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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_system.h
+ *
+ * Include file for platform specific SDL API functions
+ */
+
+#ifndef SDL_system_h_
+#define SDL_system_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_keyboard.h"
+#include "SDL_render.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/* Platform specific functions for Windows */
+#if defined(__WIN32__) || defined(__GDK__)
+
+typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
+
+/**
+ * Set a callback for every Windows message, run before TranslateMessage().
+ *
+ * \param callback The SDL_WindowsMessageHook function to call.
+ * \param userdata a pointer to pass to every iteration of `callback`
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
+
+#endif /* defined(__WIN32__) || defined(__GDK__) */
+
+#if defined(__WIN32__) || defined(__WINGDK__)
+
+/**
+ * Get the D3D9 adapter index that matches the specified display index.
+ *
+ * The returned adapter index can be passed to `IDirect3D9::CreateDevice` and
+ * controls on which monitor a full screen application will appear.
+ *
+ * \param displayIndex the display index for which to get the D3D9 adapter
+ * index
+ * \returns the D3D9 adapter index on success or a negative error code on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ */
+extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
+
+typedef struct IDirect3DDevice9 IDirect3DDevice9;
+
+/**
+ * Get the D3D9 device associated with a renderer.
+ *
+ * Once you are done using the device, you should release it to avoid a
+ * resource leak.
+ *
+ * \param renderer the renderer from which to get the associated D3D device
+ * \returns the D3D9 device associated with given renderer or NULL if it is
+ * not a D3D9 renderer; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ */
+extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
+
+typedef struct ID3D11Device ID3D11Device;
+
+/**
+ * Get the D3D11 device associated with a renderer.
+ *
+ * Once you are done using the device, you should release it to avoid a
+ * resource leak.
+ *
+ * \param renderer the renderer from which to get the associated D3D11 device
+ * \returns the D3D11 device associated with given renderer or NULL if it is
+ * not a D3D11 renderer; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC ID3D11Device* SDLCALL SDL_RenderGetD3D11Device(SDL_Renderer * renderer);
+
+#endif /* defined(__WIN32__) || defined(__WINGDK__) */
+
+#if defined(__WIN32__) || defined(__GDK__)
+
+typedef struct ID3D12Device ID3D12Device;
+
+/**
+ * Get the D3D12 device associated with a renderer.
+ *
+ * Once you are done using the device, you should release it to avoid a
+ * resource leak.
+ *
+ * \param renderer the renderer from which to get the associated D3D12 device
+ * \returns the D3D12 device associated with given renderer or NULL if it is
+ * not a D3D12 renderer; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.24.0.
+ */
+extern DECLSPEC ID3D12Device* SDLCALL SDL_RenderGetD3D12Device(SDL_Renderer* renderer);
+
+#endif /* defined(__WIN32__) || defined(__GDK__) */
+
+#if defined(__WIN32__) || defined(__WINGDK__)
+
+/**
+ * Get the DXGI Adapter and Output indices for the specified display index.
+ *
+ * The DXGI Adapter and Output indices can be passed to `EnumAdapters` and
+ * `EnumOutputs` respectively to get the objects required to create a DX10 or
+ * DX11 device and swap chain.
+ *
+ * Before SDL 2.0.4 this function did not return a value. Since SDL 2.0.4 it
+ * returns an SDL_bool.
+ *
+ * \param displayIndex the display index for which to get both indices
+ * \param adapterIndex a pointer to be filled in with the adapter index
+ * \param outputIndex a pointer to be filled in with the output index
+ * \returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.2.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
+
+#endif /* defined(__WIN32__) || defined(__WINGDK__) */
+
+/* Platform specific functions for Linux */
+#ifdef __LINUX__
+
+/**
+ * Sets the UNIX nice value for a thread.
+ *
+ * This uses setpriority() if possible, and RealtimeKit if available.
+ *
+ * \param threadID the Unix thread ID to change priority of.
+ * \param priority The new, Unix-specific, priority value.
