Update SDL2 headers... oops
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72 changed files with 2608 additions and 2538 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2013 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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@ -21,7 +21,7 @@
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/**
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* \file SDL_hints.h
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*
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*
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* Official documentation for SDL configuration variables
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*
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* This file contains functions to set and get configuration hints,
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@ -44,15 +44,13 @@
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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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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/**
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* \brief A variable controlling how 3D acceleration is used to accelerate the SDL 1.2 screen surface.
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* \brief A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
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*
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* SDL can try to accelerate the SDL 1.2 screen surface by using streaming
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* SDL can try to accelerate the SDL screen surface by using streaming
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* textures with a 3D rendering engine. This variable controls whether and
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* how this is done.
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*
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@ -102,14 +100,14 @@ extern "C" {
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* This variable can be set to the following values:
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* "0" or "nearest" - Nearest pixel sampling
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* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
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* "2" or "best" - Anisotropic filtering (supported by Direct3D)
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* "2" or "best" - Currently this is the same as "linear"
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*
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* By default nearest pixel sampling is used
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*/
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#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
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/**
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* \brief A variable controlling whether updates to the SDL 1.2 screen surface should be synchronized with the vertical refresh, to avoid tearing.
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* \brief A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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*
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* This variable can be set to the following values:
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* "0" - Disable vsync
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@ -169,7 +167,7 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
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/**
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* \brief A variable controlling whether the idle timer is disabled on iOS.
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*
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@ -183,7 +181,7 @@ extern "C" {
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* "1" - Disable idle timer
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*/
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#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
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/**
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* \brief A variable controlling which orientations are allowed on iOS.
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*
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@ -196,17 +194,44 @@ extern "C" {
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#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
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/**
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* \brief A variable that lets you disable the detection and use of Xinput gamepad devices
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*
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* The variable can be set to the following values:
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* "0" - Disable XInput timer (only uses direct input)
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* "1" - Enable XInput timer (the default)
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*/
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#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
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/**
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* \brief A variable that lets you manually hint extra gamecontroller db entries
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*
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* The variable expected newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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* The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
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*
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* This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
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* You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
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*/
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#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
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/**
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* \brief A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
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*
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* The variable can be set to the following values:
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* "0" - Disable joystick & gamecontroller input events when the
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* application is in the background.
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* "1" - Enable joystick & gamecontroller input events when the
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* application is in the backgroumd.
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*
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* The default value is "0". This hint may be set at any time.
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*/
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#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
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/**
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* \brief If set to 0 then never set the top most bit on a SDL Window, even if the video mode expects it.
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* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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* This is a debugging aid for developers and not expected to be used by end users. The default is "1"
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*
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* This variable can be set to the following values:
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* "0" - don't allow topmost
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#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
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/**
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* \brief A variable that controls the timer resolution, in milliseconds.
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*
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* The higher resolution the timer, the more frequently the CPU services
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* timer interrupts, and the more precise delays are, but this takes up
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* power and CPU time. This hint is only used on Windows 7 and earlier.
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*
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* See this blog post for more information:
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* http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
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*
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* If this variable is set to "0", the system timer resolution is not set.
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*
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* The default value is "1". This hint may be set at any time.
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*/
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#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
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/**
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* \brief An enumeration of hint priorities
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@ -233,7 +275,7 @@ typedef enum
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* The priority controls the behavior when setting a hint that already
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* has a value. Hints will replace existing hints of their priority and
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* lower. Environment variables are considered to have override priority.
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*
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*
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* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
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/**
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* \brief Set a hint with normal priority
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*
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*
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* \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
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const char *value);
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/**
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* \brief Get a hint
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*
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*
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* \return The string value of a hint variable.
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*/
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extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
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/**
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* \brief Add a function to watch a particular hint
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*
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* \param name The hint to watch
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* \param callback The function to call when the hint value changes
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* \param userdata A pointer to pass to the callback function
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*/
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typedef void (*SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
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extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
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SDL_HintCallback callback,
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void *userdata);
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/**
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* \brief Remove a function watching a particular hint
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*
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* \param name The hint being watched
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* \param callback The function being called when the hint value changes
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* \param userdata A pointer being passed to the callback function
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*/
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extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
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SDL_HintCallback callback,
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void *userdata);
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/**
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* \brief Clear all hints
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*
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include "close_code.h"
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