-C95D-4637-9CB1-7F0979523813}</ProjectGuid>
<RootNamespace>testplatform</RootNamespace> <RootNamespace>checkkeys</RootNamespace>
<ProjectGuid>{26932B24-EFC6-4E3A-B277-ED653DA37968}</ProjectGuid> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ImportGroup Label="ExtensionSettings">
<ConfigurationType>Application</ConfigurationType> </ImportGroup>
<UseOfMfc>false</UseOfMfc> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<CharacterSet>MultiByte</CharacterSet> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<Optimization>Disabled</Optimization> <TypeLibraryName>.\Debug/checkkeys.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </Midl>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ClCompile>
<MinimalRebuild>true</MinimalRebuild> <Optimization>Disabled</Optimization>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<WarningLevel>Level3</WarningLevel> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</ClCompile> <WarningLevel>Level3</WarningLevel>
<ResourceCompile> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile>
<Culture>0x0409</Culture> <ResourceCompile>
</ResourceCompile> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Link> <Culture>0x0409</Culture>
<SuppressStartupBanner>true</SuppressStartupBanner> </ResourceCompile>
<GenerateDebugInformation>true</GenerateDebugInformation> <Link>
<SubSystem>Windows</SubSystem> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> <SubSystem>Windows</SubSystem>
<Bscmake> </Link>
<SuppressStartupBanner>true</SuppressStartupBanner> </ItemDefinitionGroup>
</Bscmake> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<PostBuildEvent> <Midl>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PostBuildEvent> <MkTypLibCompatible>true</MkTypLibCompatible>
<PostBuildEvent> <SuppressStartupBanner>true</SuppressStartupBanner>
<Message>Copy SDL</Message> <TargetEnvironment>X64</TargetEnvironment>
</PostBuildEvent> <TypeLibraryName>.\Debug/checkkeys.tlb</TypeLibraryName>
</ItemDefinitionGroup> </Midl>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ClCompile>
<Midl> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MkTypLibCompatible>true</MkTypLibCompatible> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</Midl> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<ClCompile> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </ClCompile>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ResourceCompile>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>Level3</WarningLevel> <Culture>0x0409</Culture>
<SuppressStartupBanner>true</SuppressStartupBanner> </ResourceCompile>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <Link>
</ClCompile> <GenerateDebugInformation>true</GenerateDebugInformation>
<ResourceCompile> <SubSystem>Windows</SubSystem>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </Link>
<Culture>0x0409</Culture> </ItemDefinitionGroup>
</ResourceCompile> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Link> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateDebugInformation>true</GenerateDebugInformation> <MkTypLibCompatible>true</MkTypLibCompatible>
<SubSystem>Windows</SubSystem> <SuppressStartupBanner>true</SuppressStartupBanner>
</Link> <TargetEnvironment>Win32</TargetEnvironment>
<Bscmake> <TypeLibraryName>.\Release/checkkeys.tlb</TypeLibraryName>
<SuppressStartupBanner>true</SuppressStartupBanner> </Midl>
</Bscmake> <ClCompile>
<PostBuildEvent> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
</PostBuildEvent> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<Message>Copy SDL</Message> <PrecompiledHeader>
</PostBuildEvent> </PrecompiledHeader>
</ItemDefinitionGroup> <PrecompiledHeaderOutputFile>.\Release/checkkeys.pch</PrecompiledHeaderOutputFile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <WarningLevel>Level3</WarningLevel>
<Midl> </ClCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ResourceCompile>
<MkTypLibCompatible>true</MkTypLibCompatible> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <Culture>0x0409</Culture>
<TargetEnvironment>Win32</TargetEnvironment> </ResourceCompile>
<TypeLibraryName>.\Release/testplatform.tlb</TypeLibraryName> <Link>
<HeaderFileName> <SubSystem>Windows</SubSystem>
</HeaderFileName> </Link>
</Midl> </ItemDefinitionGroup>
<ClCompile> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Optimization>MaxSpeed</Optimization> <Midl>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <MkTypLibCompatible>true</MkTypLibCompatible>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <SuppressStartupBanner>true</SuppressStartupBanner>
<StringPooling>true</StringPooling> <TargetEnvironment>X64</TargetEnvironment>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <TypeLibraryName>.\Release/checkkeys.tlb</TypeLibraryName>
<FunctionLevelLinking>true</FunctionLevelLinking> </Midl>
<PrecompiledHeaderOutputFile>.\Release/testplatform.pch</PrecompiledHeaderOutputFile> <ClCompile>
<AssemblerListingLocation>$(IntDir)</AssemblerListingLocation> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<ObjectFileName>$(IntDir)</ObjectFileName> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<ProgramDataBaseFileName>$(IntDir)vc$(PlatformToolsetVersion).pdb</ProgramDataBaseFileName> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>Level3</WarningLevel> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<SuppressStartupBanner>true</SuppressStartupBanner> <PrecompiledHeader>
</ClCompile> </PrecompiledHeader>
<ResourceCompile> <PrecompiledHeaderOutputFile>.\Release/checkkeys.pch</PrecompiledHeaderOutputFile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <WarningLevel>Level3</WarningLevel>
<Culture>0x0409</Culture> </ClCompile>
</ResourceCompile> <ResourceCompile>
<Link> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <Culture>0x0409</Culture>
<SubSystem>Windows</SubSystem> </ResourceCompile>
</Link> <Link>
<Bscmake> <SubSystem>Windows</SubSystem>
<SuppressStartupBanner>true</SuppressStartupBanner> </Link>
</Bscmake> </ItemDefinitionGroup>
<PostBuildEvent> <ItemGroup>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
</PostBuildEvent> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<PostBuildEvent> <Private>false</Private>
<Message>Copy SDL</Message> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
</PostBuildEvent> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ItemDefinitionGroup> </ProjectReference>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Midl> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Private>false</Private>
<MkTypLibCompatible>true</MkTypLibCompatible> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<SuppressStartupBanner>true</SuppressStartupBanner> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</Midl> </ProjectReference>
<ClCompile> </ItemGroup>
<Optimization>MaxSpeed</Optimization> <ItemGroup>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <ClCompile Include="..\..\..\test\checkkeys.c">
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalUsingDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\;%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<StringPooling>true</StringPooling> <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <AdditionalUsingDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<FunctionLevelLinking>true</FunctionLevelLinking> <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<WarningLevel>Level3</WarningLevel> <AdditionalUsingDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\;%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> <AdditionalUsingDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\;%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<ResourceCompile> </ClCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ItemGroup>
<Culture>0x0409</Culture> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</ResourceCompile> <ImportGroup Label="ExtensionTargets">
<Link> </ImportGroup>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Bscmake>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\Test\testplatform.c">
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project> </Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="checkkeys"
ProjectGUID="{26828762-C95D-4637-9CB1-7F0979523813}"
RootNamespace="checkkeys"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/checkkeys.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/checkkeys.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/checkkeys.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/checkkeys.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/checkkeys.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/checkkeys.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\checkkeys.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>checkkeys</ProjectName>
<RootNamespace>checkkeys</RootNamespace>
<ProjectGuid>{26828762-C95D-4637-9CB1-7F0979523813}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\checkkeys.c" />
</ItemGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,255 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08306}</ProjectGuid>
<RootNamespace>controllermap</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/controllermap.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Release/controllermap.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/controllermap.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Debug/controllermap.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<CustomBuild Include="..\..\..\test\axis.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\..\test\button.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\..\test\controllermap.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CustomBuild>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\controllermap.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,235 +1,225 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>loopwave</ProjectName> <ProjectGuid>{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}</ProjectGuid>
<RootNamespace>loopwave</RootNamespace> <RootNamespace>loopwave</RootNamespace>
<ProjectGuid>{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}</ProjectGuid> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet> </PropertyGroup>
</PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
</PropertyGroup> <ImportGroup Label="ExtensionSettings">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </ImportGroup>
<ConfigurationType>Application</ConfigurationType> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<UseOfMfc>false</UseOfMfc> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <TypeLibraryName>.\Release/loopwave.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </Midl>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ClCompile>
<StringPooling>true</StringPooling> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<FunctionLevelLinking>true</FunctionLevelLinking> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</PrecompiledHeader> <PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> </PrecompiledHeader>