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority);
+
+/**
+ * Sets the priority (not nice level) and scheduling policy for a thread.
+ *
+ * This uses setpriority() if possible, and RealtimeKit if available.
+ *
+ * \param threadID The Unix thread ID to change priority of.
+ * \param sdlPriority The new SDL_ThreadPriority value.
+ * \param schedPolicy The new scheduling policy (SCHED_FIFO, SCHED_RR,
+ * SCHED_OTHER, etc...)
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy);
+
+#endif /* __LINUX__ */
+
+/* Platform specific functions for iOS */
+#ifdef __IPHONEOS__
+
+#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
+
+/**
+ * Use this function to set the animation callback on Apple iOS.
+ *
+ * The function prototype for `callback` is:
+ *
+ * ```c
+ * void callback(void* callbackParam);
+ * ```
+ *
+ * Where its parameter, `callbackParam`, is what was passed as `callbackParam`
+ * to SDL_iPhoneSetAnimationCallback().
+ *
+ * This function is only available on Apple iOS.
+ *
+ * For more information see:
+ * https://github.com/libsdl-org/SDL/blob/main/docs/README-ios.md
+ *
+ * This functions is also accessible using the macro
+ * SDL_iOSSetAnimationCallback() since SDL 2.0.4.
+ *
+ * \param window the window for which the animation callback should be set
+ * \param interval the number of frames after which **callback** will be
+ * called
+ * \param callback the function to call for every frame.
+ * \param callbackParam a pointer that is passed to `callback`.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_iPhoneSetEventPump
+ */
+extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (SDLCALL *callback)(void*), void *callbackParam);
+
+#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
+
+/**
+ * Use this function to enable or disable the SDL event pump on Apple iOS.
+ *
+ * This function is only available on Apple iOS.
+ *
+ * This functions is also accessible using the macro SDL_iOSSetEventPump()
+ * since SDL 2.0.4.
+ *
+ * \param enabled SDL_TRUE to enable the event pump, SDL_FALSE to disable it
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_iPhoneSetAnimationCallback
+ */
+extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
+
+#endif /* __IPHONEOS__ */
+
+
+/* Platform specific functions for Android */
+#ifdef __ANDROID__
+
+/**
+ * Get the Android Java Native Interface Environment of the current thread.
+ *
+ * This is the JNIEnv one needs to access the Java virtual machine from native
+ * code, and is needed for many Android APIs to be usable from C.
+ *
+ * The prototype of the function in SDL's code actually declare a void* return
+ * type, even if the implementation returns a pointer to a JNIEnv. The
+ * rationale being that the SDL headers can avoid including jni.h.
+ *
+ * \returns a pointer to Java native interface object (JNIEnv) to which the
+ * current thread is attached, or 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetActivity
+ */
+extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
+
+/**
+ * Retrieve the Java instance of the Android activity class.
+ *
+ * The prototype of the function in SDL's code actually declares a void*
+ * return type, even if the implementation returns a jobject. The rationale
+ * being that the SDL headers can avoid including jni.h.
+ *
+ * The jobject returned by the function is a local reference and must be
+ * released by the caller. See the PushLocalFrame() and PopLocalFrame() or
+ * DeleteLocalRef() functions of the Java native interface:
+ *
+ * https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html
+ *
+ * \returns the jobject representing the instance of the Activity class of the
+ * Android application, or NULL on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetJNIEnv
+ */
+extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
+
+/**
+ * Query Android API level of the current device.
+ *
+ * - API level 31: Android 12
+ * - API level 30: Android 11
+ * - API level 29: Android 10
+ * - API level 28: Android 9
+ * - API level 27: Android 8.1
+ * - API level 26: Android 8.0
+ * - API level 25: Android 7.1
+ * - API level 24: Android 7.0
+ * - API level 23: Android 6.0
+ * - API level 22: Android 5.1
+ * - API level 21: Android 5.0
+ * - API level 20: Android 4.4W
+ * - API level 19: Android 4.4
+ * - API level 18: Android 4.3
+ * - API level 17: Android 4.2
+ * - API level 16: Android 4.1
+ * - API level 15: Android 4.0.3
+ * - API level 14: Android 4.0
+ * - API level 13: Android 3.2
+ * - API level 12: Android 3.1
+ * - API level 11: Android 3.0
+ * - API level 10: Android 2.3.3
+ *
+ * \returns the Android API level.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void);
+
+/**
+ * Query if the application is running on Android TV.
