Update SDL2 to 2.0.14
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56 changed files with 3125 additions and 363 deletions
117
code/SDL2/include/SDL_metal.h
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code/SDL2/include/SDL_metal.h
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_metal.h
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*
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* Header file for functions to creating Metal layers and views on SDL windows.
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*/
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#ifndef SDL_metal_h_
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#define SDL_metal_h_
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
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*
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* \note This can be cast directly to an NSView or UIView.
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*/
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typedef void *SDL_MetalView;
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/**
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* \name Metal support functions
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*/
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/* @{ */
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/**
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* \brief Create a CAMetalLayer-backed NSView/UIView and attach it to the
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* specified window.
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*
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* On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on its
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* own. It is up to user code to do that.
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*
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* The returned handle can be casted directly to a NSView or UIView.
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* To access the backing CAMetalLayer, call SDL_Metal_GetLayer().
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*
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* \note \a window must be created with the SDL_WINDOW_METAL flag.
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*
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* \sa SDL_Metal_DestroyView
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* \sa SDL_Metal_GetLayer
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*/
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extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window);
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/**
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* \brief Destroy an existing SDL_MetalView object.
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*
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* This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was
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* called after SDL_CreateWindow.
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*
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* \sa SDL_Metal_CreateView
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*/
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extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
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/**
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* \brief Get a pointer to the backing CAMetalLayer for the given view.
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*
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* \sa SDL_MetalCreateView
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*/
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extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);
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/**
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* \brief Get the size of a window's underlying drawable in pixels (for use
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* with setting viewport, scissor & etc).
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*
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* \param window SDL_Window from which the drawable size should be queried
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* \param w Pointer to variable for storing the width in pixels,
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* may be NULL
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* \param h Pointer to variable for storing the height in pixels,
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* may be NULL
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*
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* This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
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* drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
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* platform with high-DPI support (Apple calls this "Retina"), and not disabled
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* by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
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*
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* \note On macOS high-DPI support must be enabled for an application by
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* setting NSHighResolutionCapable to true in its Info.plist.
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*
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* \sa SDL_GetWindowSize()
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* \sa SDL_CreateWindow()
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*/
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extern DECLSPEC void SDLCALL SDL_Metal_GetDrawableSize(SDL_Window* window, int *w,
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int *h);
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/* @} *//* Metal support functions */
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_metal_h_ */
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