<SuppressStartupBanner>true</SuppressStartupBanner> <PrecompiledHeaderOutputFile>.\Release/loopwave.pch</PrecompiledHeaderOutputFile>
<CompileAs>Default</CompileAs> <WarningLevel>Level3</WarningLevel>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SuppressStartupBanner>true</SuppressStartupBanner> <SubSystem>Windows</SubSystem>
<SubSystem>Windows</SubSystem> </Link>
</Link> </ItemDefinitionGroup>
<PostBuildEvent> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll" <Midl>
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PostBuildEvent> <MkTypLibCompatible>true</MkTypLibCompatible>
<PostBuildEvent> <SuppressStartupBanner>true</SuppressStartupBanner>
<Message>Copy SDL</Message> <TargetEnvironment>X64</TargetEnvironment>
</PostBuildEvent> <TypeLibraryName>.\Release/loopwave.tlb</TypeLibraryName>
</ItemDefinitionGroup> </Midl>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ClCompile>
<Midl> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<MkTypLibCompatible>true</MkTypLibCompatible> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</Midl> <PrecompiledHeader>
<ClCompile> </PrecompiledHeader>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <PrecompiledHeaderOutputFile>.\Release/loopwave.pch</PrecompiledHeaderOutputFile>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <WarningLevel>Level3</WarningLevel>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile>
<StringPooling>true</StringPooling> <ResourceCompile>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<FunctionLevelLinking>true</FunctionLevelLinking> <Culture>0x0409</Culture>
<PrecompiledHeader> </ResourceCompile>
</PrecompiledHeader> <Link>
<WarningLevel>Level3</WarningLevel> <SubSystem>Windows</SubSystem>
<SuppressStartupBanner>true</SuppressStartupBanner> </Link>
<CompileAs>Default</CompileAs> </ItemDefinitionGroup>
</ClCompile> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ResourceCompile> <Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <MkTypLibCompatible>true</MkTypLibCompatible>
</ResourceCompile> <SuppressStartupBanner>true</SuppressStartupBanner>
<Link> <TargetEnvironment>Win32</TargetEnvironment>
<SuppressStartupBanner>true</SuppressStartupBanner> <TypeLibraryName>.\Debug/loopwave.tlb</TypeLibraryName>
<SubSystem>Windows</SubSystem> </Midl>
</Link> <ClCompile>
<PostBuildEvent> <Optimization>Disabled</Optimization>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll" <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
</PostBuildEvent> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<Message>Copy SDL</Message> <WarningLevel>Level3</WarningLevel>
</PostBuildEvent> <DebugInformationFormat>OldStyle</DebugInformationFormat>
</ItemDefinitionGroup> </ClCompile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ResourceCompile>
<Midl> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Culture>0x0409</Culture>
<MkTypLibCompatible>true</MkTypLibCompatible> </ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <Link>
<TargetEnvironment>Win32</TargetEnvironment> <GenerateDebugInformation>true</GenerateDebugInformation>
</Midl> <SubSystem>Windows</SubSystem>
<ClCompile> </Link>
<Optimization>Disabled</Optimization> </ItemDefinitionGroup>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Midl>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader> <MkTypLibCompatible>true</MkTypLibCompatible>
</PrecompiledHeader> <SuppressStartupBanner>true</SuppressStartupBanner>
<WarningLevel>Level3</WarningLevel> <TargetEnvironment>X64</TargetEnvironment>
<SuppressStartupBanner>true</SuppressStartupBanner> <TypeLibraryName>.\Debug/loopwave.tlb</TypeLibraryName>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> </Midl>
<CompileAs>Default</CompileAs> <ClCompile>
</ClCompile> <Optimization>Disabled</Optimization>
<ResourceCompile> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<Culture>0x0409</Culture> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<Link> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<GenerateDebugInformation>true</GenerateDebugInformation> </ClCompile>
<SubSystem>Windows</SubSystem> <ResourceCompile>
</Link> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <Culture>0x0409</Culture>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll" </ResourceCompile>
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command> <Link>
</PostBuildEvent> <GenerateDebugInformation>true</GenerateDebugInformation>
<PostBuildEvent> <SubSystem>Windows</SubSystem>
<Message>Copy SDL</Message> </Link>
</PostBuildEvent> </ItemDefinitionGroup>
</ItemDefinitionGroup> <ItemGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Midl> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Private>false</Private>
<MkTypLibCompatible>true</MkTypLibCompatible> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<SuppressStartupBanner>true</SuppressStartupBanner> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</Midl> </ProjectReference>
<ClCompile> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Optimization>Disabled</Optimization> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <Private>false</Private>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PrecompiledHeader> </ProjectReference>
</PrecompiledHeader> </ItemGroup>
<WarningLevel>Level3</WarningLevel> <ItemGroup>
<SuppressStartupBanner>true</SuppressStartupBanner> <ClCompile Include="..\..\..\Test\loopwave.c" />
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> </ItemGroup>
<CompileAs>Default</CompileAs> <ItemGroup>
</ClCompile> <CustomBuild Include="..\..\..\test\sample.wav">
<ResourceCompile> <Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
<Culture>0x0409</Culture> </Command>
</ResourceCompile> <Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Link> <Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<SuppressStartupBanner>true</SuppressStartupBanner> <Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
<GenerateDebugInformation>true</GenerateDebugInformation> </Command>
<SubSystem>Windows</SubSystem> <Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</Link> <Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<PostBuildEvent> <Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll" </Command>
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command> <Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</PostBuildEvent> <Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<PostBuildEvent> <Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
<Message>Copy SDL</Message> </Command>
</PostBuildEvent> <Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</ItemDefinitionGroup> </CustomBuild>
<ItemGroup> </ItemGroup>
<ClCompile Include="..\..\..\Test\Loopwave.c" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</ItemGroup> <ImportGroup Label="ExtensionTargets">
<ItemGroup> </ImportGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj"> </Project>
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="loopwave"
ProjectGUID="{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
RootNamespace="loopwave"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/loopwave.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/loopwave.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/loopwave.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/loopwave.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/loopwave.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/loopwave.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\Test\Loopwave.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,235 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>loopwave</ProjectName>
<RootNamespace>loopwave</RootNamespace>
<ProjectGuid>{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\sample.wav" "$(TargetDir)\sample.wav"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\Test\Loopwave.c" />
</ItemGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,231 +1,199 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>checkkeys</ProjectName> <ProjectGuid>{66B32F7E-5716-48D0-B5B9-D832FD052DD5}</ProjectGuid>
<RootNamespace>checkkeys</RootNamespace> <RootNamespace>testatomic</RootNamespace>
<ProjectGuid>{26828762-C95D-4637-9CB1-7F0979523813}</ProjectGuid> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ImportGroup Label="ExtensionSettings">
<ConfigurationType>Application</ConfigurationType> </ImportGroup>
<UseOfMfc>false</UseOfMfc> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<CharacterSet>MultiByte</CharacterSet> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<Optimization>Disabled</Optimization> <TypeLibraryName>.\Debug/testatomic.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </Midl>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ClCompile>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <Optimization>Disabled</Optimization>
<PrecompiledHeader> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</PrecompiledHeader> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<WarningLevel>Level3</WarningLevel> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <WarningLevel>Level3</WarningLevel>
<CompileAs>Default</CompileAs> <DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SuppressStartupBanner>true</SuppressStartupBanner> <GenerateDebugInformation>true</GenerateDebugInformation>
<GenerateDebugInformation>true</GenerateDebugInformation> <SubSystem>Windows</SubSystem>
<SubSystem>Windows</SubSystem> </Link>
</Link> </ItemDefinitionGroup>
<PostBuildEvent> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <Midl>
</PostBuildEvent> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <MkTypLibCompatible>true</MkTypLibCompatible>
<Message>Copy SDL</Message> <SuppressStartupBanner>true</SuppressStartupBanner>
</PostBuildEvent> <TargetEnvironment>X64</TargetEnvironment>
</ItemDefinitionGroup> <TypeLibraryName>.\Debug/testatomic.tlb</TypeLibraryName>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> </Midl>
<Midl> <ClCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Optimization>Disabled</Optimization>
<MkTypLibCompatible>true</MkTypLibCompatible> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
</Midl> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ClCompile> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<Optimization>Disabled</Optimization> <WarningLevel>Level3</WarningLevel>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <ResourceCompile>
<PrecompiledHeader> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PrecompiledHeader> <Culture>0x0409</Culture>
<WarningLevel>Level3</WarningLevel> </ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <Link>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <GenerateDebugInformation>true</GenerateDebugInformation>
<CompileAs>Default</CompileAs> <SubSystem>Windows</SubSystem>
</ClCompile> </Link>
<ResourceCompile> </ItemDefinitionGroup>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Culture>0x0409</Culture> <Midl>
</ResourceCompile> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Link> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation> <TargetEnvironment>Win32</TargetEnvironment>
<SubSystem>Windows</SubSystem> <TypeLibraryName>.\Release/testatomic.tlb</TypeLibraryName>
</Link> </Midl>
<PostBuildEvent> <ClCompile>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</PostBuildEvent> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PostBuildEvent> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Message>Copy SDL</Message> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</PostBuildEvent> <WarningLevel>Level3</WarningLevel>
</ItemDefinitionGroup> </ClCompile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ResourceCompile>
<Midl> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Culture>0x0409</Culture>
<MkTypLibCompatible>true</MkTypLibCompatible> </ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <Link>
<TargetEnvironment>Win32</TargetEnvironment> <SubSystem>Windows</SubSystem>
</Midl> </Link>
<ClCompile> </ItemDefinitionGroup>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <Midl>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling> <MkTypLibCompatible>true</MkTypLibCompatible>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <SuppressStartupBanner>true</SuppressStartupBanner>
<FunctionLevelLinking>true</FunctionLevelLinking> <TargetEnvironment>X64</TargetEnvironment>
<PrecompiledHeader> <TypeLibraryName>.\Release/testatomic.tlb</TypeLibraryName>
</PrecompiledHeader> </Midl>
<WarningLevel>Level3</WarningLevel> <ClCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>Default</CompileAs> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
</ClCompile> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ResourceCompile> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <WarningLevel>Level3</WarningLevel>
<Culture>0x0409</Culture> </ClCompile>
</ResourceCompile> <ResourceCompile>
<Link> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <Culture>0x0409</Culture>
<SubSystem>Windows</SubSystem> </ResourceCompile>
</Link> <Link>
<PostBuildEvent> <SubSystem>Windows</SubSystem>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> </Link>
</PostBuildEvent> </ItemDefinitionGroup>
<PostBuildEvent> <ItemGroup>
<Message>Copy SDL</Message> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
</PostBuildEvent> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ItemDefinitionGroup> <Private>false</Private>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<Midl> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ProjectReference>
<MkTypLibCompatible>true</MkTypLibCompatible> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<SuppressStartupBanner>true</SuppressStartupBanner> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</Midl> <Private>false</Private>
<ClCompile> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </ProjectReference>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ItemGroup>
<StringPooling>true</StringPooling> <ItemGroup>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <ClCompile Include="..\..\..\test\testatomic.c" />
<FunctionLevelLinking>true</FunctionLevelLinking> </ItemGroup>
<PrecompiledHeader> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</PrecompiledHeader> <ImportGroup Label="ExtensionTargets">
<WarningLevel>Level3</WarningLevel> </ImportGroup>
<SuppressStartupBanner>true</SuppressStartupBanner> </Project>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\checkkeys.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testatomic"
ProjectGUID="{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
RootNamespace="testatomic"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testatomic.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testatomic.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testatomic.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testatomic.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testatomic.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testatomic.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\testatomic.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testatomic</ProjectName>
<ProjectGuid>{2271060E-98B4-4596-8172-A041E4B2EC7A}</ProjectGuid>
<RootNamespace>testatomic</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testatomic.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -19,31 +19,21 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testatomic</ProjectName> <ProjectGuid>{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}</ProjectGuid>
<ProjectGuid>{2271060E-98B4-4596-8172-A041E4B2EC7A}</ProjectGuid> <RootNamespace>testautomation</RootNamespace>
<RootNamespace>testatomic</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc> </PropertyGroup>
<PlatformToolset>v110</PlatformToolset> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@@ -52,11 +42,11 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
@@ -66,19 +56,27 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup> <PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl> <Midl>
@@ -86,68 +84,51 @@
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment> <TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/testautomation.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl> <Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Debug/testautomation.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl> <Midl>
@@ -155,79 +136,89 @@
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment> <TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/testautomation.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl> <Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Release/testautomation.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\..\test\testatomic.c" /> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2012.vcxproj"> <ClCompile Include="..\..\..\Test\testautomation.c" />
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <ClCompile Include="..\..\..\test\testautomation_audio.c" />
</ProjectReference> <ClCompile Include="..\..\..\test\testautomation_clipboard.c" />
<ProjectReference Include="..\..\SDL\SDL_VS2012.vcxproj"> <ClCompile Include="..\..\..\test\testautomation_events.c" />
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project> <ClCompile Include="..\..\..\test\testautomation_hints.c" />
</ProjectReference> <ClCompile Include="..\..\..\test\testautomation_keyboard.c" />
<ClCompile Include="..\..\..\test\testautomation_main.c" />
<ClCompile Include="..\..\..\test\testautomation_mouse.c" />
<ClCompile Include="..\..\..\test\testautomation_pixels.c" />
<ClCompile Include="..\..\..\test\testautomation_platform.c" />
<ClCompile Include="..\..\..\test\testautomation_rect.c" />
<ClCompile Include="..\..\..\test\testautomation_render.c" />
<ClCompile Include="..\..\..\test\testautomation_rwops.c" />
<ClCompile Include="..\..\..\test\testautomation_sdltest.c" />
<ClCompile Include="..\..\..\test\testautomation_stdlib.c" />
<ClCompile Include="..\..\..\test\testautomation_surface.c" />
<ClCompile Include="..\..\..\test\testautomation_syswm.c" />
<ClCompile Include="..\..\..\test\testautomation_timer.c" />
<ClCompile Include="..\..\..\test\testautomation_video.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\..\test\testautomation_suites.h" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

View File

@@ -1,277 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testautomation"
ProjectGUID="{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
RootNamespace="testautomation"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testautomation.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testautomation.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testautomation.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testautomation.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testautomation.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testautomation.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\Test\testautomation.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_audio.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_clipboard.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_events.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_keyboard.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_main.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_mouse.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_pixels.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_platform.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_rect.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_render.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_rwops.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_sdltest.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_stdlib.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_suites.h"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_surface.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_syswm.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_timer.c"
>
</File>
<File
RelativePath="..\..\..\test\testautomation_video.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,215 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testautomation</ProjectName>
<ProjectGuid>{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}</ProjectGuid>
<RootNamespace>testautomation</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<WholeProgramOptimization>true</WholeProgramOptimization>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<WholeProgramOptimization>true</WholeProgramOptimization>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testautomation.c" />
<ClCompile Include="..\..\..\test\testautomation_audio.c" />
<ClCompile Include="..\..\..\test\testautomation_clipboard.c" />
<ClCompile Include="..\..\..\test\testautomation_events.c" />
<ClCompile Include="..\..\..\test\testautomation_keyboard.c" />
<ClCompile Include="..\..\..\test\testautomation_main.c" />
<ClCompile Include="..\..\..\test\testautomation_mouse.c" />
<ClCompile Include="..\..\..\test\testautomation_pixels.c" />
<ClCompile Include="..\..\..\test\testautomation_platform.c" />
<ClCompile Include="..\..\..\test\testautomation_rect.c" />
<ClCompile Include="..\..\..\test\testautomation_render.c" />
<ClCompile Include="..\..\..\test\testautomation_rwops.c" />
<ClCompile Include="..\..\..\test\testautomation_sdltest.c" />
<ClCompile Include="..\..\..\test\testautomation_stdlib.c" />
<ClCompile Include="..\..\..\test\testautomation_surface.c" />
<ClCompile Include="..\..\..\test\testautomation_syswm.c" />
<ClCompile Include="..\..\..\test\testautomation_timer.c" />
<ClCompile Include="..\..\..\test\testautomation_video.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\..\test\testautomation_suites.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest_VS2010.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,213 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testautomation</ProjectName>
<ProjectGuid>{FEE710DB-EC7B-4CCB-BD75-535D401A2FE0}</ProjectGuid>
<RootNamespace>testautomation</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testautomation.c" />
<ClCompile Include="..\..\..\test\testautomation_audio.c" />
<ClCompile Include="..\..\..\test\testautomation_clipboard.c" />
<ClCompile Include="..\..\..\test\testautomation_events.c" />
<ClCompile Include="..\..\..\test\testautomation_keyboard.c" />
<ClCompile Include="..\..\..\test\testautomation_main.c" />
<ClCompile Include="..\..\..\test\testautomation_mouse.c" />
<ClCompile Include="..\..\..\test\testautomation_pixels.c" />
<ClCompile Include="..\..\..\test\testautomation_platform.c" />
<ClCompile Include="..\..\..\test\testautomation_rect.c" />
<ClCompile Include="..\..\..\test\testautomation_render.c" />
<ClCompile Include="..\..\..\test\testautomation_rwops.c" />
<ClCompile Include="..\..\..\test\testautomation_sdltest.c" />
<ClCompile Include="..\..\..\test\testautomation_stdlib.c" />
<ClCompile Include="..\..\..\test\testautomation_surface.c" />
<ClCompile Include="..\..\..\test\testautomation_syswm.c" />
<ClCompile Include="..\..\..\test\testautomation_timer.c" />
<ClCompile Include="..\..\..\test\testautomation_video.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\..\test\testautomation_suites.h" />
</ItemGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
<Library Include="..\..\SDLtest\$(Platform)\$(Configuration)\SDL2test.lib" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,234 +1,205 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testdraw2</ProjectName> <ProjectGuid>{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}</ProjectGuid>
<RootNamespace>testdraw2</RootNamespace> <RootNamespace>testdraw2</RootNamespace>
<ProjectGuid>{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}</ProjectGuid> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet> </PropertyGroup>
</PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
</PropertyGroup> <ImportGroup Label="ExtensionSettings">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </ImportGroup>
<ConfigurationType>Application</ConfigurationType> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<UseOfMfc>false</UseOfMfc> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <TypeLibraryName>.\Release/testdraw2.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </Midl>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ClCompile>
<StringPooling>true</StringPooling> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<FunctionLevelLinking>true</FunctionLevelLinking> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</PrecompiledHeader> <WarningLevel>Level3</WarningLevel>
<WarningLevel>Level3</WarningLevel> </ClCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <ResourceCompile>
<CompileAs>Default</CompileAs> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> <Culture>0x0409</Culture>
<ResourceCompile> </ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Link>
<Culture>0x0409</Culture> <SubSystem>Windows</SubSystem>
</ResourceCompile> </Link>
<Link> </ItemDefinitionGroup>
<SuppressStartupBanner>true</SuppressStartupBanner> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<SubSystem>Windows</SubSystem> <Midl>
</Link> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <MkTypLibCompatible>true</MkTypLibCompatible>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <SuppressStartupBanner>true</SuppressStartupBanner>
</PostBuildEvent> <TargetEnvironment>X64</TargetEnvironment>
<PostBuildEvent> <TypeLibraryName>.\Release/testdraw2.tlb</TypeLibraryName>
<Message>Copy SDL</Message> </Midl>
</PostBuildEvent> <ClCompile>
</ItemDefinitionGroup> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<Midl> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<MkTypLibCompatible>true</MkTypLibCompatible> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> </ClCompile>
</Midl> <ResourceCompile>
<ClCompile> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <Culture>0x0409</Culture>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </ResourceCompile>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Link>
<StringPooling>true</StringPooling> <SubSystem>Windows</SubSystem>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> </Link>
<FunctionLevelLinking>true</FunctionLevelLinking> </ItemDefinitionGroup>
<PrecompiledHeader> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</PrecompiledHeader> <Midl>
<WarningLevel>Level3</WarningLevel> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <MkTypLibCompatible>true</MkTypLibCompatible>
<CompileAs>Default</CompileAs> <SuppressStartupBanner>true</SuppressStartupBanner>
</ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<ResourceCompile> <TypeLibraryName>.\Debug/testdraw2.tlb</TypeLibraryName>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </Midl>
<Culture>0x0409</Culture> <ClCompile>
</ResourceCompile> <Optimization>Disabled</Optimization>
<Link> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<SubSystem>Windows</SubSystem> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</Link> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PostBuildEvent> <WarningLevel>Level3</WarningLevel>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <DebugInformationFormat>OldStyle</DebugInformationFormat>
</PostBuildEvent> </ClCompile>
<PostBuildEvent> <ResourceCompile>
<Message>Copy SDL</Message> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PostBuildEvent> <Culture>0x0409</Culture>
</ItemDefinitionGroup> </ResourceCompile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <Link>
<Midl> <GenerateDebugInformation>true</GenerateDebugInformation>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <SubSystem>Windows</SubSystem>
<MkTypLibCompatible>true</MkTypLibCompatible> </Link>
<SuppressStartupBanner>true</SuppressStartupBanner> </ItemDefinitionGroup>
<TargetEnvironment>Win32</TargetEnvironment> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
</Midl> <Midl>
<ClCompile> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Optimization>Disabled</Optimization> <MkTypLibCompatible>true</MkTypLibCompatible>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <SuppressStartupBanner>true</SuppressStartupBanner>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <TargetEnvironment>X64</TargetEnvironment>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <TypeLibraryName>.\Debug/testdraw2.tlb</TypeLibraryName>
<PrecompiledHeader> </Midl>
</PrecompiledHeader> <ClCompile>
<WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAs>Default</CompileAs> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<ResourceCompile> <WarningLevel>Level3</WarningLevel>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<Culture>0x0409</Culture> </ClCompile>
</ResourceCompile> <ResourceCompile>
<Link> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <Culture>0x0409</Culture>
<GenerateDebugInformation>true</GenerateDebugInformation> </ResourceCompile>
<SubSystem>Windows</SubSystem> <Link>
</Link> <GenerateDebugInformation>true</GenerateDebugInformation>
<PostBuildEvent> <SubSystem>Windows</SubSystem>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> </Link>
</PostBuildEvent> </ItemDefinitionGroup>
<PostBuildEvent> <ItemGroup>
<Message>Copy SDL</Message> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
</PostBuildEvent> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ItemDefinitionGroup> <Private>false</Private>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<Midl> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ProjectReference>
<MkTypLibCompatible>true</MkTypLibCompatible> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<SuppressStartupBanner>true</SuppressStartupBanner> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</Midl> <Private>false</Private>
<ClCompile> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<Optimization>Disabled</Optimization> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </ProjectReference>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<PrecompiledHeader> <Private>false</Private>
</PrecompiledHeader> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<WarningLevel>Level3</WarningLevel> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<SuppressStartupBanner>true</SuppressStartupBanner> </ProjectReference>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> </ItemGroup>
<CompileAs>Default</CompileAs> <ItemGroup>
</ClCompile> <ClCompile Include="..\..\..\test\testdraw2.c" />
<ResourceCompile> </ItemGroup>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<Culture>0x0409</Culture> <ImportGroup Label="ExtensionTargets">
</ResourceCompile> </ImportGroup>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testdraw2.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest_VS2010.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project> </Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testdraw2"
ProjectGUID="{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
RootNamespace="testdraw2"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testdraw2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testdraw2.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testdraw2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testdraw2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testdraw2.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testdraw2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\testdraw2.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,232 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testdraw2</ProjectName>
<RootNamespace>testdraw2</RootNamespace>
<ProjectGuid>{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testdraw2.c" />
</ItemGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
<Library Include="..\..\SDLtest\$(Platform)\$(Configuration)\SDL2test.lib" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,199 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{CAE4F1D0-314F-4B10-805B-0EFD670133A0}</ProjectGuid>
<RootNamespace>testfile</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/testfile.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Debug/testfile.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/testfile.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Release/testfile.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\Test\testfile.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testfile"
ProjectGUID="{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
RootNamespace="testfile"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testfile.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testfile.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testfile.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testfile.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testfile.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testfile.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\Test\testfile.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testfile</ProjectName>
<RootNamespace>testfile</RootNamespace>
<ProjectGuid>{CAE4F1D0-314F-4B10-805B-0EFD670133A0}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\Test\testfile.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,255 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08305}</ProjectGuid>
<RootNamespace>testgamecontroller</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/testgamecontroller.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Release/testgamecontroller.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/testgamecontroller.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Debug/testgamecontroller.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<CustomBuild Include="..\..\..\test\axis.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\..\test\button.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\..\test\controllermap.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CustomBuild>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgamecontroller.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,227 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testgamecontroller</ProjectName>
<RootNamespace>testgamecontroller</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08336}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgamecontroller.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testgamecontroller</ProjectName>
<RootNamespace>testgamecontroller</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08336}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgamecontroller.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,227 +1,199 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testgesture</ProjectName> <ProjectGuid>{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}</ProjectGuid>
<RootNamespace>testgesture</RootNamespace> <RootNamespace>testgesture</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08996}</ProjectGuid> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet> </PropertyGroup>
</PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
</PropertyGroup> <ImportGroup Label="ExtensionSettings">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </ImportGroup>
<ConfigurationType>Application</ConfigurationType> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<UseOfMfc>false</UseOfMfc> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <TypeLibraryName>.\Debug/testgesture.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </Midl>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ClCompile>
<StringPooling>true</StringPooling> <Optimization>Disabled</Optimization>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<FunctionLevelLinking>true</FunctionLevelLinking> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PrecompiledHeader> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PrecompiledHeader> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<CompileAs>Default</CompileAs> </ClCompile>
</ClCompile> <ResourceCompile>
<ResourceCompile> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Culture>0x0409</Culture>
<Culture>0x0409</Culture> </ResourceCompile>
</ResourceCompile> <Link>
<Link> <GenerateDebugInformation>true</GenerateDebugInformation>
<SuppressStartupBanner>true</SuppressStartupBanner> <SubSystem>Windows</SubSystem>
<SubSystem>Windows</SubSystem> </Link>
</Link> </ItemDefinitionGroup>
<PostBuildEvent> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <Midl>
</PostBuildEvent> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <MkTypLibCompatible>true</MkTypLibCompatible>
<Message>Copy SDL</Message> <SuppressStartupBanner>true</SuppressStartupBanner>
</PostBuildEvent> <TargetEnvironment>X64</TargetEnvironment>
</ItemDefinitionGroup> <TypeLibraryName>.\Debug/testgesture.tlb</TypeLibraryName>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> </Midl>
<Midl> <ClCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Optimization>Disabled</Optimization>
<MkTypLibCompatible>true</MkTypLibCompatible> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
</Midl> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ClCompile> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <WarningLevel>Level3</WarningLevel>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile>
<StringPooling>true</StringPooling> <ResourceCompile>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<FunctionLevelLinking>true</FunctionLevelLinking> <Culture>0x0409</Culture>
<PrecompiledHeader> </ResourceCompile>
</PrecompiledHeader> <Link>
<WarningLevel>Level3</WarningLevel> <GenerateDebugInformation>true</GenerateDebugInformation>
<SuppressStartupBanner>true</SuppressStartupBanner> <SubSystem>Windows</SubSystem>
<CompileAs>Default</CompileAs> </Link>
</ClCompile> </ItemDefinitionGroup>
<ResourceCompile> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Midl>
<Culture>0x0409</Culture> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ResourceCompile> <MkTypLibCompatible>true</MkTypLibCompatible>
<Link> <SuppressStartupBanner>true</SuppressStartupBanner>
<SuppressStartupBanner>true</SuppressStartupBanner> <TargetEnvironment>Win32</TargetEnvironment>
<SubSystem>Windows</SubSystem> <TypeLibraryName>.\Release/testgesture.tlb</TypeLibraryName>
</Link> </Midl>
<PostBuildEvent> <ClCompile>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</PostBuildEvent> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PostBuildEvent> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Message>Copy SDL</Message> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</PostBuildEvent> <WarningLevel>Level3</WarningLevel>
</ItemDefinitionGroup> </ClCompile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ResourceCompile>
<Midl> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Culture>0x0409</Culture>
<MkTypLibCompatible>true</MkTypLibCompatible> </ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <Link>
<TargetEnvironment>Win32</TargetEnvironment> <SubSystem>Windows</SubSystem>
</Midl> </Link>
<ClCompile> </ItemDefinitionGroup>
<Optimization>Disabled</Optimization> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <Midl>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <MkTypLibCompatible>true</MkTypLibCompatible>
<PrecompiledHeader> <SuppressStartupBanner>true</SuppressStartupBanner>
</PrecompiledHeader> <TargetEnvironment>X64</TargetEnvironment>
<WarningLevel>Level3</WarningLevel> <TypeLibraryName>.\Release/testgesture.tlb</TypeLibraryName>
<SuppressStartupBanner>true</SuppressStartupBanner> </Midl>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <ClCompile>
<CompileAs>Default</CompileAs> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<ResourceCompile> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<Culture>0x0409</Culture> <WarningLevel>Level3</WarningLevel>
</ResourceCompile> </ClCompile>
<Link> <ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateDebugInformation>true</GenerateDebugInformation> <Culture>0x0409</Culture>
<SubSystem>Windows</SubSystem> </ResourceCompile>
</Link> <Link>
<PostBuildEvent> <SubSystem>Windows</SubSystem>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> </Link>
</PostBuildEvent> </ItemDefinitionGroup>
<PostBuildEvent> <ItemGroup>
<Message>Copy SDL</Message> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
</PostBuildEvent> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ItemDefinitionGroup> <Private>false</Private>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<Midl> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ProjectReference>
<MkTypLibCompatible>true</MkTypLibCompatible> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<SuppressStartupBanner>true</SuppressStartupBanner> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</Midl> <Private>false</Private>
<ClCompile> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<Optimization>Disabled</Optimization> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </ProjectReference>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ItemGroup>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <ItemGroup>
<PrecompiledHeader> <ClCompile Include="..\..\..\test\testgesture.c" />
</PrecompiledHeader> </ItemGroup>
<WarningLevel>Level3</WarningLevel> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<SuppressStartupBanner>true</SuppressStartupBanner> <ImportGroup Label="ExtensionTargets">
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> </ImportGroup>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgesture.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project> </Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testgesture"
ProjectGUID="{79CEE57E-1BC3-4FF6-90B3-9E39763CDAFF}"
RootNamespace="testgesture"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testgesture.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testgesture.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testgesture.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testgesture.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testgesture.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testgesture.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\testgesture.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testgesture</ProjectName>
<RootNamespace>testgesture</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08996}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgesture.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,238 +1,209 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testgl2</ProjectName> <ProjectGuid>{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}</ProjectGuid>
<RootNamespace>testgl2</RootNamespace> <RootNamespace>testgl2</RootNamespace>
<ProjectGuid>{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}</ProjectGuid> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ImportGroup Label="ExtensionSettings">
<ConfigurationType>Application</ConfigurationType> </ImportGroup>
<UseOfMfc>false</UseOfMfc> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<CharacterSet>MultiByte</CharacterSet> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<Optimization>Disabled</Optimization> <TypeLibraryName>.\Debug/testgl2.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </Midl>
<PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ClCompile>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <Optimization>Disabled</Optimization>
<PrecompiledHeader> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</PrecompiledHeader> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<WarningLevel>Level3</WarningLevel> <PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <WarningLevel>Level3</WarningLevel>
<CompileAs>Default</CompileAs> <DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture> <Culture>0x0409</Culture>
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner> <GenerateDebugInformation>true</GenerateDebugInformation>
<GenerateDebugInformation>true</GenerateDebugInformation> <SubSystem>Windows</SubSystem>
<SubSystem>Windows</SubSystem> </Link>
</Link> </ItemDefinitionGroup>
<PostBuildEvent> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <Midl>
</PostBuildEvent> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <MkTypLibCompatible>true</MkTypLibCompatible>
<Message>Copy SDL</Message> <SuppressStartupBanner>true</SuppressStartupBanner>
</PostBuildEvent> <TargetEnvironment>X64</TargetEnvironment>
</ItemDefinitionGroup> <TypeLibraryName>.\Debug/testgl2.tlb</TypeLibraryName>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> </Midl>
<Midl> <ClCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Optimization>Disabled</Optimization>
<MkTypLibCompatible>true</MkTypLibCompatible> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
</Midl> <PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ClCompile> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<Optimization>Disabled</Optimization> <WarningLevel>Level3</WarningLevel>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <ResourceCompile>
<PrecompiledHeader> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PrecompiledHeader> <Culture>0x0409</Culture>
<WarningLevel>Level3</WarningLevel> </ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <Link>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<CompileAs>Default</CompileAs> <GenerateDebugInformation>true</GenerateDebugInformation>
</ClCompile> <SubSystem>Windows</SubSystem>
<ResourceCompile> </Link>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ItemDefinitionGroup>
<Culture>0x0409</Culture> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
</ResourceCompile> <Midl>
<Link> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation> <TargetEnvironment>Win32</TargetEnvironment>
<SubSystem>Windows</SubSystem> <TypeLibraryName>.\Release/testgl2.tlb</TypeLibraryName>
</Link> </Midl>
<PostBuildEvent> <ClCompile>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</PostBuildEvent> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PostBuildEvent> <PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Message>Copy SDL</Message> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</PostBuildEvent> <WarningLevel>Level3</WarningLevel>
</ItemDefinitionGroup> </ClCompile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ResourceCompile>
<Midl> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Culture>0x0409</Culture>
<MkTypLibCompatible>true</MkTypLibCompatible> </ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <Link>
<TargetEnvironment>Win32</TargetEnvironment> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Midl> <SubSystem>Windows</SubSystem>
<ClCompile> </Link>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> </ItemDefinitionGroup>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Midl>
<StringPooling>true</StringPooling> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <MkTypLibCompatible>true</MkTypLibCompatible>
<FunctionLevelLinking>true</FunctionLevelLinking> <SuppressStartupBanner>true</SuppressStartupBanner>
<PrecompiledHeader> <TargetEnvironment>X64</TargetEnvironment>
</PrecompiledHeader> <TypeLibraryName>.\Release/testgl2.tlb</TypeLibraryName>
<WarningLevel>Level3</WarningLevel> </Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <ClCompile>
<CompileAs>Default</CompileAs> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<ResourceCompile> <PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<Culture>0x0409</Culture> <WarningLevel>Level3</WarningLevel>
</ResourceCompile> </ClCompile>
<Link> <ResourceCompile>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <Culture>0x0409</Culture>
<SubSystem>Windows</SubSystem> </ResourceCompile>
</Link> <Link>
<PostBuildEvent> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <SubSystem>Windows</SubSystem>
</PostBuildEvent> </Link>
<PostBuildEvent> </ItemDefinitionGroup>
<Message>Copy SDL</Message> <ItemGroup>
</PostBuildEvent> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
</ItemDefinitionGroup> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <Private>false</Private>
<Midl> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<MkTypLibCompatible>true</MkTypLibCompatible> </ProjectReference>
<SuppressStartupBanner>true</SuppressStartupBanner> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
</Midl> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<ClCompile> <Private>false</Private>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ProjectReference>
<StringPooling>true</StringPooling> <ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<FunctionLevelLinking>true</FunctionLevelLinking> <Private>false</Private>
<PrecompiledHeader> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
</PrecompiledHeader> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<WarningLevel>Level3</WarningLevel> </ProjectReference>
<SuppressStartupBanner>true</SuppressStartupBanner> </ItemGroup>
<CompileAs>Default</CompileAs> <ItemGroup>
</ClCompile> <ClCompile Include="..\..\..\test\testgl2.c" />
<ResourceCompile> </ItemGroup>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<Culture>0x0409</Culture> <ImportGroup Label="ExtensionTargets">
</ResourceCompile> </ImportGroup>
<Link>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testgl2.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest_VS2010.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
</ProjectReference>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project> </Project>

View File

@@ -1,207 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testgl2"
ProjectGUID="{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
RootNamespace="testgl2"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testgl2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="_DEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testgl2.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="opengl32.lib"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testgl2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testgl2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="NDEBUG,WIN32,_WINDOWS,HAVE_OPENGL"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testgl2.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="opengl32.lib"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testgl2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\testgl2.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -19,31 +19,21 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testgl2</ProjectName> <ProjectGuid>{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}</ProjectGuid>
<RootNamespace>testgl2</RootNamespace> <RootNamespace>testgles2</RootNamespace>
<ProjectGuid>{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}</ProjectGuid>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc> </PropertyGroup>
<PlatformToolset>v110</PlatformToolset> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@@ -52,11 +42,11 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup> </ImportGroup>
@@ -66,19 +56,27 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup> <PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl> <Midl>
@@ -86,18 +84,15 @@
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment> <TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/testgles2.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@@ -105,34 +100,25 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl> <Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Debug/testgles2.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@@ -140,16 +126,9 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl> <Midl>
@@ -157,19 +136,13 @@
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment> <TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/testgles2.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@@ -177,34 +150,22 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl> <Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Release/testgles2.tlb</TypeLibraryName>
</Midl> </Midl>
<ClCompile> <ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;HAVE_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile> </ClCompile>
<ResourceCompile> <ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@@ -212,25 +173,33 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
</Link> </Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\..\test\testgl2.c" /> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" /> <ClCompile Include="..\..\..\test\testgles2.c" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
<Library Include="..\..\SDLtest\$(Platform)\$(Configuration)\SDL2test.lib" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

View File

@@ -1,227 +1,199 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testjoystick</ProjectName> <ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08304}</ProjectGuid>
<RootNamespace>testjoystick</RootNamespace> <RootNamespace>testjoystick</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08BCC}</ProjectGuid> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet> </PropertyGroup>
</PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
</PropertyGroup> <ImportGroup Label="ExtensionSettings">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </ImportGroup>
<ConfigurationType>Application</ConfigurationType> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<UseOfMfc>false</UseOfMfc> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <TypeLibraryName>.\Release/testjoystick.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </Midl>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ClCompile>
<StringPooling>true</StringPooling> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<FunctionLevelLinking>true</FunctionLevelLinking> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</PrecompiledHeader> <WarningLevel>Level3</WarningLevel>
<WarningLevel>Level3</WarningLevel> </ClCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <ResourceCompile>
<CompileAs>Default</CompileAs> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> <Culture>0x0409</Culture>
<ResourceCompile> </ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Link>
<Culture>0x0409</Culture> <SubSystem>Windows</SubSystem>
</ResourceCompile> </Link>
<Link> </ItemDefinitionGroup>
<SuppressStartupBanner>true</SuppressStartupBanner> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<SubSystem>Windows</SubSystem> <Midl>
</Link> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PostBuildEvent> <MkTypLibCompatible>true</MkTypLibCompatible>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <SuppressStartupBanner>true</SuppressStartupBanner>
</PostBuildEvent> <TargetEnvironment>X64</TargetEnvironment>
<PostBuildEvent> <TypeLibraryName>.\Release/testjoystick.tlb</TypeLibraryName>
<Message>Copy SDL</Message> </Midl>
</PostBuildEvent> <ClCompile>
</ItemDefinitionGroup> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<Midl> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<MkTypLibCompatible>true</MkTypLibCompatible> <WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner> </ClCompile>
</Midl> <ResourceCompile>
<ClCompile> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <Culture>0x0409</Culture>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </ResourceCompile>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Link>
<StringPooling>true</StringPooling> <SubSystem>Windows</SubSystem>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> </Link>
<FunctionLevelLinking>true</FunctionLevelLinking> </ItemDefinitionGroup>
<PrecompiledHeader> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
</PrecompiledHeader> <Midl>
<WarningLevel>Level3</WarningLevel> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <MkTypLibCompatible>true</MkTypLibCompatible>
<CompileAs>Default</CompileAs> <SuppressStartupBanner>true</SuppressStartupBanner>
</ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<ResourceCompile> <TypeLibraryName>.\Debug/testjoystick.tlb</TypeLibraryName>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </Midl>
<Culture>0x0409</Culture> <ClCompile>
</ResourceCompile> <Optimization>Disabled</Optimization>
<Link> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<SubSystem>Windows</SubSystem> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</Link> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PostBuildEvent> <WarningLevel>Level3</WarningLevel>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <DebugInformationFormat>OldStyle</DebugInformationFormat>
</PostBuildEvent> </ClCompile>
<PostBuildEvent> <ResourceCompile>
<Message>Copy SDL</Message> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PostBuildEvent> <Culture>0x0409</Culture>
</ItemDefinitionGroup> </ResourceCompile>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <Link>
<Midl> <GenerateDebugInformation>true</GenerateDebugInformation>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <SubSystem>Windows</SubSystem>
<MkTypLibCompatible>true</MkTypLibCompatible> </Link>
<SuppressStartupBanner>true</SuppressStartupBanner> </ItemDefinitionGroup>
<TargetEnvironment>Win32</TargetEnvironment> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
</Midl> <Midl>
<ClCompile> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Optimization>Disabled</Optimization> <MkTypLibCompatible>true</MkTypLibCompatible>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <SuppressStartupBanner>true</SuppressStartupBanner>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <TargetEnvironment>X64</TargetEnvironment>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <TypeLibraryName>.\Debug/testjoystick.tlb</TypeLibraryName>
<PrecompiledHeader> </Midl>
</PrecompiledHeader> <ClCompile>
<WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAs>Default</CompileAs> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<ResourceCompile> <WarningLevel>Level3</WarningLevel>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<Culture>0x0409</Culture> </ClCompile>
</ResourceCompile> <ResourceCompile>
<Link> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <Culture>0x0409</Culture>
<GenerateDebugInformation>true</GenerateDebugInformation> </ResourceCompile>
<SubSystem>Windows</SubSystem> <Link>
</Link> <GenerateDebugInformation>true</GenerateDebugInformation>
<PostBuildEvent> <SubSystem>Windows</SubSystem>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> </Link>
</PostBuildEvent> </ItemDefinitionGroup>
<PostBuildEvent> <ItemGroup>
<Message>Copy SDL</Message> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
</PostBuildEvent> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ItemDefinitionGroup> <Private>false</Private>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<Midl> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ProjectReference>
<MkTypLibCompatible>true</MkTypLibCompatible> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<SuppressStartupBanner>true</SuppressStartupBanner> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</Midl> <Private>false</Private>
<ClCompile> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<Optimization>Disabled</Optimization> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </ProjectReference>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ItemGroup>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <ItemGroup>
<PrecompiledHeader> <ClCompile Include="..\..\..\test\testjoystick.c" />
</PrecompiledHeader> </ItemGroup>
<WarningLevel>Level3</WarningLevel> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<SuppressStartupBanner>true</SuppressStartupBanner> <ImportGroup Label="ExtensionTargets">
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> </ImportGroup>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testjoystick.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project> </Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testjoystick"
ProjectGUID="{55812185-D13C-4022-9C81-32E0F4A08304}"
RootNamespace="testjoystick"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testjoystick.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testjoystick.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testjoystick.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testjoystick.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testjoystick.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testjoystick.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\testjoystick.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testjoystick</ProjectName>
<RootNamespace>testjoystick</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08BCC}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testjoystick.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,220 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}</ProjectGuid>
<RootNamespace>testoverlay2</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Release/testoverlay2.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Release/testoverlay2.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>.\Debug/testoverlay2.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>X64</TargetEnvironment>
<TypeLibraryName>.\Debug/testoverlay2.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<CustomBuild Include="..\..\..\test\moose.dat">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">copy %(FullPath) $(ProjectDir)\
</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CustomBuild>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testoverlay2.c" />
<ClCompile Include="..\..\..\test\testyuv_cvt.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,205 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="testoverlay2"
ProjectGUID="{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
RootNamespace="testoverlay2"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Release/testoverlay2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,NDEBUG,_WINDOWS"
StringPooling="true"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Release/testoverlay2.pch"
WarningLevel="3"
SuppressStartupBanner="true"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="1"
SuppressStartupBanner="true"
ProgramDatabaseFile=".\Release/testoverlay2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL and data files"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;&#x0D;&#x0A;copy &quot;$(SolutionDir)\..\test\moose.dat&quot; &quot;$(ProjectDir)\moose.dat&quot;&#x0D;&#x0A;"
/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/testoverlay2.tlb"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\include"
PreprocessorDefinitions="WIN32,_DEBUG,_WINDOWS"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/testoverlay2.pch"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
LinkIncremental="2"
SuppressStartupBanner="true"
GenerateDebugInformation="true"
ProgramDatabaseFile=".\Debug/testoverlay2.pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copy SDL and data files"
CommandLine="copy &quot;$(SolutionDir)\SDL\$(ConfigurationName)\SDL2.dll&quot; &quot;$(TargetDir)\SDL2.dll&quot;&#x0D;&#x0A;copy &quot;$(SolutionDir)\..\test\moose.dat&quot; &quot;$(ProjectDir)\moose.dat&quot;&#x0D;&#x0A;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\..\test\testoverlay2.c"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,231 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testoverlay2</ProjectName>
<RootNamespace>testoverlay2</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08AAD}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL and data files</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL and data files</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL and data files</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testoverlay2.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,235 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<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|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>testoverlay2</ProjectName>
<RootNamespace>testoverlay2</RootNamespace>
<ProjectGuid>{55812185-D13C-4022-9C81-32E0F4A08AAD}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>Default</CompileAs>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
</Link>
<PostBuildEvent>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"
copy "$(SolutionDir)\..\test\moose.dat" "$(TargetDir)\moose.dat"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy SDL</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<Library Include="..\..\SDL\$(Platform)\$(Configuration)\SDL2.lib" />
<Library Include="..\..\SDLmain\$(Platform)\$(Configuration)\SDL2main.lib" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testoverlay2.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -1,234 +1,227 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64"> <ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32"> <ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
</ProjectConfiguration> </ProjectConfiguration>
<ProjectConfiguration Include="Release|x64"> <ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration> <Configuration>Release</Configuration>
<Platform>x64</Platform> <Platform>x64</Platform>
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectName>testpower</ProjectName> <ProjectGuid>{26932B24-EFC6-4E3A-B277-ED653DA37968}</ProjectGuid>
<ProjectGuid>{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}</ProjectGuid> <RootNamespace>testplatform</RootNamespace>
<RootNamespace>testpower</RootNamespace> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>Application</ConfigurationType>
<ConfigurationType>Application</ConfigurationType> </PropertyGroup>
<UseOfMfc>false</UseOfMfc> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
</PropertyGroup> <ConfigurationType>Application</ConfigurationType>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> </PropertyGroup>
<ConfigurationType>Application</ConfigurationType> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseOfMfc>false</UseOfMfc> <ConfigurationType>Application</ConfigurationType>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseOfMfc>false</UseOfMfc> </PropertyGroup>
</PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ImportGroup Label="ExtensionSettings">
<ConfigurationType>Application</ConfigurationType> </ImportGroup>
<UseOfMfc>false</UseOfMfc> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<CharacterSet>MultiByte</CharacterSet> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</PropertyGroup> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> </ImportGroup>
<ImportGroup Label="ExtensionSettings"> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
</ImportGroup> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets"> <Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC60.props" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <PropertyGroup Label="UserMacros" />
</ImportGroup> <PropertyGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir>
</ImportGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<PropertyGroup Label="UserMacros" /> <IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir>
<PropertyGroup> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</OutDir> <OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(SolutionDir)$(Platform)\$(Configuration)\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</OutDir> <IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</OutDir> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(Platform)\$(Configuration)\</IntDir> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental> <CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup> <CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<Midl> </PropertyGroup>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<MkTypLibCompatible>true</MkTypLibCompatible> <Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<TargetEnvironment>Win32</TargetEnvironment> <MkTypLibCompatible>true</MkTypLibCompatible>
</Midl> <SuppressStartupBanner>true</SuppressStartupBanner>
<ClCompile> <TargetEnvironment>Win32</TargetEnvironment>
<Optimization>Disabled</Optimization> <TypeLibraryName>.\Debug/testplatform.tlb</TypeLibraryName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <HeaderFileName>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </HeaderFileName>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> </Midl>
<PrecompiledHeader> <ClCompile>
</PrecompiledHeader> <Optimization>Disabled</Optimization>
<WarningLevel>Level3</WarningLevel> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>Default</CompileAs> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</ClCompile> <PrecompiledHeaderOutputFile>.\Debug/testplatform.pch</PrecompiledHeaderOutputFile>
<ResourceCompile> <WarningLevel>Level3</WarningLevel>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<Culture>0x0409</Culture> </ClCompile>
</ResourceCompile> <ResourceCompile>
<Link> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SuppressStartupBanner>true</SuppressStartupBanner> <Culture>0x0409</Culture>
<GenerateDebugInformation>true</GenerateDebugInformation> </ResourceCompile>
<SubSystem>Windows</SubSystem> <Link>
</Link> <GenerateDebugInformation>true</GenerateDebugInformation>
<PostBuildEvent> <SubSystem>Windows</SubSystem>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> </Link>
</PostBuildEvent> <Bscmake>
<PostBuildEvent> <SuppressStartupBanner>true</SuppressStartupBanner>
<Message>Copy SDL</Message> <OutputFile>.\Debug/testplatform.bsc</OutputFile>
</PostBuildEvent> </Bscmake>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl> <Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible> <MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
</Midl> <TargetEnvironment>X64</TargetEnvironment>
<ClCompile> <TypeLibraryName>.\Debug/testplatform.tlb</TypeLibraryName>
<Optimization>Disabled</Optimization> <HeaderFileName>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> </HeaderFileName>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> </Midl>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary> <ClCompile>
<PrecompiledHeader> <Optimization>Disabled</Optimization>
</PrecompiledHeader> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<WarningLevel>Level3</WarningLevel> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<SuppressStartupBanner>true</SuppressStartupBanner> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<CompileAs>Default</CompileAs> <PrecompiledHeaderOutputFile>.\Debug/testplatform.pch</PrecompiledHeaderOutputFile>
</ClCompile> <WarningLevel>Level3</WarningLevel>
<ResourceCompile> <DebugInformationFormat>OldStyle</DebugInformationFormat>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile>
<Culture>0x0409</Culture> <ResourceCompile>
</ResourceCompile> <PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Link> <Culture>0x0409</Culture>
<SuppressStartupBanner>true</SuppressStartupBanner> </ResourceCompile>
<GenerateDebugInformation>true</GenerateDebugInformation> <Link>
<SubSystem>Windows</SubSystem> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> <SubSystem>Windows</SubSystem>
<PostBuildEvent> </Link>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <Bscmake>
</PostBuildEvent> <SuppressStartupBanner>true</SuppressStartupBanner>
<PostBuildEvent> <OutputFile>.\Debug/testplatform.bsc</OutputFile>
<Message>Copy SDL</Message> </Bscmake>
</PostBuildEvent> </ItemDefinitionGroup>
</ItemDefinitionGroup> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <Midl>
<Midl> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <MkTypLibCompatible>true</MkTypLibCompatible>
<MkTypLibCompatible>true</MkTypLibCompatible> <SuppressStartupBanner>true</SuppressStartupBanner>
<SuppressStartupBanner>true</SuppressStartupBanner> <TargetEnvironment>Win32</TargetEnvironment>
<TargetEnvironment>Win32</TargetEnvironment> <TypeLibraryName>.\Release/testplatform.tlb</TypeLibraryName>
</Midl> <HeaderFileName>
<ClCompile> </HeaderFileName>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> </Midl>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <ClCompile>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<StringPooling>true</StringPooling> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<FunctionLevelLinking>true</FunctionLevelLinking> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader> <PrecompiledHeaderOutputFile>.\Release/testplatform.pch</PrecompiledHeaderOutputFile>
</PrecompiledHeader> <WarningLevel>Level3</WarningLevel>
<WarningLevel>Level3</WarningLevel> </ClCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <ResourceCompile>
<CompileAs>Default</CompileAs> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile> <Culture>0x0409</Culture>
<ResourceCompile> </ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <Link>
<Culture>0x0409</Culture> <SubSystem>Windows</SubSystem>
</ResourceCompile> </Link>
<Link> <Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner> <SuppressStartupBanner>true</SuppressStartupBanner>
<SubSystem>Windows</SubSystem> <OutputFile>.\Release/testplatform.bsc</OutputFile>
</Link> </Bscmake>
<PostBuildEvent> </ItemDefinitionGroup>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
</PostBuildEvent> <Midl>
<PostBuildEvent> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Message>Copy SDL</Message> <MkTypLibCompatible>true</MkTypLibCompatible>
</PostBuildEvent> <SuppressStartupBanner>true</SuppressStartupBanner>
</ItemDefinitionGroup> <TargetEnvironment>X64</TargetEnvironment>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <TypeLibraryName>.\Release/testplatform.tlb</TypeLibraryName>
<Midl> <HeaderFileName>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> </HeaderFileName>
<MkTypLibCompatible>true</MkTypLibCompatible> </Midl>
<SuppressStartupBanner>true</SuppressStartupBanner> <ClCompile>
</Midl> <AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<ClCompile> <AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PrecompiledHeaderOutputFile>.\Release/testplatform.pch</PrecompiledHeaderOutputFile>
<StringPooling>true</StringPooling> <WarningLevel>Level3</WarningLevel>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> </ClCompile>
<FunctionLevelLinking>true</FunctionLevelLinking> <ResourceCompile>
<PrecompiledHeader> <PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</PrecompiledHeader> <Culture>0x0409</Culture>
<WarningLevel>Level3</WarningLevel> </ResourceCompile>
<SuppressStartupBanner>true</SuppressStartupBanner> <Link>
<CompileAs>Default</CompileAs> <SubSystem>Windows</SubSystem>
</ClCompile> </Link>
<ResourceCompile> <Bscmake>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions> <SuppressStartupBanner>true</SuppressStartupBanner>
<Culture>0x0409</Culture> <OutputFile>.\Release/testplatform.bsc</OutputFile>
</ResourceCompile> </Bscmake>
<Link> </ItemDefinitionGroup>
<SuppressStartupBanner>true</SuppressStartupBanner> <ItemGroup>
<SubSystem>Windows</SubSystem> <ProjectReference Include="..\..\SDL\SDL.vcxproj">
</Link> <Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<PostBuildEvent> <Private>false</Private>
<Command>copy "$(SolutionDir)\SDL\$(Platform)\$(Configuration)\SDL2.dll" "$(TargetDir)\SDL2.dll"</Command> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
</PostBuildEvent> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PostBuildEvent> </ProjectReference>
<Message>Copy SDL</Message> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
</PostBuildEvent> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
</ItemDefinitionGroup> <Private>false</Private>
<ItemGroup> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ClCompile Include="..\..\..\test\testpower.c"> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.\Debug/testpower.pch</PrecompiledHeaderOutputFile> </ProjectReference>
<PrecompiledHeaderOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">.\Debug/testpower.pch</PrecompiledHeaderOutputFile> </ItemGroup>
</ClCompile> <ItemGroup>
</ItemGroup> <ClCompile Include="..\..\..\Test\testplatform.c" />
<ItemGroup> </ItemGroup>
<ProjectReference Include="..\..\SDLmain\SDLmain_VS2010.vcxproj"> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <ImportGroup Label="ExtensionTargets">
</ProjectReference> </ImportGroup>
<ProjectReference Include="..\..\SDL\SDL_VS2010.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project> </Project>

Some files were not shown because too many files have changed in this diff Show More