+ *
+ * \returns SDL_TRUE if this is Android TV, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.8.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void);
+
+/**
+ * Query if the application is running on a Chromebook.
+ *
+ * \returns SDL_TRUE if this is a Chromebook, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void);
+
+/**
+ * Query if the application is running on a Samsung DeX docking station.
+ *
+ * \returns SDL_TRUE if this is a DeX docking station, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void);
+
+/**
+ * Trigger the Android system back button behavior.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC void SDLCALL SDL_AndroidBackButton(void);
+
+/**
+ See the official Android developer guide for more information:
+ http://developer.android.com/guide/topics/data/data-storage.html
+*/
+#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
+#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
+
+/**
+ * Get the path used for internal storage for this application.
+ *
+ * This path is unique to your application and cannot be written to by other
+ * applications.
+ *
+ * Your internal storage path is typically:
+ * `/data/data/your.app.package/files`.
+ *
+ * \returns the path used for internal storage or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetExternalStorageState
+ */
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);
+
+/**
+ * Get the current state of external storage.
+ *
+ * The current state of external storage, a bitmask of these values:
+ * `SDL_ANDROID_EXTERNAL_STORAGE_READ`, `SDL_ANDROID_EXTERNAL_STORAGE_WRITE`.
+ *
+ * If external storage is currently unavailable, this will return 0.
+ *
+ * \returns the current state of external storage on success or 0 on failure;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetExternalStoragePath
+ */
+extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
+
+/**
+ * Get the path used for external storage for this application.
+ *
+ * This path is unique to your application, but is public and can be written
+ * to by other applications.
+ *
+ * Your external storage path is typically:
+ * `/storage/sdcard0/Android/data/your.app.package/files`.
+ *
+ * \returns the path used for external storage for this application on success
+ * or NULL on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AndroidGetExternalStorageState
+ */
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
+
+/**
+ * Request permissions at runtime.
+ *
+ * This blocks the calling thread until the permission is granted or denied.
+ *
+ * \param permission The permission to request.
+ * \returns SDL_TRUE if the permission was granted, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_AndroidRequestPermission(const char *permission);
+
+/**
+ * Shows an Android toast notification.
+ *
+ * Toasts are a sort of lightweight notification that are unique to Android.
+ *
+ * https://developer.android.com/guide/topics/ui/notifiers/toasts
+ *
+ * Shows toast in UI thread.
+ *
+ * For the `gravity` parameter, choose a value from here, or -1 if you don't
+ * have a preference:
+ *
+ * https://developer.android.com/reference/android/view/Gravity
+ *
+ * \param message text message to be shown
+ * \param duration 0=short, 1=long
+ * \param gravity where the notification should appear on the screen.
+ * \param xoffset set this parameter only when gravity >=0
+ * \param yoffset set this parameter only when gravity >=0
+ * \returns 0 if success, -1 if any error occurs.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_AndroidShowToast(const char* message, int duration, int gravity, int xoffset, int yoffset);
+
+/**
+ * Send a user command to SDLActivity.
+ *
+ * Override "boolean onUnhandledMessage(Message msg)" to handle the message.
+ *
+ * \param command user command that must be greater or equal to 0x8000
+ * \param param user parameter
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param);
+
+#endif /* __ANDROID__ */
+
+/* Platform specific functions for WinRT */
+#ifdef __WINRT__
+
+/**
+ * \brief WinRT / Windows Phone path types
+ */
+typedef enum
+{
+ /** \brief The installed app's root directory.
+ Files here are likely to be read-only. */
+ SDL_WINRT_PATH_INSTALLED_LOCATION,
+
+ /** \brief The app's local data store. Files may be written here */
+ SDL_WINRT_PATH_LOCAL_FOLDER,
+
+ /** \brief The app's roaming data store. Unsupported on Windows Phone.
+ Files written here may be copied to other machines via a network
+ connection.
+ */
+ SDL_WINRT_PATH_ROAMING_FOLDER,
+
+ /** \brief The app's temporary data store. Unsupported on Windows Phone.
+ Files written here may be deleted at any time. */
+ SDL_WINRT_PATH_TEMP_FOLDER
+} SDL_WinRT_Path;
+
+
+/**
+ * \brief WinRT Device Family
+ */
+typedef enum
+{
+ /** \brief Unknown family */
+ SDL_WINRT_DEVICEFAMILY_UNKNOWN,
+
+ /** \brief Desktop family*/
+ SDL_WINRT_DEVICEFAMILY_DESKTOP,
+
+ /** \brief Mobile family (for example smartphone) */
+ SDL_WINRT_DEVICEFAMILY_MOBILE,
+
+ /** \brief XBox family */
+ SDL_WINRT_DEVICEFAMILY_XBOX,
+} SDL_WinRT_DeviceFamily;
+
+
+/**
+ * Retrieve a WinRT defined path on the local file system.
+ *
+ * Not all paths are available on all versions of Windows. This is especially
+ * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
+ * for more information on which path types are supported where.
+ *
+ * Documentation on most app-specific path types on WinRT can be found on
+ * MSDN, at the URL:
+ *
+ * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
+ *
+ * \param pathType the type of path to retrieve, one of SDL_WinRT_Path
+ * \returns a UCS-2 string (16-bit, wide-char) containing the path, or NULL if
+ * the path is not available for any reason; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.3.
+ *
+ * \sa SDL_WinRTGetFSPathUTF8
+ */
+extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
+
+/**
+ * Retrieve a WinRT defined path on the local file system.
+ *
+ * Not all paths are available on all versions of Windows. This is especially
+ * true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
+ * for more information on which path types are supported where.
+ *
+ * Documentation on most app-specific path types on WinRT can be found on
+ * MSDN, at the URL:
+ *
+ * https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
+ *
+ * \param pathType the type of path to retrieve, one of SDL_WinRT_Path
+ * \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if
+ * the path is not available for any reason; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.3.
+ *
+ * \sa SDL_WinRTGetFSPathUNICODE
+ */
+extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
+
+/**
+ * Detects the device family of WinRT platform at runtime.
+ *
+ * \returns a value from the SDL_WinRT_DeviceFamily enum.
+ *
+ * \since This function is available since SDL 2.0.8.
+ */
+extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
+
+#endif /* __WINRT__ */
+
+/**
+ * Query if the current device is a tablet.
+ *
+ * If SDL can't determine this, it will return SDL_FALSE.
+ *
+ * \returns SDL_TRUE if the device is a tablet, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void);
+
+/* Functions used by iOS application delegates to notify SDL about state changes */
+extern DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationWillResignActive(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void);
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidBecomeActive(void);
+#ifdef __IPHONEOS__
+extern DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void);
+#endif
+
+/* Functions used only by GDK */
+#if defined(__GDK__)
+typedef struct XTaskQueueObject * XTaskQueueHandle;
+
+/**
+ * Gets a reference to the global async task queue handle for GDK,
+ * initializing if needed.
+ *
+ * Once you are done with the task queue, you should call
+ * XTaskQueueCloseHandle to reduce the reference count to avoid a resource
+ * leak.
+ *
+ * \param outTaskQueue a pointer to be filled in with task queue handle.
+ * \returns 0 if success, -1 if any error occurs.
+ *
+ * \since This function is available since SDL 2.24.0.
+ */
+extern DECLSPEC int SDLCALL SDL_GDKGetTaskQueue(XTaskQueueHandle * outTaskQueue);
+
+#endif
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_system_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */