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4162 Commits
Author SHA1 Message Date
smallmodel edb1950a76 Rename latest prerelease to dev 2025-07-14 00:00:44 +02:00
smallmodel b5821e9bbd Automatically generate a prerelease 2025-07-13 22:47:09 +02:00
smallmodel 3f44dcf301 Bump version number 2025-07-12 00:16:00 +02:00
smallmodel 77ed007086 Add more explicit instructions 2025-07-10 23:15:54 +02:00
smallmodel ba3ebed1c9 Stop cinematic when clearing the state 2025-07-07 21:48:29 +02:00
smallmodel 4e8ddf3c35 Refactor server-sided view model animation 2025-07-06 20:10:02 +02:00
smallmodel 850b6de927 Fix cache ignoring sv_precache when called from scripts 2025-07-06 19:47:10 +02:00
smallmodel e45ab50367 Fix the number of bits for iLarge on protocol >= 15 2025-07-06 18:33:49 +02:00
smallmodel 567ec755b1 Fix duplicated configstrings
This caused issues such as clients crashing as they were improperly unregistering used models
2025-07-06 17:20:50 +02:00
smallmodel beec594ea4 Fix the wrong random animation being chosen (#763) 2025-07-06 16:59:53 +02:00
smallmodel f59f1df9b6 Prevent spamming the no ammo sound and max movement sound
This caused some full-auto weapons (like the thompson) to not play the reloading sound after emptying the clip
2025-07-05 22:13:25 +02:00
smallmodel 0dabcc776f Clear pending events when the server restarts or when an entity is reset
This prevents sounds from previous entities, such as smoke grenades, to emit a sound on an unrelated entity
2025-07-05 21:49:28 +02:00
smallmodel 17ab3d1114 Fix the value of the RF_ALWAYSDRAW flag
This caused entities such as smoke grenades marked as alwaysdraw to not always be drawn
2025-07-05 20:57:04 +02:00
smallmodel ba42479dbc Add asserts to check that model user count won't go below 0 2025-07-05 20:39:59 +02:00
smallmodel 4e9640c433 Fix ladder positioning 2025-07-03 00:10:44 +02:00
smallmodel 4b95809397 Fix some offmesh points being wrong on some maps
Some offmesh points were tunneling through surfaces and terrains, which caused bots to try to path through it.
2025-07-02 23:55:31 +02:00
smallmodel bd93897286 Add PMF_NO_WEAPONBAR to hide the weapon bar using drawhud 2 2025-07-02 21:28:12 +02:00
smallmodel 68ddfb69fc Fix maximum polys error when reaching 256 paths 2025-07-02 21:12:32 +02:00
smallmodel ae28b03e02 Prevent points and objects to tunnel through terrain from below
This fixes an issue where players going under the terrain could fire bullets and grenades through it
2025-07-02 01:17:25 +02:00
smallmodel e0e1f42acc Fix pm flags 2025-07-02 01:13:45 +02:00
smallmodel 46fbb6e8b3 Disable third person on turrets 2025-07-02 00:52:23 +02:00
smallmodel 65601eeb48 Store trace point on stack instead of globally 2025-07-01 21:25:11 +02:00
smallmodel 8b75c6639b Support for clampmapx/clampmapy 2025-07-01 20:33:46 +02:00
smallmodel 8d431681bd Use patch vertice generation from collision code 2025-06-30 00:30:10 +02:00
smallmodel a9f0fe7800 Allow the bot to fall and jump when avoiding an obstacle 2025-06-29 20:13:50 +02:00
smallmodel 34a812d462 Handle complex collision with BSP brushes (basic) 2025-06-29 20:05:54 +02:00
smallmodel e098f52b84 Use the appropriate trace mask 2025-06-29 19:45:37 +02:00
smallmodel 8c03001cbb Make sure to check if the entity is valid for removeent 2025-06-29 19:45:27 +02:00
smallmodel e243d24839 Check if tiki and tag name are valid when using the parent's old model 2025-06-28 01:20:13 +02:00
smallmodel 5108c800b6 Use an AI broadcast radius for weapon firing, based on the world radius
This is so bots don't get notified about shots at the other end of the map. This allows to bots to divide the map into smaller arenas for fighting.
2025-06-27 23:46:15 +02:00
smallmodel 4b4644547a Prevent clients from using first-person player model as a skin 2025-06-27 22:53:15 +02:00
smallmodel be43b164b8 Fix obstacle avoidance on entrance with lower ceiling
This fixes an issue where the bot would sometimes get stuck when reaching entrances with low ceilings
2025-06-27 00:11:52 +02:00
smallmodel bf95447483 Draw full self body when viewing from a camera 2025-06-26 22:12:27 +02:00
smallmodel 854d24138e Improve bot attack to reduce the difficulty
- Bigger aim offset
- Burst fire
- Random reaction time based on enemy distance
2025-06-26 00:11:21 +02:00
smallmodel 9c81b4d475 Add a method to return the current fire spread multiplier 2025-06-25 21:39:58 +02:00
smallmodel f7a5f85a75 Improve collision detection
- Fix tiny mistakes related to distance calculation
- Fix bot going back and forth when opening a door in stairs (mohdm4)
- More precise collision detection
2025-06-25 01:27:48 +02:00
smallmodel 92fafe195c Remove useless instructions 2025-06-23 23:26:23 +02:00
smallmodel a1bd17d360 Fix region minimal size causing small ledges to not be reachable 2025-06-23 00:14:25 +02:00
smallmodel cd984ccce1 Improve bot obstacles handling and ladders
- Add a way to climb over obstacles like in Brest (getting outside the house spawn area)
- Bots will try to break window objects in their way
- Fix some ladders not being usable as a path for bots
- Fix bots acting dumb when trying to climb a ladder
- Improve the way bots jump on obstacles overall
- Improve bot collision detection
2025-06-23 00:02:46 +02:00
smallmodel d180f36370 Allow player_textMessage event to return a value
The script can optionally prevent the message from being sent.
2025-06-21 22:27:09 +02:00
smallmodel 40fb8de556 Allow script events to return a variable value 2025-06-21 22:19:15 +02:00
smallmodel d567ef9793 Add IsNone() and HasValue() 2025-06-21 22:18:17 +02:00
smallmodel f6cc732886 Update the scores when the scoreboard is displayed 2025-06-21 21:52:17 +02:00
smallmodel 01f08958f0 Capitalize the first letter of ammo type (#761)
This fixes an issue where the ammo pickup message would not get
localized.
2025-06-21 21:20:52 +02:00
smallmodel 1c5a33f82a Gather usable entities based on the view position
This fixes an issue where leaning had no effect when trying to use entities.
2025-06-21 00:12:12 +02:00
smallmodel 71d8685fe3 Update gamespy SDK 2025-06-20 23:36:13 +02:00
smallmodel 45488c2362 Fix parameter mismatch 2025-06-20 23:36:09 +02:00
smallmodel 73e1b47c77 Update gamespy crypt code
It uses the official crypt code from the gamespy SDK
2025-06-20 22:50:27 +02:00
smallmodel 7a3920bfb9 Remove nonport.c (unused) 2025-06-20 22:38:32 +02:00
smallmodel 301625d3cd Rework bot rotation 2025-06-20 01:43:27 +02:00
smallmodel 45c112a463 Properly close the file handle if an invalid length was returned on read attempt 2025-06-18 00:29:13 +02:00
smallmodel 89a748673c Catch all exceptions when parsing json 2025-06-17 21:45:21 +02:00
DraGoNandsmallmodel 6220ecb80c Fix linking error when compiling on Fedora and FreeBSD (#759)
---------

Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-06-17 20:35:41 +02:00
smallmodel 5de6180106 Update release action version 2025-06-17 00:23:56 +02:00
smallmodel 807359c662 Use a turret firing state enumeration to improve clarity 2025-06-16 23:21:56 +02:00
smallmodel 0cba64ea7e Refactor TurretGun::P_ThinkActive() 2025-06-16 22:49:04 +02:00
smallmodel a459ad27d9 Fix incorrect metric for team 2025-06-16 21:49:52 +02:00
smallmodel 5ed828e49b Use random() instead of G_Random() 2025-06-16 21:49:15 +02:00
smallmodel c59be4be1e Don't use random for next time values 2025-06-16 21:46:39 +02:00
smallmodel 7e2f4e0023 Enable interprocedural optimization on Windows 2025-06-16 00:13:08 +02:00
smallmodel 37af1bbe7b Add a known issues section related to bots 2025-06-15 22:46:50 +02:00
smallmodel dc85a1e13a Update README 2025-06-15 22:41:57 +02:00
smallmodel c23b116f11 Filter special entities like minefields (workaround)
This prevents bots from navigating through minefields and getting killed. Unfortunately this has the side-effect of filtering a large zone like the west axis spawn in obj_team3
2025-06-15 21:38:25 +02:00
smallmodel 76c9e3a30a Add 2 units to the max jump height
Player can take steps while jumping
2025-06-15 21:38:22 +02:00
smallmodel 116b84312a Re-allow SURF_NODRAW
Due to trace being non-cylindrical now, there are no more issues caused by terrain
2025-06-15 21:36:36 +02:00
smallmodel 8c2f5184c1 Set poly flags only after calling GeneratePolyMesh() 2025-06-15 21:28:55 +02:00
smallmodel e74651f548 Fix incorrectly converted extents 2025-06-15 20:46:36 +02:00
smallmodel 377dfb618b Add helper functions to convert extents 2025-06-15 20:12:04 +02:00
smallmodel e5f645ec0c Don't use cylinder trace
Cylinder causes some issues with terrain where some points would get created below a terrain patch
2025-06-15 18:06:05 +02:00
smallmodel 7fe8a90e8a Use a better cost for jumping, falling and ladders 2025-06-15 18:00:48 +02:00
smallmodel 70a9a61f93 Use a different color depending on the poly area 2025-06-15 18:00:27 +02:00
smallmodel d87b97256b Add cost for different types of area
This makes it so special paths, like jump, have an higher cost
2025-06-15 01:26:17 +02:00
smallmodel 6e64526167 Fix sketchy ladder positioning 2025-06-15 00:12:02 +02:00
smallmodel 9b563eef75 Close the door if reopening on the other side fails 2025-06-14 21:57:30 +02:00
smallmodel b98dcd8a53 Use the spawn delegate 2025-06-14 21:33:34 +02:00
smallmodel ccb4b801bf Add a code delegate for spawn 2025-06-14 21:31:00 +02:00
smallmodel a5f7d9596a Add a documentation about files 2025-06-14 20:19:09 +02:00
smallmodel 4ea06f6eb2 Update g_allclasses.html 2025-06-14 20:19:05 +02:00
smallmodel e1923b58f6 Fix FPS model not drawing properly when the skin has no FPS model 2025-06-14 19:36:43 +02:00
smallmodel df294ff155 Update workflows name 2025-06-13 23:04:44 +02:00
smallmodel e43ade976b Prevent switching teams and primary weapon in single-player 2025-06-13 00:41:25 +02:00
smallmodel 774c9d1853 Don't spawn bots in single-player 2025-06-13 00:24:31 +02:00
smallmodel be6d2a05d2 Set a new session when the game type changes 2025-06-13 00:23:49 +02:00
1337Smithy 78565fbd3c Deactivate all floating windows when using the popmenu command (#757) 2025-06-13 00:22:06 +02:00
smallmodel a3662d01ba Use a debug print rather than an error drop when the reference count for an area is negative (#755) 2025-06-11 03:00:27 +02:00
smallmodel 970dfcf1d8 Use v2.2.2 of action-gh-release (#752)
This is due to this bug: https://github.com/softprops/action-gh-release/issues/628
2025-06-10 20:08:07 +02:00
smallmodel 5a563b3cf0 Add unit test support (#751)
This adds simple support for unit testing, starting with the LZ77 compressor.
- Unit tests run on a separate GitHub Actions workflow
- Remove CTest commands from shared build workflow
2025-06-10 19:45:57 +02:00
smallmodel ca9455bea1 Clear game variables when loading persistent archive 2025-06-10 16:21:05 +02:00
smallmodel 77bcd6d258 Use a 4-byte little-endian number for the raw saved data length (#749) 2025-06-10 16:14:23 +02:00
smallmodel 8c7cbfaa48 Don't use va for unnamedsoldier.cfg 2025-06-10 01:22:16 +02:00
smallmodel 7fdc863175 Refactor LZ77 code (#748) 2025-06-09 23:47:53 +02:00
smallmodel ba3e68adc5 Make the trace functions properly match with the original game 2025-06-08 23:48:17 +02:00
smallmodel c350b7e9c4 Fix complement operator being incorrect with float values 2025-06-08 22:42:47 +02:00
smallmodel dad49e46ed Use a tiny approximation when comparing float values (#747)
This fixes an issue where very tiny values would fail in comparison operators, for example the comparison `2.00000620 > 2` succeeds in the original game but fails in openmohaa.
2025-06-08 22:42:01 +02:00
1337Smithy a0481b86f1 Make r_drawstaticdecals archivable (#744) 2025-06-08 17:59:21 +02:00
1337Smithy 1dc0dcc3cd Lower deployed portable turrets so they don't float in the air (#746) 2025-06-08 17:51:28 +02:00
smallmodel 9ec3c68d64 Add file functions that uses the engine file API (#740)
This provides a safer and more secure alternative to the standard C file API.
2025-06-07 23:54:31 +02:00
smallmodel 50fdc70025 Implement remaining ScriptVariableList methods 2025-06-07 20:45:06 +02:00
smallmodel 5ab30b97d7 Make size() constant 2025-06-07 20:44:45 +02:00
smallmodel 099a67f1fd Make cURL loosely coupled (#739)
This makes it so the project doesn't link against the library. The project must be able to run without the presence of the library.
2025-06-07 20:36:15 +02:00
smallmodel 56db5a1845 Properly initialize the client's enter time regardless of intermission 2025-06-06 21:26:25 +02:00
smallmodel e152eba8fc Fix jump points being made at incorrect locations
This fixes bots not jumping correctly on Verschneit
2025-06-06 20:51:49 +02:00
smallmodel 9663b38c62 Check if crowd is valid before updating 2025-06-06 20:37:31 +02:00
smallmodel 3d1741ec20 Fix bulge vertexes causing some surfaces to disconnect 2025-06-06 00:09:58 +02:00
smallmodel 64cbcd023e Clear pending weapon commands when a new one arrives 2025-06-05 23:40:52 +02:00
smallmodel 33cfc2cbf8 Fix projectiles with no owner getting removed when a player joins a team (#735) 2025-06-05 21:00:20 +02:00
smallmodel 4b486e4a90 Make the barrel also get exploded by landmine and not bash 2025-06-05 00:35:32 +02:00
1337Smithyandsmallmodel b4c96cc543 Prevent barrel leaks when bashed with a weapon (#733)
---------

Signed-off-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-06-05 00:00:41 +02:00
smallmodel 1e27efd7af Set the minimum z bound back to 1 when checking for telefrag
Some mods block spawns by spawning a tiny solid object, this slight modification made these mods not work properly
2025-06-04 22:36:22 +02:00
smallmodel 12d5849e25 Use isValidPolyRef instead of calling passFilter()
passFilter() is currently defined as an inline function and can't be called properly outside its cpp file
2025-06-04 20:59:21 +02:00
smallmodel 663a7bb39e Use correct clamping modes for clampmapx and clampmapy 2025-06-04 19:33:05 +02:00
smallmodel 2cf8c7d62e Ignore combine extension 2025-06-04 19:29:09 +02:00
smallmodel 34c80df5ae Add basic support for obstacles in Recast
- Obstacles with a radius smaller than 100 units (sphere) will be ignored
- An obstacle that would cover polygons more than twice the radius of the obstacle will be ignored

Currently, this only works for big obstacles that affect small areas
2025-06-04 03:20:14 +02:00
smallmodel 62a52c8974 Set agent max height to the character Z bounding box 2025-06-04 01:10:18 +02:00
smallmodel 971f0c9347 Update features.md 2025-06-03 20:13:41 +02:00
smallmodel f4b41df38e Update documentation about bots 2025-06-03 20:10:19 +02:00
smallmodel 6af295ebcb Add a getter to retrieve the player's user info 2025-06-03 19:36:36 +02:00
smallmodel d7ed1c8530 Add a script function to get the value of a key given an info string 2025-06-03 19:36:33 +02:00
smallmodel ea8ee67784 Improve stufftext filtering (#731)
- Use `allow` rather than `filter`, as it checks for allowed commands
rather than prohibited commands.
- Allow userinfo variables to be created by the server.

Userinfo variables are now removed when disconnecting. Some servers use
userinfo variables for custom settings or to store temporary
information, which makes them irrelevant on other servers and uses space.
2025-06-03 18:46:56 +02:00
1337Smithyandsmallmodel 2c0e913e86 Lower the animation sync rate for non-german actors on Spearhead and Breakthrough (#730)
---------

Signed-off-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-06-03 00:43:01 +02:00
smallmodel 17fa5af480 Comment out non-existent waffen skins 2025-06-02 20:46:50 +02:00
smallmodel 850a17807c Fix waffen skins not being usable on servers 2025-06-02 20:46:34 +02:00
smallmodel c2ed93e92b TouchField doesn't wait by default 2025-06-02 14:01:22 +02:00
smallmodel c144c345c5 Clear actor state functions that shouldn't be used
Functions like RestartState causes specific states like curious to repeat when it shouldn't (AI misbehaving)
2025-06-02 13:47:24 +02:00
smallmodel a20a1facb0 Add missing UpdateFog() call 2025-06-02 13:15:34 +02:00
smallmodel 45205c1906 Fix MoveTo() using actor's origin instead of waypoint origin
MoveTo() was incorrectly setting the script goal to the actor's origin rather than the waypoint's origin, causing the actor to stand still instead of moving to the specified location.
2025-06-02 01:55:00 +02:00
smallmodel 13762a05b8 Don't pass curious conditions if actor has no curiosity 2025-06-02 01:44:12 +02:00
smallmodel 2c42499788 Fix CuriousSound probability 2025-06-02 01:43:38 +02:00
smallmodel b0c111170e Correctly check if a squadmate is in line of fire (#728)
This fixes actors incorrectly not shooting in Spearhead/Breakthrough when squadmates are next to each other.
2025-06-01 15:41:57 +02:00
smallmodel 08b15c4fe6 Fix server query count increasing when updating a server 2025-06-01 13:41:31 +02:00
smallmodel 94cfcfe5e2 Fix server list stuck in fetching state in specific situations 2025-06-01 12:54:30 +02:00
smallmodel cf06a395de Properly initialize a client when reusing an entity
This fixes an issue where, if a client rejoins after losing connection, the scoreboard would temporarily display the name of client 0 before spawning.
2025-06-01 01:11:05 +02:00
smallmodel 023770f63e Use the entity number rather than the client's clientNum
The number must match the entity number parameter used in G_GetEntity().
This fixes a crash caused by gclient struct being reset when a client reconnects to the same player slot
2025-06-01 00:35:38 +02:00
smallmodel 95dff2536b Add contextual print feature (#727)
Add metadata to client-specific messages such as text and join events.
Can be disabled via `sv_logContext 0`.
2025-05-31 22:31:36 +02:00
smallmodel 7ce1eda3a7 Print to each client individually rather than broadcasting
This prevents spamming the logfile constantly with a bunch of messages that are not relevant
2025-05-31 18:45:23 +02:00
smallmodel 96e4b26635 Fix ip field being wrong 2025-05-31 18:43:25 +02:00
smallmodel 525f75a1a7 Don't filter terrain patches
In the terrain tessellation code, patches sometimes rely on neighbors, which if are hidden can issues with invalid tri. Collision doesn't rely on shader contents anyway
2025-05-30 23:21:02 +02:00
smallmodel 9200b37610 Use rain changes from Spearhead and Breakthrough 2025-05-30 22:48:37 +02:00
smallmodel 44d745d534 Fix vertreg not freed 2025-05-30 13:23:55 +02:00
smallmodel ee287ce00b Correctly unpack and filter out terrain patches that aren't used
This was causing uninitialized terrain patches to be used if they have an invalid content
2025-05-29 20:30:01 +02:00
smallmodel e259d62e18 Fix broken object insertion
This was causing the last object to be uninitialized when an object was being inserted at index 0
2025-05-29 20:26:00 +02:00
smallmodel 2514aed55c Update documentation about bots 2025-05-29 13:07:40 +02:00
smallmodel 3c4f361c7a Fix typo 2025-05-29 12:57:36 +02:00
smallmodel a4391bc320 Implement Recast-based navigation system (#726)
- Paths are generated automatically during map loading, for any map
- Bots can take path that requires climbing ladders (can climb ladders)
- Bots can take path that requires jump (like the ledge on Stalingrad)
- Bots will try to avoid obstacles in front of them by navigating on the
side

The old navigation system with pathnodes can still be used with `g_navigation_legacy
1`
2025-05-29 12:22:27 +02:00
smallmodel 80ae850063 Properly handle the null-terminated character when printing 2025-05-25 18:51:09 +02:00
smallmodel bf4d973097 Fix lean angle slightly not matching the original game (#724) 2025-05-25 18:39:05 +02:00
smallmodel 8bbebe9dea Send the print command to each client instead of broadcasting
This prevents spamming the server console/logfile with print messages
2025-05-25 02:38:08 +02:00
smallmodel 0eca5c56ac Fixed an issue preventing spawning next to spawn points with an offset 2025-05-25 02:24:10 +02:00
smallmodel fa18824a8a Fix client being refused forever after being rejected for high ping 2025-05-21 23:52:43 +02:00
smallmodel ffcec02aa6 Allow a certain amount of challenges to have the same IP address 2025-05-21 23:51:16 +02:00
smallmodel 312dd2f4a6 Don't trigger the doxygen workflow for pull requests 2025-05-19 18:27:15 +02:00
Cowcat5150 7e52f74d2a Missing bigendian values in fencemask. 2025-05-19 18:08:50 +02:00
smallmodel 1241818d5e Use placement new when copying as the object is uninitialized 2025-05-18 19:48:14 +02:00
smallmodel d474791e1d Fix missing bottom line when characters are outside the frame 2025-05-18 00:30:15 +02:00
smallmodel bdf92ffb06 Increase max dm message length to 400 characters 2025-05-18 00:30:10 +02:00
smallmodel 85f8f581bc Initialize the subtitle buffer 2025-05-18 00:24:20 +02:00
smallmodel 76c11e3c97 Fix words counted incorrectly 2025-05-18 00:22:26 +02:00
smallmodel 02c2579366 Use the message string directly rather than copying into a buffer
This removes the print length limit
2025-05-17 23:03:21 +02:00
smallmodel 6c5f95c6bf Fix line breaks being incorrectly calculated
This fixes the issue where long messages would not be shown in console
2025-05-17 22:59:04 +02:00
smallmodel 424243e500 Prevent underflow when caret is 0 2025-05-17 22:27:51 +02:00
smallmodel b725c92922 Fix buffer overflow due to missing null-terminated character 2025-05-17 20:55:48 +02:00
smallmodel 1bcf6f73a4 Add "(all)" prefix 2025-05-17 16:51:15 +02:00
smallmodel 483b49f5ee Print the exact message that is shown in-game to console 2025-05-17 16:49:24 +02:00
smallmodel d790fa398f Add verbose print when rejecting due to user info being too long 2025-05-17 00:18:18 +02:00
smallmodel 23e7df2796 Print the userinfo string when debugging print SV_DirectConnect() 2025-05-16 23:29:52 +02:00
smallmodel ba502a9d39 Log name changes from the server instead of the game module 2025-05-16 22:21:55 +02:00
smallmodel 3ce9621715 Print the correct client number for clients connecting 2025-05-16 22:18:20 +02:00
smallmodel 7806da0448 Don't print name changes from an empty name 2025-05-16 21:12:40 +02:00
smallmodel d533bc450f Display the IP address of the connecting client 2025-05-16 21:12:27 +02:00
smallmodel b91c3dab2d Improve configuration doc 2025-05-16 20:30:18 +02:00
smallmodel b0a541226e Add a note about the major version 2025-05-16 20:06:57 +02:00
smallmodel dbfb911826 Fix provide statement 2025-05-16 19:49:47 +02:00
smallmodel fc33dfe656 Set output remote command buffer size to 8192 bytes
This fixes issues where some tools fail to handle multiple print packets. On a 64-player server, the status command can generate around 5000 bytes of output.

The buffer size in the original game is 49152 bytes, but that's excessively large and can lead to excessive IPv4 fragmentation.
2025-05-15 22:16:36 +02:00
smallmodel ab48b8232b Correctly sort scores in round-based matches 2025-05-15 00:08:18 +02:00
smallmodel 8ab12b29a6 Fix issue where the text message gets empty when exceeding character limit 2025-05-14 23:55:47 +02:00
smallmodel 035f7b2605 Increase message buffer to 200 characters 2025-05-14 23:50:20 +02:00
smallmodel 7081a56113 Fix name being cut off at the first negative character.
Com_SanitizeName uses unsigned comparison when validating characters to prevent premature truncation when encountering characters above 127
2025-05-14 23:36:18 +02:00
smallmodel da9979f887 Remove the architecture suffix from binary names
- Avoids conflicts with third-party DLLs (like SDL, OpenAL) which have no suffix.
- Easier to build an installer and document.
- More clarity as the architecture is already indicated in the archive name.
- Simplifies launchers & automation (no need to guess the architecture).
- The architecture is still visible when typing `version` in the console or when the executable starts
2025-05-13 20:44:35 +02:00
smallmodel e6c53e77b7 Add a note about pdb archives on Windows 2025-05-11 16:17:40 +02:00
smallmodel 0ea834788e Add documentation for running omohaaded in a Docker container 2025-05-09 23:29:28 +02:00
smallmodel c13e977291 More simplification 2025-05-09 22:39:13 +02:00
smallmodel d3dc939a14 Fix steps numbering 2025-05-09 21:39:35 +02:00
smallmodel fd00346eee Fix the heading for the main page 2025-05-09 01:27:11 +02:00
smallmodel a04ad5c689 Use links that are relevant to the project 2025-05-09 00:58:09 +02:00
smallmodel 484b13ba41 Automatically set the version number when generating the doc 2025-05-08 23:34:26 +02:00
smallmodel e1b949d958 Use PROJECT_VERSION_NUMBER environment variable for the docs 2025-05-08 23:32:14 +02:00
smallmodel af0829a7a2 Update the README with the documentation link 2025-05-08 22:44:47 +02:00
smallmodel 34585da510 Fix configuration links 2025-05-08 22:27:02 +02:00
smallmodel 8f7a754d58 Fix the link to "Hosting a server" 2025-05-08 22:13:54 +02:00
smallmodel d93ba45515 Use mathjax rather than Latex 2025-05-08 22:09:43 +02:00
smallmodel 314b47d8e6 Add favicon 2025-05-08 22:04:20 +02:00
smallmodel 5f88448bf6 Compile the latest version of Doxygen instead of using APT 2025-05-08 22:03:51 +02:00
smallmodel 6fb09175d0 Fix typo 2025-05-08 21:15:42 +02:00
smallmodel 7dd3ed4553 Order markdown files 2025-05-08 20:59:29 +02:00
smallmodel c5a921ae76 Integrate the server_opm.cfg file inside the documentation 2025-05-08 20:26:27 +02:00
smallmodel 7e8936667f Move docs/assets/css/doxygen-awesome-css to docs/css/doxygen-awesome-css 2025-05-08 20:25:52 +02:00
smallmodel 6329deef54 Generate and publish doxygen documentation on GitHub pages 2025-05-08 18:40:43 +02:00
smallmodel ce4794e0b2 Add Doxygen support for generating HTML documentation 2025-05-08 18:35:31 +02:00
smallmodel 3cfda459a8 Restructure the whole docs folder 2025-05-08 16:50:41 +02:00
smallmodel 6641100cbd Improve script documentation and add a documentation to define a custom class 2025-05-08 14:10:03 +02:00
smallmodel 962ae8a013 Add a quote to the first command-line path.
This fixes an issue where the game wouldn't load DLLs from the same folder when a space was present in the full binary path.
2025-05-08 01:05:11 +02:00
smallmodel ead8087cff Format launcher source files 2025-05-08 01:03:14 +02:00
smallmodel 9af1bbe286 Iterate maps only if sv_maplist is set 2025-05-07 20:06:36 +02:00
smallmodel 4827e0788c Don't check for mission failed in G_ExitLevel() 2025-05-07 20:06:24 +02:00
smallmodel c8dfecf79c Refactor G_ExitLevel 2025-05-07 20:06:10 +02:00
smallmodel 6285a33ee5 Match exactly the vstr command for nextmap 2025-05-07 18:36:13 +02:00
smallmodel 2ab7252beb Implement and distribute setup packages for Windows
WiX is used to generate an MSI file per architecture for easy installation. GitHub Actions distributes the resulting MSI packages as artifacts and when releasing a new tag.
2025-05-07 00:15:23 +02:00
smallmodel d1c1f284ab Fix links 2025-05-05 23:02:10 +02:00
smallmodel ddcdf73c30 Fix tiny mistakes in the docs 2025-05-05 01:15:11 +02:00
smallmodel 6ab939fbe0 Rework the README file
This makes the README file more clear, more readable and more beginner-friendly.
2025-05-05 00:53:20 +02:00
smallmodel 1d7d7deaed Set the default mode to -2.
-2 makes the game use the current desktop resolution.
2025-05-04 20:30:05 +02:00
smallmodel c2e775666a Add an option to wait between heartbeat packets when sending to multiple masters
The heartbeat implementation now supports an optional delay between sending heartbeat packets to multiple master servers. This is a precaution in case there are issues when sending multiple heartbeat packets simultaneously. If it causes any problems, the delay between packets can be adjusted.
2025-05-04 17:51:14 +02:00
smallmodel d358e4274c Sanitize the name before sending it during challenge 2025-05-03 21:52:04 +02:00
smallmodel ca8efa52c4 Keep the call to CL_RequestAuthorization() even if it's unused 2025-05-03 21:47:51 +02:00
smallmodel eeb82630c4 Use Cvar_VariableIntegerValue() to get the qport 2025-05-03 21:43:13 +02:00
smallmodel 831695f288 Rework the version string (#720)
Rework the version string.

- Make the original game version appear first in the `version` variable.
- Use `com_target_shortversion` for the short version number.
- Use `com_target_version` for the original game version.

Some software, such as HLSW, as well as certain mods, check if the version string begins with "Medal of Honor ....". This commit makes these changes to ensure most software properly handles the game version.
2025-05-03 13:38:00 +02:00
smallmodel e10fa5050a Update links to ports 2025-05-03 00:24:58 +02:00
smallmodel 46ead9fa53 Increase the number of concurrent connections with 2 server lists
This value increases the number of parallel servers to above 1 in Spearhead and Breakthrough when the rate is set to xDSL or above.
2025-05-02 22:54:31 +02:00
smallmodel 8e02230827 Update Dockerfile to add libcurl 2025-05-02 22:46:59 +02:00
smallmodel a924fc252b Use the hardware cursor in windowed mode (#718)
In windowed mode, the mouse is no longer grabbed when one of the UI/console catcher is active. When a UI menu is active, the system's hardware cursor is shown, using the game's custom cursor texture, instead of simulating and rendering the cursor in-game.

* Add exports to load a raw image from the renderer
* Set the hardware cursor to the game's custom mouse cursor texture
* When mouse is not grabbed, the mouse gets updated with absolute mouse position, relative to the window position
2025-05-02 16:52:39 +02:00
smallmodel 7cf24cb080 Update the status when refreshing the server list 2025-05-02 12:06:50 +02:00
smallmodel 45518150e6 Update links 2025-05-01 22:52:00 +02:00
smallmodel c734109321 Remove link to discussions 2025-05-01 22:34:14 +02:00
smallmodel 0f38783f0d Correctly indicate the status of the server list especially when multiple server lists are queried 2025-04-30 18:44:04 +02:00
smallmodel cd6378316f Format cl_uiserverlist source files 2025-04-30 17:30:13 +02:00
smallmodel 3098f5a097 Halve the number of concurrent connections when there are 2 server lists 2025-04-30 17:18:52 +02:00
smallmodel b014a975a4 Add safety checks for AddFilter() 2025-04-28 22:24:33 +02:00
smallmodel cce81cabff Implement multi-master queries and heartbeats (#717)
Implement multi-master server list query and multi-master heartbeats. The server list is fetched from multiple masters to improve redundancy, reliability and performance. This improves multiplayer availability by implementing support for using multiple masters.
- The server sends an heartbeat to all masters at once
- The client can query up to 4 masters in parallel depending on their rate
2025-04-27 22:14:08 +02:00
smallmodel 08a985d183 Format script grammar source files 2025-04-26 19:35:45 +02:00
smallmodel 816126b13a Add ScriptVariable conditions from Ubertools into the script lexer
Those are Ubertools / F.A.K.K remnants that are valid in original mohaa script grammar
2025-04-26 19:10:08 +02:00
smallmodel f2a6278daa Fix stage being written past the limit (#716) 2025-04-26 16:39:25 +02:00
smallmodel c1efc0e066 Set the minimum number to 30 for cl_maxpackets
20 is the bare minimum for players, any value below makes movements look jittery on a 20 fps server. 30 is the optimal value based on network variation and fps variations
2025-04-23 23:56:05 +02:00
smallmodel 236897cfcc Set the server list socket as non-blocking
This prevents the game from freezing when the connection is slow or if the master server is unreachable
2025-04-23 00:37:48 +02:00
smallmodel 73b4569c07 Add Com_InitGameSpy() for future use 2025-04-22 22:51:06 +02:00
smallmodel 25de66ed80 Fix wrong function name 2025-04-22 22:01:29 +02:00
smallmodel a2bbf6cff8 Use functions that return master host information
This splits gamespy client-specific and server-specific code and add common gamespy code to provide more flexibility in the future
2025-04-22 21:40:34 +02:00
smallmodel 01367d0731 Use a more recent version of the gqueryreporting code 2025-04-22 01:35:28 +02:00
smallmodel fedc993e57 Initialize the player buffer list 2025-04-22 01:19:42 +02:00
smallmodel b597240cfd Link gcd_key to gcd_qr2
This is primarily used for clarity
2025-04-22 00:48:39 +02:00
smallmodel 127c9fe8f4 Uncomment WSACleanup()
The previous issue was because gqueryreporting was not calling SocketStartUp() as expected
2025-04-22 00:31:39 +02:00
smallmodel ffc35fb5ab Use the original gqueryreporting from GameSpy SDK
Potentially more stable and thoroughly tested
2025-04-22 00:27:00 +02:00
smallmodel aa7639485e Use __linux__ definition to check for linux 2025-04-22 00:25:29 +02:00
smallmodel a4267d4f77 Initialize update list only for queries that are neither grouprooms or masterinfo 2025-04-21 22:31:41 +02:00
smallmodel 12880db557 Don't force HRTF if the speaker type is not "Headphones" 2025-04-21 21:26:33 +02:00
smallmodel 881d7f2f51 Don't refresh the server list if it's not ready
The server list UI refresh the server list for the first time when drawing. In mohaa (not Spearhead nor Breakthrough), refreshserverlist is also called by clicking "browse internet servers" which causes the list to be queried twice
2025-04-21 21:03:42 +02:00
smallmodel 93335978ea Code formatting 2025-04-21 20:40:55 +02:00
smallmodel 64f62583ce Set a more explicit version number
Makes it easier to identify the currently running OPM version from the server list, useful for troubleshooting and checking if the server is up to date
2025-04-20 21:42:33 +02:00
smallmodel 5530d3051b Fix missing spaces between product information in the logfile 2025-04-19 21:36:58 +02:00
smallmodel 42326ec708 Fix timestamps printed twice on the same line (#714) 2025-04-19 21:35:53 +02:00
smallmodel aa54e3c673 Use an epsilon value to check if float numbers are equal (#713) 2025-04-19 21:11:51 +02:00
smallmodel 5ce7f4faa5 Compile Windows ARM64 builds using Windows-11 ARM
This allows to distribute the load across completely different hosts and also to make sure it compiles on ARM platforms
2025-04-19 14:16:54 +02:00
smallmodel 6d20a438db Shorter paragraph 2025-04-18 21:28:37 +02:00
smallmodel 7f662a93df Update features.md 2025-04-18 21:20:02 +02:00
smallmodel 1758a0cd2e Move whitelisted server commands to a dedicated source file 2025-04-18 18:49:12 +02:00
smallmodel 9b003b5428 Update OpenAL to version 1.24.3 2025-04-18 18:11:18 +02:00
smallmodel db7fdd57e4 Add a section about other systems 2025-04-17 23:34:49 +02:00
smallmodel 689da52ddf Master server address update
This uplinks directly with 333networks instead of using a domain as an alias
2025-04-17 22:55:31 +02:00
smallmodel 2a1e2d7d6c Check for valid scoreboard menu
Under rare circumstances, the scoreboard menu can be NULL and would cause a crash. This was fixed in mohaab 2.30
2025-04-15 18:37:35 +02:00
smallmodel cf8af91516 Remove macOS package cache due to permission errors 2025-04-15 00:40:48 +02:00
smallmodel c9ff941600 Implement Instant Action from Breakthrough (#712)
This adds a feature that makes it easy to join a populated low-ping server (matching criteria from configuration file). This feature has been available since MOHAA Breakthrough 2.30.
2025-04-15 00:31:34 +02:00
smallmodel d389f89c49 Simplified the running documentation 2025-04-12 22:49:15 +02:00
smallmodel e05114806a Add a simple install guide for Windows users 2025-04-12 22:35:05 +02:00
smallmodel 3074494131 Convert the game version to number once 2025-04-04 22:53:06 +02:00
smallmodel a9e161181c Improve compiling documentation 2025-04-01 22:43:58 +02:00
smallmodel f9db0ab8f9 Fix an access violation that would occur when opening the logfile before com_version is created (#708) 2025-04-01 22:07:05 +02:00
smallmodel 94cc77b848 Set cmake version to 3.5 minimum for libmad 2025-04-01 21:33:16 +02:00
smallmodel f16bec1e0a Remove #pragma once from uimessage 2025-03-24 22:16:53 +01:00
smallmodel e2c24abf62 Move alext functions out of qal.h (#706)
qal.h should contain core/required functions. To get functions from extensions, alGetProcAddress should be used, so they can be optional
2025-03-24 22:16:43 +01:00
smallmodel 50e3aa1f61 Fix compilation errors with AL local headers (#705)
* Remove alext inclusion as it's included by qal.h already

* Update local AL headers
2025-03-22 23:45:41 +01:00
Trung Lê 3c15588292 Update compiling.md (#704)
PowerPC64 LE run the game perfectly
2025-03-22 23:25:50 +01:00
Sébastien Noelandsmallmodel fdab158290 fix build on Debian mips64el (#700)
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-03-19 15:26:26 +01:00
Sébastien Noelandsmallmodel 921726e0b8 Fix a few typos (#699)
Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2025-03-19 15:03:01 +01:00
Sébastien Noel b5e49df180 fix build with shared jpeg library (#701) 2025-03-19 14:46:12 +01:00
smallmodel 49fd4acef8 Wrap WriteCallback around HAS_LIBCURL define 2025-03-17 11:50:41 +01:00
smallmodel 73aa377264 Fix hit/kill notify being swapped (#698) 2025-03-17 00:19:40 +01:00
smallmodel 74e909d17f Add echo 2025-03-15 19:48:17 +01:00
smallmodel 4b3c150004 Add cg_cameraverticaldisplacement 2025-03-15 19:47:35 +01:00
smallmodel 5ee7948071 Add more sound-related commands 2025-03-15 19:43:23 +01:00
smallmodel f653317e5b Add the reason parameter to banaddr documentation 2025-03-13 23:57:45 +01:00
smallmodel de43299841 Add a note about updates 2025-03-13 23:57:08 +01:00
smallmodel e6f5d76abe Set the appropriate headers to use API versioning 2025-03-13 23:42:50 +01:00
smallmodel fecd1eb505 Preallocate and set the maximum buffer size to receive the request 2025-03-13 23:37:20 +01:00
smallmodel 9536a8ec64 Specify a small timeout for each request 2025-03-13 22:41:01 +01:00
smallmodel 06a12246f5 Notify the request thread of shutdown only if it's waiting
This avoids a deadlock that would occur if notify_all() is called before the thread is waiting
2025-03-13 22:37:21 +01:00
smallmodel 456b660b2a Improve the update checker so it can be opt-out (#696)
* Add a cvar to enable/disable update checking

* Refactor update checker

This splits the thread part from the main part to clarify the code

* Move and update the configuration documentation, for a more general approach
2025-03-13 21:09:42 +01:00
smallmodel 5b81f6a977 Merge pull request #695 from smallmodel/update_fix
Fix the update code
2025-03-13 00:13:38 +01:00
smallmodel c854df8ffa Don't start the update thread if it shouldn't be active or if the network doesn't work 2025-03-12 23:58:24 +01:00
smallmodel 22a34d8d68 Fix compile error when libcurl is not installed 2025-03-12 23:18:11 +01:00
smallmodel 0f8969e076 Merge pull request #693 from ysdragon/ban-kick-with-reason
Kick/Ban with/no reason
2025-03-12 18:20:48 +01:00
ysdragon f164e889cc Add optional reason to kick/ban commands
And enhance `SV_IsBanned` to return ban reason and update `SV_DirectConnect` to display it
2025-03-12 07:30:40 +02:00
ysdragon 1e2a331518 Add reason field to serverBan structure with defined maximum length 2025-03-12 07:30:22 +02:00
smallmodel 158ff62aaa Fix small typo 2025-03-12 00:02:44 +01:00
smallmodel 79af8a46d1 Increase update thread sleep time
This prevents wasting time in scheduling the thread
2025-03-11 23:57:40 +01:00
smallmodel 200bf3229c Merge pull request #692 from smallmodel/update_notification
Add a client-side update notification
2025-03-11 23:53:51 +01:00
smallmodel e0b7d4cc60 Display a message box to the client when a new update is available 2025-03-11 23:37:51 +01:00
smallmodel 4fe11b5ea9 Always return false for CheckNewVersion() if libcurl is not used 2025-03-11 23:37:34 +01:00
smallmodel 0b590ab147 Add a way to create a message box 2025-03-11 23:32:22 +01:00
smallmodel 7a20bb4deb Add a new method that return version numbers 2025-03-11 23:32:18 +01:00
smallmodel c87c242098 Add a getter for m_font 2025-03-11 23:31:16 +01:00
smallmodel eb92182230 Split OS builds between different workflow files 2025-03-08 16:19:08 +01:00
smallmodel 5b9efaa2a0 Remove cpp-httplib 2025-03-06 20:21:23 +01:00
smallmodel 58f7e6f1fe Use cURL instead of cpp-httplib 2025-03-05 23:40:05 +01:00
smallmodel 9538dcb6e7 Print network name change 2025-03-03 22:36:46 +01:00
smallmodel 0080f55ef8 Round to integer to avoid blurry text 2025-03-02 14:12:54 +01:00
smallmodel aac91e8763 Refactor and simplify Alias_ListSort 2025-03-02 13:55:44 +01:00
smallmodel 5c0adf9a28 Refactor Alias_FindRandomRange 2025-03-02 13:49:01 +01:00
smallmodel 9963a99868 Fix a stack overflow issue (#686)
The length check now include the null-terminated character
2025-03-02 13:40:36 +01:00
smallmodel 515a531abf Use the length returned by Com_sprintf 2025-03-02 13:26:47 +01:00
smallmodel d3d16ab7b6 Use the index of the entry in the player list, rather than the client number 2025-03-02 13:24:08 +01:00
smallmodel d08027360f Formatting 2025-03-01 23:34:24 +01:00
smallmodel 70f6ede7b8 Add GAMESPY_PORT environment variable 2025-03-01 00:09:33 +01:00
smallmodel c1c70a53be Transition to idle after grouprooms or masterinfo requests are finished 2025-02-28 18:12:34 +01:00
smallmodel f89bfba5dc Replace tabs by spaces 2025-02-28 18:11:09 +01:00
smallmodel c1a66bf9e7 Update README 2025-02-24 23:08:13 +01:00
smallmodel e98c725043 Fix player having no damage alpha in mohaas and mohaab (#678) 2025-02-24 22:11:41 +01:00
smallmodel ad527a7033 Use ubuntu-22.04-arm OS for GitHub Actions to improve build time 2025-02-24 21:42:42 +01:00
smallmodel 59706d4698 Cache third-party packages to optimize the build time 2025-02-24 20:05:55 +01:00
smallmodel 7addef4f5f Use Windows Server 2025 to compile Windows binaries 2025-02-24 16:44:00 +01:00
smallmodel 08d0a378f8 Fix compilation fail when DEBUG_MEM is set (#677) 2025-02-24 13:38:33 +01:00
smallmodel 01381ed084 Add HTTP support and update checking 2025-02-24 02:20:31 +01:00
smallmodel 2c72908f76 Use the correct allocator when archiving a con_set object
The default c++ allocator was be used to allocate an array of pointers, but then when destroying the array, Z_Free was called which would throw an error
2025-02-22 23:31:20 +01:00
smallmodel 32ba71693c Remove some unnecessary endian swap 2025-02-22 22:56:57 +01:00
smallmodel 7fff3192a6 Fix server object mistakenly casted to int 2025-02-22 22:34:19 +01:00
smallmodel 83aa818c00 Don't add the same server twice 2025-02-22 22:24:19 +01:00
smallmodel 56d61bdef3 Implement support for parsing group rooms and master info 2025-02-22 22:13:23 +01:00
smallmodel ebd86b32bd Improve code clarity 2025-02-22 22:12:34 +01:00
smallmodel 08c718d232 Add support for server list encryption and tell the master server to return the server list encrypted 2025-02-22 20:39:10 +01:00
smallmodel 512831dea9 Properly unregister events from the level object
Unregister() was mistakenly being called on the DM_Manager object when it should have been called on the level object, to unregister events like axiswin, allieswin, draw
2025-02-20 20:36:19 +01:00
smallmodel a36bbb0cda Remove useless qr fields 2025-02-19 20:39:56 +01:00
smallmodel 8a9e0f0b01 Update master server address
It's now using master.openmohaa.org, which provides more flexibility for configuring the domain
2025-02-19 20:39:44 +01:00
smallmodel 076fd69131 Use the engine allocator to allocate/delete memory from the table of pointers 2025-02-19 20:11:07 +01:00
smallmodel 587f7f544e Add REF_DLL for mem_blockalloc 2025-02-19 20:03:23 +01:00
smallmodel 178c486b83 Use NewEntry/DeleteEntry like con_set 2025-02-19 18:16:53 +01:00
smallmodel ad1748b8be Fix memory leaks (#668) 2025-02-18 23:27:43 +01:00
smallmodel 004f88dae9 Use a better method for storing class lists
This prevents allocating a ClassDef just to act as a root list. The classlist would never be freed (memory leak)
2025-02-18 22:39:52 +01:00
smallmodel 97fe824b80 Clear subtitles for all nodes when deleting the alias list 2025-02-18 22:35:48 +01:00
smallmodel 758176dd32 Delete the waitTillSet when destroying the class 2025-02-18 21:52:35 +01:00
smallmodel 854c1980cc Make EventQueueNode part of LightClass 2025-02-18 21:46:34 +01:00
smallmodel 840002b63a Save and restore bots when needed
When the map was changing, it allocated an array of saved bots which would never be used due to the game module being freed, it caused a memory leaka
2025-02-18 21:35:23 +01:00
smallmodel 47a447dbb0 Remove all state scripts that were created
This fixes a memory leak that also occurs in the original game
2025-02-18 21:08:44 +01:00
smallmodel a1d47cf64a Add placement new/placement delete 2025-02-18 20:54:24 +01:00
smallmodel a5bb4c1874 Free up debug strings when deallocating game-data
This fixes a memory leak, which also occurs in the original game
2025-02-18 20:43:03 +01:00
smallmodel 22b593215f Implement stop, threadmove and moveoffset 2025-02-15 14:39:54 +01:00
smallmodel 68181acec7 Implement Stop() 2025-02-15 14:39:39 +01:00
smallmodel 3af35fa610 Correctly parse the function name in ScriptDeprecatedAlt 2025-02-15 00:51:19 +01:00
smallmodel 2c12d4f2de Add a newline to ScriptDeprecatedAlt functions 2025-02-15 00:46:24 +01:00
smallmodel bbac9c559c Escape variable name 2025-02-14 23:54:15 +01:00
smallmodel 03eaa62902 Merge pull request #666 from ysdragon/fix-openbsd-compilation
Fix compilation under OpenBSD
2025-02-08 23:33:58 +01:00
smallmodel dcca5ed469 Merge branch 'ladder_getters' 2025-02-08 22:23:00 +01:00
smallmodel 2aa46f5a52 Add getters to get facing dir and angles for FuncLadder 2025-02-08 22:22:53 +01:00
smallmodel ff3c27ab20 Fix assertion when the height is identical between vert0 and vert1 2025-02-08 20:28:46 +01:00
ysdragon 833408c663 Don't link against rt for musl and *BSD platforms 2025-02-08 04:03:24 +02:00
ysdragon 38d9f98221 Update gsPlatformThread.h to include pthread for OpenBSD 2025-02-08 03:49:24 +02:00
smallmodel ac4b4266b4 Merge pull request #663 from richardradics/resolve-127-gamespy-deprecated-dialog
feat: add GameSpy service unavailable dialog
2025-02-06 23:05:59 +01:00
smallmodel b90bbd9dcf Format document 2025-02-06 22:56:49 +01:00
smallmodel e8f69e197c Initialize variables from the class 2025-02-06 22:56:24 +01:00
smallmodel 9922a7095b Activate the control and connect dialog's W_Deactivated after its creation
As the control is activated before, the connection should be done after the activation because ActivateControl() sends W_Activated to the UIFloatingWindow, which will cause ActivateControl() to be called again to activate the dialog's title bar button (and would deactivate the gamespy dialog)
2025-02-06 22:50:21 +01:00
smallmodel 3c836144e2 Move widget object creation from the constructor to FrameInitialized() 2025-02-06 22:41:50 +01:00
smallmodel 8c4a593fb0 Merge branch 'resolve-127-gamespy-deprecated-dialog' of https://github.com/richardradics/openmohaa into richardradics-resolve-127-gamespy-deprecated-dialog 2025-02-06 22:27:23 +01:00
smallmodel 0e282833e6 Merge pull request #665 from bulldozerecske/main
Updated FAQ
2025-02-06 22:19:26 +01:00
Bulldozer 54753caf94 Updated FAQ
Added 1 new FAQ and refined format.
2025-02-06 21:24:44 +01:00
Richard Radics fcba3bed95 feat: add GameSpy service unavailable dialog
resolves #127
2025-02-05 23:12:05 +01:00
smallmodel d348ac66de Merge pull request #662 from richardradics/fix-545-loadgame-elapsed-logged
fix: fix elapsed time and logged date in loadgame ui
2025-02-04 23:45:15 +01:00
Richard Radics fd4f5e7d51 fix: fix elapsed time and logged date in loadgame ui
fixes #545
2025-02-04 22:14:52 +01:00
smallmodel c77fcd2cbc Clear the edict model when freeing the edict
This fixes an issue where configstrings or game state chars would overflow when many models (such as actors with random headmodels/headskins) are spawned
2025-02-04 21:28:37 +01:00
smallmodel ee385abfef Update links to third-party libraries 2025-02-04 18:52:46 +01:00
smallmodel 49335ba8a8 Fix improper check of dir->path empty string 2025-02-04 00:08:37 +01:00
smallmodel 8ac186ce17 Mark Archive() as override 2025-02-04 00:08:16 +01:00
smallmodel ca2322a4da Add recursive check in Com_Printf
This prevents recursive call to Com_Printf during localization and also remove localization errors
2025-02-04 00:03:30 +01:00
smallmodel a1e7afac76 Prevent using a trick to spoof another name in 1.11 and below 2025-02-03 23:51:40 +01:00
smallmodel 2f75092d8b Reserve console name for DMMessage 2025-02-03 23:42:38 +01:00
smallmodel 6f9e710ec9 Update events documentation 2025-02-03 22:12:35 +01:00
smallmodel 0b12d160bb Properly construct all objects that has been allocated with AddObjectAt() 2025-02-03 21:28:13 +01:00
smallmodel 330b45a1ed Fix container object list not constructed when loading 2025-02-03 21:27:44 +01:00
smallmodel 5f0a0d0363 Update events documentation 2025-02-03 20:57:07 +01:00
smallmodel ad01c2d966 Fix wrong flags getting checked for allowed weapons 2025-02-03 20:43:03 +01:00
smallmodel fb5ed82401 Add events documentation 2025-02-03 20:24:35 +01:00
smallmodel eaa7f10b36 Remove useless print 2025-02-03 20:24:26 +01:00
smallmodel f2c8dbe57a Merge pull request #661 from bulldozerecske/main
Updated FAQ
2025-02-03 20:05:24 +01:00
Bulldozer 447b0459aa Merge branch 'openmoh:main' into main 2025-02-03 19:56:11 +01:00
Bulldozer e31c64e42e Updated FAQ
Added 2 additional issues and changed the layout.
2025-02-03 19:55:20 +01:00
smallmodel 32411b2a90 Rename player_damage to player_damaged.
The name was ambiguous. The delegate is triggered when the player gets hit (getting damaged), and not when the player damages someone else. The name properly matches the action.
2025-02-03 19:35:04 +01:00
smallmodel 32f850556e Set the self object when triggering the delegate 2025-02-03 19:33:41 +01:00
smallmodel fd94f53e25 Add a delegate for player text messages
self = the player who sent the message
first parameter = the text
second parameter = is team message?
2025-02-03 19:32:14 +01:00
smallmodel 4aa7e06a56 Make ev optional for Trigger() 2025-02-03 19:23:54 +01:00
smallmodel 033b76af14 Allow the self object to be specified 2025-02-03 19:22:29 +01:00
smallmodel e37a5f4d06 Add "isBot" to check whether or not the player is a bot 2025-02-02 21:02:06 +01:00
smallmodel 58e12e0141 Reset delegates on restart 2025-02-02 19:35:01 +01:00
smallmodel 147678b0f0 Merge pull request #660 from smallmodel/scriptdelegate
Implement and use delegates
2025-02-02 19:28:14 +01:00
smallmodel e6cbd00871 Add script delegates matching common scripted events 2025-02-02 19:18:55 +01:00
smallmodel 1eb7458af9 Add event_subscribe and event_unsubscribe scripting commands 2025-02-02 19:14:07 +01:00
smallmodel 38cf5b82b2 Copy the list of registered delegates to execute them 2025-02-02 17:07:03 +01:00
smallmodel a5c59c4b77 Use maxDataSize when copying Event 2025-02-02 16:50:07 +01:00
smallmodel d190cc6e40 Use SafeAddFirst 2025-02-02 16:35:27 +01:00
smallmodel 8234ce1e5f Add pragma once 2025-02-02 16:20:14 +01:00
smallmodel e962e4e1f5 Use an int instead of a size_t 2025-02-02 16:03:40 +01:00
smallmodel ee970a3fce Remove PlayerBot class and use delegates instead 2025-02-02 16:02:56 +01:00
smallmodel 9242faaa49 Add delegate for stufftext 2025-02-02 16:02:22 +01:00
smallmodel b813f7ee56 Add delegates related for kill/damage 2025-02-02 16:02:11 +01:00
smallmodel 7f64ef05d5 Mark Event getter methods as const 2025-02-02 16:01:41 +01:00
smallmodel 9cb593c9e4 Add support for event subscription (delegates) 2025-02-02 15:58:04 +01:00
smallmodel cfb343d262 Add str move constructor/assignment 2025-02-01 15:52:58 +01:00
smallmodel 9c811c2318 Mark getter methods as const for ScriptThreadLabel 2025-02-01 15:46:08 +01:00
smallmodel 7b97ad6e2f Add move constructor for ContainerClass and refactor it 2025-01-31 22:53:31 +01:00
smallmodel fdea2a2e92 Free the object list when moving the container 2025-01-31 22:46:35 +01:00
smallmodel aa0085b57d Improve the Container class by using move constructor on reallocation when possible
This greatly optimize memory and speed by moving objects instead of copying objects
2025-01-31 22:38:00 +01:00
smallmodel 3fa489c0f9 Add move constructor for SafePtr 2025-01-31 22:22:00 +01:00
smallmodel fbee409f47 Swap code with event pointer 2025-01-31 20:49:44 +01:00
smallmodel 7a8aa4eb84 Add placement new/delete for LightClass 2025-01-31 20:45:18 +01:00
smallmodel d4bbaa41c3 Format safeptr source file 2025-01-31 20:45:11 +01:00
smallmodel bb23fe159f Fix copy constructor not using a const object 2025-01-31 20:27:37 +01:00
smallmodel b1a02389f6 Define REF_DLL 2025-01-31 20:22:03 +01:00
smallmodel f10ddcaa17 Update bot documentation 2025-01-31 20:21:56 +01:00
smallmodel 77f0ce0673 Merge pull request #658 from bulldozerecske/patch-2
Create Frequently Asked Questions (FAQ)
2025-01-30 21:18:39 +01:00
smallmodel 7fc486757d Merge branch 'main' into bulldozerecske-patch-2 2025-01-30 21:06:50 +01:00
smallmodel dfc3fdb88b Link to the FAQ 2025-01-30 21:05:02 +01:00
smallmodel 3769bd2a68 Translate instant messages when printing to console 2025-01-29 20:00:55 +01:00
Bulldozer 80d1b3b204 Create Frequently Asked Questions (FAQ)
This document will be suitable for answering issues that have user-related solutions.
2025-01-29 10:12:09 +01:00
smallmodel e66fd28831 Fix incompatible functions in renderergl2 2025-01-28 21:52:58 +01:00
smallmodel 1cabf5c31e Merge pull request #657 from smallmodel/bulletholes_fix
Bulletholes fix
2025-01-28 20:26:43 +01:00
smallmodel 8341f8cb6a Fix bullet hole sometimes not playing 2025-01-28 20:24:14 +01:00
smallmodel 1fc36fce9b Fix multiple bullet hole effects unnecessarily spawning 2025-01-28 20:03:02 +01:00
smallmodel 33dbb07559 Export game name and shortversion as information clients/servers can see 2025-01-28 19:30:17 +01:00
smallmodel e510c50a24 Set minimum and maximum for effect variables 2025-01-27 00:44:17 +01:00
smallmodel c345035e12 Add Cvar_CheckRange exports 2025-01-27 00:13:01 +01:00
smallmodel 9bb4789b32 Add terrain flags 2025-01-25 16:40:41 +01:00
smallmodel 7e26814cfa Use a signed integer to display the score 2025-01-24 21:39:09 +01:00
smallmodel 33855cfbee Implement add, subtract, scale, append and bitset 2025-01-23 01:09:33 +01:00
smallmodel 98bb3e0366 Fix Com_SanitizeName infinite loop 2025-01-23 01:09:18 +01:00
smallmodel 52744fb784 Whitelist cg_3rd_person 2025-01-22 21:35:27 +01:00
smallmodel 08e5208835 Add "append" as allowed command 2025-01-22 21:35:09 +01:00
smallmodel 187079842f Add cg_cheats to check if cheats are enabled 2025-01-22 21:26:29 +01:00
smallmodel ef2c5d2df6 Check and verify that selected player models are valid
If the player model or the player german model is not valid, they will be reset to the default value. If the server doesn't have one or more of these models, force model feature will not work
2025-01-22 20:52:05 +01:00
smallmodel 92a0a9c197 Cache all models inside the models/player directory
Some player models are missing from precache scripts. This caches all models inside the player directory to avoid a short hitch when a player spawns with a non-cached model
2025-01-22 20:29:27 +01:00
smallmodel 90e46f535c Add a random number next to the default name 2025-01-21 23:26:21 +01:00
smallmodel 02fc573e31 Apply client and server config tweaks when loading the original config 2025-01-21 22:56:05 +01:00
smallmodel b8c7223da7 Allow "name" to be changed by server
Players often get their name changed due to them having an empty or duplicate name
2025-01-21 22:55:00 +01:00
smallmodel 7b53e25dd5 Set the default rate to 25000 (xDSL) 2025-01-21 22:08:54 +01:00
smallmodel f8f9d2f65c Use MAX_PATHNODES rather than a constant number 2025-01-21 20:56:26 +01:00
smallmodel 19e12701f3 Fix HUD scaling for spectator text, and vote text on 4K 2025-01-21 20:15:43 +01:00
smallmodel 24c7311162 Also save the valid ground trace when stepping 2025-01-20 22:33:14 +01:00
smallmodel 599914934c Update documentation 2025-01-20 12:17:48 +01:00
smallmodel 8fdc66d138 Allow axis players to select kar98 sniper on 2.0 and above by choosing german panzer skins 2025-01-19 19:16:28 +01:00
smallmodel 83caae7586 Fix terrain tessellation when there is insufficient tris in renderergl2 2025-01-19 17:32:14 +01:00
smallmodel 1f599e62c6 Clear numLightmaps in renderergl2 2025-01-19 17:31:50 +01:00
smallmodel 4e174fd5bf Fix cheats mistakenly being disabled when loading a saved game, when developer mode is enabled 2025-01-19 16:08:28 +01:00
smallmodel edf3560dd5 Don't load lightmaps on on Permedia 2 2025-01-19 15:21:11 +01:00
smallmodel 7452bf39fb Always initialize numLightmaps when loading lightmaps
This fixes an issue where the number of lightmaps is kept from the previous map if the new map has no lightmaps
2025-01-19 15:19:27 +01:00
smallmodel c2bac6d1ef Prevent lightmapIndex from going below LIGHTMAP_2D 2025-01-19 15:16:35 +01:00
smallmodel 47cd8ccfc8 Force vertex light when using permedia 2 2025-01-19 15:07:50 +01:00
smallmodel ec6cab28a5 Don't apply kick fireback on older versions of the game 2025-01-19 14:45:20 +01:00
smallmodel 45de1067bd Fix localtime_r parameter 2025-01-19 01:41:26 +01:00
smallmodel 7ab04b0bcb Fix IsEntity() and SimpleEntity() improperly returning true when the listener is NULL 2025-01-18 15:43:20 +01:00
smallmodel 1a71d44b43 Safely check if other is NULL when triggering 2025-01-18 13:23:30 +01:00
smallmodel 1ea273fba0 Clear the top stack result when self is NULL 2025-01-18 13:02:05 +01:00
smallmodel 591be6c2fd Create a new node if the load index is outside the node count 2025-01-17 21:49:17 +01:00
smallmodel 6b02457190 Properly correct the opcode in OP_LOAD_STORE_SELF_VAR when self is NULL 2025-01-17 16:49:38 +01:00
smallmodel 87e5b6d41e Clear the top variable when the event is not valid too 2025-01-17 16:21:13 +01:00
smallmodel 7f0c506fea Add a comment about the spawn behavior in OG 2025-01-16 23:59:04 +01:00
smallmodel 539c2df378 Check for valid event on listener and print an error if the command cannot be executed 2025-01-16 23:25:26 +01:00
smallmodel 4399e2ab31 Merge pull request #634 from smallmodel/bot_player_association_rework
Bot player association rework
2025-01-16 22:29:05 +01:00
smallmodel 210eeff481 Remove controllers that don't have an associated entity
This prevents crashes when the entity was removed (potentially by a mod)
2025-01-16 22:28:37 +01:00
smallmodel 95e72dd339 Use the number of controllers to get the number of spawned bots 2025-01-16 22:27:51 +01:00
smallmodel a6d9369204 Remove DM player in destructor rather than in a manual function call 2025-01-16 22:17:14 +01:00
smallmodel ab80045329 Properly check if the number of tris is sufficient for tessellation 2025-01-15 21:38:49 +01:00
smallmodel 94aaeac194 Check for the vehicle owner 2025-01-15 20:16:58 +01:00
smallmodel 4bec5cef01 Reduce telefrag bounds 2025-01-15 18:42:34 +01:00
smallmodel 1500d213e7 Fix wrong pointer being deleted 2025-01-15 18:29:56 +01:00
smallmodel 2dbe61789d Don't use the target list if the world is NULL 2025-01-15 18:29:35 +01:00
smallmodel 3f9bed938e Fix NULL string checking 2025-01-15 18:03:37 +01:00
smallmodel 619d27da81 Add getentity 2025-01-15 18:00:04 +01:00
smallmodel bfd0f6e744 Fix the platform dependant compile error 2025-01-14 00:08:34 +01:00
smallmodel 6d71cabbda Export FS_FOpenFile 2025-01-13 23:22:33 +01:00
smallmodel 317664f88c Throw an error if the player is dead in EndLevel() 2025-01-13 20:51:28 +01:00
smallmodel e7cddd47a5 Fix incorrect map name and spawnpoint when a spawnpoint ('$') is specified, causing crash 2025-01-13 20:45:53 +01:00
smallmodel 393dfae33e Give starting ammo at the next frame 2025-01-13 20:27:07 +01:00
DraGoN c69ea0e4d8 Fixed parameter order in localtime_rand gmtime_r for FreeBSD, OpenBSD, and NetBSD 2025-01-13 19:21:56 +01:00
smallmodel 59fdcf0ae9 Add debian 11 and 12 2025-01-12 20:29:53 +01:00
smallmodel f22ea9eb21 Link against rt 2025-01-11 23:50:33 +01:00
smallmodel 752588ffcd Update OpenAL to version 1.24.2 2025-01-11 16:35:02 +01:00
smallmodel a0f6d7d361 Initialize met_comment to false 2025-01-11 15:20:41 +01:00
smallmodel 1b5232c2d0 Fix compile errors 2025-01-09 23:17:39 +01:00
smallmodel 089e68e85e Add a cvar to opt out for logfile timestamps 2025-01-09 23:08:15 +01:00
smallmodel a9ec7cff4f Write the time before each message printed in the logfile 2025-01-09 22:23:02 +01:00
smallmodel 63c2b3642c Print the version when opening the logfile 2025-01-09 21:42:12 +01:00
smallmodel 5e04124211 Fix accuracy being 0.0 in the stats screen 2025-01-09 21:30:40 +01:00
smallmodel bbfd4ac280 Bump version number 2025-01-09 20:38:18 +01:00
smallmodel 28fd0ba201 Use spline as the default source resampler for OpenAL
This makes sounds feel stronger, the spline resampler has slightly louder high frequencies
2025-01-09 20:36:15 +01:00
smallmodel 305c026f4e Import alGetStringiSOFT 2025-01-09 20:29:30 +01:00
smallmodel b836042a02 Merge pull request #614 from smallmodel/localization_fix
Localization fix
2025-01-08 22:53:44 +01:00
smallmodel ec95b6bfbe Fix localization not working properly 2025-01-08 22:52:47 +01:00
smallmodel 6049ecfc6e Localize dmbox and gmbox 2025-01-08 21:26:47 +01:00
smallmodel 6a31381c8e Format localization source files 2025-01-08 21:26:41 +01:00
smallmodel 7f8bcf8075 Don't read localization.txt file twice 2025-01-08 21:07:13 +01:00
smallmodel b84a47ad3f Localization files should be sorted case-insensitive 2025-01-08 21:04:09 +01:00
smallmodel f91d0c1693 Add missing EV_CanSeeNoEnts
The `canseenoents` was accidentally missing from the Entity's response list, some scripts rely on it
2025-01-08 20:52:24 +01:00
smallmodel cd65424b00 Fix an infinite loop when setting up path for Vehicle 2025-01-08 20:32:34 +01:00
smallmodel 944e0f24ae Merge pull request #606 from ysdragon/freebsd-support
FreeBSD support
2025-01-08 19:07:32 +01:00
smallmodel d396a45e64 Annoying MSVC focus mistake 2025-01-08 18:55:54 +01:00
smallmodel c0d5ebaaf3 Merge branch 'main' into freebsd-support 2025-01-08 18:55:50 +01:00
smallmodel c3b42cc297 Merge branch 'main' into freebsd-support 2025-01-08 18:50:34 +01:00
smallmodel 4f32d436bb Disable OpenAL limiter 2025-01-08 18:45:05 +01:00
smallmodel 4268a875fa Revert commit b95241dcfe 2025-01-08 17:56:44 +01:00
ysdragon 2ec2ef8bbf Update sys CMake configuration to link execinfo for BSD variants 2025-01-08 11:27:09 +02:00
ysdragon 7ba29029e1 Add support for additional BSD platforms in platform detection 2025-01-08 11:26:54 +02:00
smallmodel bbdbe62930 Let SetOwner() assign the edict's ownerNum 2025-01-07 21:41:49 +01:00
smallmodel b95241dcfe Rotate audio listener by +90 degrees forward
This fixes wrong spatialization of 3D sources with HRTF
2025-01-07 20:49:25 +01:00
smallmodel 8cc1cd6f2c Install audio libraries for CodeQL 2025-01-07 01:19:20 +01:00
smallmodel f7947b3fe3 Add playerbot_strategy source files 2025-01-07 01:03:35 +01:00
smallmodel 4c06dd7107 Make UColor constant 2025-01-07 00:40:11 +01:00
smallmodel d6db83805d Make chat message colors brighter 2025-01-07 00:39:45 +01:00
smallmodel 25f4d0199d Use const UColor pointer 2025-01-07 00:32:03 +01:00
smallmodel 3bcd5cf308 Add UColor copy constructor 2025-01-07 00:26:40 +01:00
smallmodel ce38cf9040 Add missing newline for the health pickup message 2025-01-07 00:09:44 +01:00
smallmodel adc2704da0 Improve code clarity 2025-01-07 00:09:28 +01:00
smallmodel f999d87f68 Set the subtitle regardless of g_subtitle if the alias indicate it's forced 2025-01-06 13:37:19 +01:00
smallmodel 7f8446ab82 If random alias name is NULL, use one from global aliases 2025-01-06 13:32:50 +01:00
smallmodel 4d2b61a766 Server-side subtitles must only work on single-player mode 2025-01-06 13:29:12 +01:00
smallmodel 1f3661238a Check for valid player 0 before setting subtitle 2025-01-06 13:26:29 +01:00
smallmodel 5f236d4d42 Fix projectiles having an unassigned weapon owner
This fixes weapons that shoot projectiles not being taken into account for being the preferred weapon
2025-01-05 23:57:08 +01:00
smallmodel 8fb3856ea6 Add a centerprint message when joining a team that is full 2025-01-05 20:19:52 +01:00
smallmodel 418985f90b Fix animation not looping in the same state 2025-01-05 20:02:50 +01:00
smallmodel 2c738fa28e Fix occasional errors related to SV_FindIndex
Some maps (and mods) declare many sounds, sounds with the same name would be present more than once because the case was taken into account
2025-01-05 19:54:32 +01:00
smallmodel 8a8ac2e3d1 Fix newline in win message 2025-01-05 18:36:45 +01:00
smallmodel cf65fd890d Fix incorrect number of wins in the scoreboard 2025-01-05 18:20:00 +01:00
smallmodel 6a86fc8067 Fix num voters when calling vote 2025-01-05 17:50:06 +01:00
smallmodel 528039f80b Don't sanitize semicolon 2025-01-05 17:49:27 +01:00
smallmodel b5875ae890 Allow the same torso animation to play again
This allows replaying the same torso animation, like when activating a new weapon of the same weapon class
2025-01-05 02:29:02 +01:00
smallmodel 8801834804 Don't restart the legs animation from the beginning in the same state
This prevent walking silently by switching weapons indefinitely
2025-01-05 02:20:59 +01:00
smallmodel a14a2c9684 Fix inconsistent torso animation cross-blending 2025-01-05 02:10:01 +01:00
smallmodel 269e73168e Fix an issue where animations (legs) would not loop 2025-01-05 02:00:49 +01:00
smallmodel 19eec6305b Use "idle" anim when in noclip mode 2025-01-04 21:15:32 +01:00
smallmodel 9930d50f99 Fix inconsistent player animation debug print 2025-01-04 20:37:15 +01:00
smallmodel 9427137dbd Properly increment the packet number before sending the gamespy reply
Some programs parse the packet number and stop working properly if the packet number is an incorrect value
2025-01-04 19:43:47 +01:00
smallmodel c10fd17d19 Bump patch number 2025-01-04 18:01:52 +01:00
smallmodel 3c26b98b65 Generate checksum with noncompat protocol 2025-01-04 17:55:33 +01:00
smallmodel 6e357459e6 Fix fragments being sent too fast
This prevented players with low connection speed unable to connect due to UDP packets being lost. The rate of connecting clients will be properly taken into account
2025-01-04 17:55:11 +01:00
smallmodel fe42511c54 Changed the color of UIListBox elements 2025-01-03 22:08:59 +01:00
smallmodel 32f507ce15 Fix pulldown menu container using the wrong foreground color 2025-01-03 22:08:26 +01:00
smallmodel efeda23627 Fix player losing part torso animation during pain 2025-01-02 18:04:32 +01:00
smallmodel 465d462756 Automatically adjust the FOV depending on the aspect ratio 2025-01-02 15:52:45 +01:00
smallmodel df22895b94 Fix compile error 2025-01-02 15:30:34 +01:00
smallmodel 6b2160c876 Add putaway getter for Weapon 2025-01-02 14:27:39 +01:00
smallmodel 088b44e2cc Don't use the same weapon and add getters for the newActiveWeapon 2025-01-02 14:27:31 +01:00
smallmodel 3f299610fc Also try to find weapon by name in useWeapon() 2025-01-02 13:33:04 +01:00
smallmodel 713e361d85 Fix DM box position with resolutions above 1920x1080 2025-01-02 01:46:34 +01:00
smallmodel 869075f47b Disable audio virtualization on special audio sources such as music and ambient sounds
This prevents the music from being muffled by HRTF virtualization
2025-01-01 23:58:48 +01:00
smallmodel a067c58b3d Add EV_ScriptThread_FileClose2 to call fclose() without getting the return value 2025-01-01 23:38:49 +01:00
smallmodel b16aaa5adc Use a scripted object to store the C file handle for file functions 2025-01-01 12:40:59 +01:00
smallmodel f4a412cc24 Fix reverb toggle at runtime even if reverb is unimplemented 2024-12-31 13:04:33 +01:00
smallmodel d83ad43b0b Fix FPS model not being set correctly to match the world model 2024-12-30 20:24:49 +01:00
smallmodel aa9847cf90 Use clean Radix sort code from ioquake3 to sort draw surfaces 2024-12-30 19:18:54 +01:00
smallmodel 18a3658935 Ignore fast path if the drawsurf is a sprite 2024-12-30 19:18:20 +01:00
smallmodel 716a574abe Clean up terrain when shutting the Ref down 2024-12-30 18:51:10 +01:00
smallmodel e0dee12578 Clamp LOD terrain values 2024-12-30 16:16:17 +01:00
smallmodel 04b1e88077 Clamp r_subdivisions value 2024-12-30 16:13:50 +01:00
smallmodel 51a2f7d479 Use an enumeration for weapon commands and a function to get the weapon command
This improves clarity for using weapon commands. Also the mask was incorrect for protocol above version 8 (mohaas and mohaab)
2024-12-30 00:55:29 +01:00
smallmodel 2656000ce4 Print chat message from the game module instead of the server 2024-12-29 18:46:40 +01:00
smallmodel 4ec10af1fd Fix private message not working 2024-12-29 15:43:41 +01:00
smallmodel 78cd0cf28b Prevent firing weapon if there is a weapon command
This prevent tricks like firing and dropping weapon to shoot silently
2024-12-29 13:45:18 +01:00
smallmodel 3e9d2bf89a Fix incompatible type being used for shadertext 2024-12-27 17:33:29 +01:00
smallmodel ebe9795bba Select a random player skin when the bot dies 2024-12-25 15:08:57 +01:00
smallmodel 3f2c2f7aa4 Spectate the next player in mohaa 1.0 (instead of random) when pressing use in spectator 2024-12-25 15:08:00 +01:00
smallmodel 583c2720e2 Fix Info_RemoveKey not correctly removing the key 2024-12-25 15:00:32 +01:00
smallmodel 47d6843b70 Fix player model list never initialized 2024-12-25 14:50:11 +01:00
smallmodel 25fd01c46b Automatically switch to another weapon when the current weapon has no ammo 2024-12-24 20:19:08 +01:00
smallmodel 963b2a2bbd Add getters for Sentient inventory and ammo inventory 2024-12-24 20:04:59 +01:00
smallmodel 7274ceb0ff Make the bot melee when it is near the player 2024-12-24 19:53:20 +01:00
smallmodel cb1c3c0b1c Remove call to SV_WriteDownloadToClient() when sending snapshots, as it's already called when sending download messages 2024-12-24 18:42:05 +01:00
smallmodel da5c35ec2b Prevent connecting clients from receiving snapshots and CG messages while connecting 2024-12-24 18:30:08 +01:00
smallmodel 515beeafa7 Fix wrong fov clamping 2024-12-23 22:57:26 +01:00
smallmodel 37f5f64ef3 Update features.md 2024-12-23 22:55:17 +01:00
smallmodel 85c401496a Add a client-game variable for customizing the FOV client-side 2024-12-23 22:53:31 +01:00
smallmodel 07f7c557ce Move TargetArch.cmake to misc/cmake 2024-12-23 22:34:50 +01:00
smallmodel 31278fba92 Make sure to bind to the renderer FBO when drawing 2024-12-22 22:41:54 +01:00
smallmodel a32a9e8ae8 Update documentation about bots 2024-12-22 22:07:24 +01:00
smallmodel 70dc1820db Update README 2024-12-22 21:53:19 +01:00
smallmodel a760cb75a3 Use RE_AddPolyToScene2 for poly like beams 2024-12-22 20:27:59 +01:00
smallmodel 1d0b912f75 Make sure to check if the sprite is valid 2024-12-22 19:57:14 +01:00
smallmodel 439e0718ce Fix sprite rendering causing crashes 2024-12-22 19:16:27 +01:00
smallmodel 4c57ba6ef3 Fix currentStaticModel assignment 2024-12-22 19:03:11 +01:00
smallmodel b4bae40da8 Fix BSP minimum and maximum version on GL2 2024-12-22 19:00:15 +01:00
smallmodel e04cbd57ea Fix most shader errors, light rendering 2024-12-21 22:49:38 +01:00
smallmodel 66664b7b46 Add tr_vis 2024-12-21 21:43:29 +01:00
smallmodel 546b90d75f Add basic 3D GL2 rendering with static models and terrain 2024-12-21 17:04:31 +01:00
smallmodel 14e83a52a4 Add terrain rendering 2024-12-21 14:01:11 +01:00
smallmodel dc9fec9d03 Load JPEG file first before TGA 2024-12-20 23:35:14 +01:00
smallmodel 6d21d52d3e Define USE_INTERNAL_JPEG macro for renderer when using the internal JPEG 2024-12-20 23:31:03 +01:00
smallmodel 3afb87486b Add basic support for mohaa shaders for GL2 2024-12-20 23:21:28 +01:00
smallmodel d0c0a55e6d Fix drawing elements with color 2024-12-20 23:20:30 +01:00
smallmodel 1919b0efcb Fix Cvar_SetValue not set for ref imports 2024-12-20 23:11:37 +01:00
smallmodel 954d096261 Fix font rendering 2024-12-20 21:53:33 +01:00
smallmodel 7e150c7a8a Implement used draw functions 2024-12-20 21:27:10 +01:00
smallmodel 77646bda78 Implement RB_Stream draw surfaces 2024-12-20 21:21:10 +01:00
smallmodel e6848a3ab0 Fix the window sizer losing focus when rapidly dragging the mouse
This would lead to annoyances when trying to resize the window as the window sizer would lose focus
2024-12-20 20:13:05 +01:00
smallmodel 011f49616b Fix the improper focus and activation of pulldown menus 2024-12-20 19:35:27 +01:00
smallmodel e1be3c0fd1 Call G_SetClientConfigString() instead to properly set the team configstring 2024-12-20 19:13:17 +01:00
smallmodel 3d950764a2 Add minimal renderergl2 implementation
This implementation should just let the game run without crashing, the renderer doesn't show anything yet
2024-12-20 01:23:00 +01:00
smallmodel fe16f999d8 Use ri.Printf to print instead of the Com_* functions 2024-12-19 22:40:38 +01:00
smallmodel 390c1d3f3d Move tiki_mesh inclusion to renderercommon CMakeLists 2024-12-19 21:18:54 +01:00
smallmodel 49b5c29c11 Format renderergl1 source files 2024-12-19 21:13:39 +01:00
smallmodel f86b495cc6 Set all common renderer imports and add openmohaa imports after ioquake3 imports for more clarity 2024-12-19 20:09:52 +01:00
smallmodel a4d0a96ce5 Clear the camera jitter when ending the remote control 2024-12-19 19:52:29 +01:00
smallmodel 9d4ea75a18 Increase the number of aliases that can be found
Previously, 64 aliases could be chosen for random search, it was incremented to 128 since 2.0, however it should have been increased in Breakthrough as well, because there are aliases with more than 128 elements
2024-12-19 19:19:12 +01:00
smallmodel 38427fa3c5 Add support for compiling both opengl1 and opengl2 when they're built as shared libraries
renderercommon is now used, which will appropriately use opengl1 when building static libraries, or compile both opengl1/opengl2 modules when building shared libraries
2024-12-18 23:24:04 +01:00
smallmodel 7d369dec74 Don't render static mesh if there is no static xyz 2024-12-18 19:44:48 +01:00
smallmodel 58bef33bc7 Don't check if the TIKI model exists when initializing a static model
In later version like 2.0 and above, the TIKI model can be registered before static models which would prevent static xyz to be initialized
2024-12-18 19:41:28 +01:00
smallmodel bd021b109c Fix a terrible mistake in TIKI_FindTiki with uninitialized variable
This was using an uninitialized buffer to find the cached TIKI, in most configurations it always returned false, but when compiled with GCC it would return true
2024-12-18 19:31:21 +01:00
smallmodel 7e15c2ac1b Update features.md 2024-12-17 23:03:58 +01:00
smallmodel 3b1b994152 Fix temporary spawn spots being incorrectly ignored 2024-12-17 22:54:46 +01:00
smallmodel 4e69d7a78a Remove redundant code 2024-12-17 22:50:25 +01:00
smallmodel 16166a36b5 Fix spawnpoint metric for objective-based matches 2024-12-17 22:48:10 +01:00
smallmodel bcbe7cd870 Fix spawn point metric functions not counting the last player 2024-12-17 22:45:43 +01:00
smallmodel 8dba91fbcc Reopen doors to the other side when blocked 2024-12-17 22:17:02 +01:00
smallmodel 29fe5780e9 Only post the EV_MoveDone event if it's not pending when done moving
There are some situations where EV_MoveDone is posted again through a call to G_PushMove(), this avoids the mover unexpectedly and immediately moving to the new location
2024-12-17 22:15:53 +01:00
smallmodel 12686c0ab1 Format mover source file 2024-12-17 22:02:35 +01:00
smallmodel a21d712f54 Reopen the door to the other side if it's blocked 2024-12-17 21:30:48 +01:00
smallmodel 2c7d18b331 Initialize client persistent in G_InitClientPersistant 2024-12-17 21:16:45 +01:00
smallmodel e353673005 Fix player deaths (or total kills) being added twice in round-based matches 2024-12-17 21:11:34 +01:00
smallmodel 6b36bec8e9 Allow custom game ports other than 12203 to be specified through GAME_PORT environment variable 2024-12-17 19:29:17 +01:00
smallmodel 1be50cdddf Clear the attack time during reaction time 2024-12-17 14:01:13 +01:00
smallmodel 869b257bf8 Add a slight random response time before attacking
It's a way to make the fight less difficult between bots and players
2024-12-16 23:05:35 +01:00
smallmodel f165ebf9a3 Refactor G_ExitLevel 2024-12-16 23:03:15 +01:00
smallmodel a6c168c289 Count from 0 instead of CS_OBJECTIVES for more clarity 2024-12-16 22:13:26 +01:00
smallmodel 0057a8273c Initialize the total map time 2024-12-16 21:17:36 +01:00
smallmodel 876829a742 Properly aim the enemy
The bot wasn't aiming properly at the enemy because the bot was aiming from the centroid. It also caused issues when the enemy was crouching
2024-12-16 19:45:42 +01:00
smallmodel f4519325ce Speed up bot rotation 2024-12-16 19:41:01 +01:00
smallmodel 932367d061 Append "demo" to the keywords if fs_restrict is enabled 2024-12-15 21:32:34 +01:00
smallmodel 79643d963e Correctly parse the name of the players returned by the serverstatus command 2024-12-15 21:32:23 +01:00
smallmodel 872b3f5d70 Improve bot movement when stuck 2024-12-15 21:10:48 +01:00
smallmodel ac4138a763 Declare PID functions 2024-12-15 00:20:31 +01:00
smallmodel 0765537d29 Improve bot attack state
This should stop bot aiming forever behind walls and getting stuck to a wall
2024-12-14 23:32:17 +01:00
smallmodel f2f9ba9f83 Fix emulated death message incorrectly having a '?' at the beginning of each message on base game 2024-12-14 22:14:55 +01:00
smallmodel 20c1fab815 Don't set the frame number if the renderer function doesn't exist 2024-12-14 22:13:11 +01:00
smallmodel d3fb1331f8 Fix NDEBUG check 2024-12-14 20:09:33 +01:00
smallmodel 13eafb9bf1 Update server doc 2024-12-14 19:53:28 +01:00
smallmodel 1ef61a6e3d Use the PID file in non-debug builds
The PID file is used to check if openmohaa cleanly exited, and in case it didn't, the user is prompted to start in safe mode
2024-12-14 19:40:49 +01:00
smallmodel 0fb80a4ab5 Use unnamedsoldier.cfg config file if the openmohaa config file doesn't exist 2024-12-14 19:38:52 +01:00
smallmodel 981b12b63d Return a rounded number in G_GetAngle
There are scripts that compare the returned angle with an exact value and sometimes G_GetAngle return a value with a tiny fraction difference
2024-12-13 23:55:34 +01:00
smallmodel 508ee871b9 Add a small offset for checking if the player can get off ladder
This compensates with the difference with floating-point precision between architectures
2024-12-13 23:30:01 +01:00
smallmodel c293a52f7a Fix MASK_LADDER mask 2024-12-13 22:54:00 +01:00
smallmodel acf2dd0ad1 Use an integer when waiting
Since the expected time is in milliseconds, it's best to use an integer instead. Floating-point numbers lose precision as they get larger, especially when the level's current time is long (e.g., over 24 hours). This loss of precision could cause scripts to wait unsuccessfully with small numbers, causing unexpected behaviors
2024-12-13 22:17:43 +01:00
smallmodel 32bee2602c Rename mods to home 2024-12-13 20:37:13 +01:00
smallmodel d5ec17ec26 Allow subtitles to be set from stufftext 2024-12-13 19:24:58 +01:00
Bulldozer e53c6b55bf Update getting_started_installation.md
Spearhead was mentioned instead of Breakthrough.
2024-12-13 18:55:17 +01:00
smallmodel 85da9fabdd Fix incorrect event/return value for ScriptOrigin::GetAngleEvent 2024-12-12 23:50:42 +01:00
smallmodel e15440af5e Clear the view velocity when PMF_NO_MOVE is set 2024-12-12 22:52:28 +01:00
smallmodel 26c2225a24 Remove rate assertion 2024-12-12 22:45:44 +01:00
smallmodel cd06dc0535 Don't validate facet if there is an invalid border plane
The check was missing, which would cause a crash during collision test
2024-12-12 22:37:09 +01:00
smallmodel 1b8ef411ee Increase the value of MAX_PATCH_PLANES 2024-12-11 23:20:27 +01:00
smallmodel 95466b810f Prevent an infinite loop in ProcessPendingEvents() when an entity is being deleted in thinks 2024-12-11 21:55:31 +01:00
smallmodel 0a41f3bb76 Indicate when processing events 2024-12-11 21:55:22 +01:00
smallmodel 9b247a746c Add health check script to check for the state of the mohaa server 2024-12-11 20:19:34 +01:00
smallmodel fcdde53774 Use home instead of mods 2024-12-11 00:57:31 +01:00
smallmodel 279cfb364b Change the homepath instead of the game directory
Otherwise, clients would look for cgamex86.dll module that is inside the fs_game directory
2024-12-11 00:42:54 +01:00
smallmodel 3dcb2cad64 Fix typo 2024-12-10 23:07:57 +01:00
smallmodel a199188ede Add more stuff to build dev/server containers 2024-12-10 22:54:32 +01:00
smallmodel 8a84436d1b Fix Cmd_TokenizeString2 incorrectly ignoring extended ascii characters 2024-12-09 22:33:36 +01:00
smallmodel 231553f574 Fix round not ending when the clock reached 0:00
The wrong variable was being checked to end the round
2024-12-09 22:14:57 +01:00
smallmodel 37466cdffb Fix wrong condition for checking entity 2024-12-09 22:02:48 +01:00
smallmodel 3cc417151d Fix newlines for G_PrintToAllClients 2024-12-09 21:42:45 +01:00
smallmodel d26718a711 Fix teamkill kick warning not working 2024-12-09 21:32:38 +01:00
smallmodel 0644bc2967 Don't execute old commands from previous map when initializing cgame 2024-12-09 21:27:08 +01:00
smallmodel a2e4f1dc25 Use the server frametime when parsing baseline entities from the game state 2024-12-09 19:34:19 +01:00
smallmodel 9c952ab49d Set the map name from the server 2024-12-09 19:33:05 +01:00
smallmodel aa52fe73a5 Restart the file system when connected and when the local server has no paks 2024-12-09 19:31:58 +01:00
smallmodel fee6390281 Update README 2024-12-09 18:55:36 +01:00
smallmodel 835ddb1de3 Set the compass scale to 0.55 by default on the base game 2024-12-09 18:08:00 +01:00
smallmodel b58f031bcc Remove unused cg variables 2024-12-08 20:09:23 +01:00
smallmodel 3897a44ce6 Bump the version number 2024-12-08 19:58:59 +01:00
smallmodel 1ec88142b9 Put the value of the working directory in quotes 2024-12-08 19:46:36 +01:00
smallmodel 70a5dde726 Correctly handle long strings in chat and game message box 2024-12-08 19:22:25 +01:00
smallmodel f684349c18 Make sure to pop the loading screen on error
This fixes the client getting stuck in the loading screen due to a drop error
2024-12-08 18:47:10 +01:00
smallmodel a08a9a4f10 Remove TOKEN_NUMBER (unused)
Some maps use #xx to indicate an identifier, so remove this token to avoid errors
2024-12-08 18:24:33 +01:00
smallmodel f719b87e69 Handle identifiers that are present after strings, by marking strings as identifier 2024-12-08 18:15:26 +01:00
smallmodel af1cbea966 Also make players non-solid in a vehicle slot 2024-12-08 17:19:39 +01:00
smallmodel f3f53947bc Call the switch label only is the primary turret is valid 2024-12-08 16:43:58 +01:00
smallmodel f0cc34cccf Correctly parse identifiers starting with a number and containing non-numeric characters 2024-12-08 16:19:57 +01:00
smallmodel c4a1175ad0 Clear the invulnerable override when loading 2024-12-08 15:53:37 +01:00
smallmodel 333c452f44 Sanitize the name with a maximum buffer size limit 2024-12-08 12:51:14 +01:00
smallmodel 5801af34bb Don't execute newconfig.cfg
This prevents graphic settings from being overridden by the configuration file previously generated by the original game
2024-12-08 12:43:05 +01:00
smallmodel da0c36cc88 Also show the port of clients in status 2024-12-08 12:40:21 +01:00
smallmodel d8d98ade6a Set the default sound quality to 44 Hz 2024-12-08 12:37:59 +01:00
smallmodel c3157ad4d7 Use DebugPrintf for errors that are relevant to developers 2024-12-06 20:36:12 +01:00
smallmodel 6f686cb7fa Check if the renderer is loaded instead of checking if it's registered 2024-12-06 00:45:18 +01:00
smallmodel 39981643a8 Fix incorrect count when unloading sgl fonts 2024-12-06 00:45:12 +01:00
smallmodel 28bdd1b2b3 Made the renderer modular and loadable
This removes coupling between the renderer and UI/client functions. An option USE_RENDERER_DLOPEN was added to specify whether a renderer module should be compiled and loaded, instead of integrating the renderer into the executable directly. This opens the door for a new renderer
2024-12-06 00:15:19 +01:00
smallmodel 35f40e949b Properly clear UI resources when shutting down the UI 2024-12-05 23:31:38 +01:00
smallmodel 115b7b82aa Correctly handle the scenario where multiple architectures are specified
Each target will produce a single binary having multiple architectures, instead of having a binary per architecture. The suffix for each binary will be `multiarch`. This makes it easier for the end-user to install and use. This also helps the transition between Intel and Apple Silicon hardware
2024-12-05 21:12:19 +01:00
smallmodel d7c0ee47fe Check if the skel is valid before freeing it 2024-12-05 00:42:50 +01:00
smallmodel 0559d643b7 Use TIKI_DPrintf instead of Skel_DPrintf 2024-12-05 00:42:31 +01:00
smallmodel 8446a655bb Print an error when the skel file extension is unknown 2024-12-04 22:33:42 +01:00
smallmodel 01d098dab5 Clear the number of uses of the skel cache when registering a new skeleton 2024-12-04 22:33:28 +01:00
smallmodel b6dd3914be Correctly free skels when freeing TIKIs
This fixes a potential memory leak that would occur when the first skelcache's skel is NULL
2024-12-04 22:30:26 +01:00
smallmodel c2e45710ad Improve code clarity 2024-12-04 22:15:01 +01:00
smallmodel 5da24a8ab5 Update mac runner OS to macos-15 2024-12-04 19:37:45 +01:00
smallmodel ac6b274a4f Use MAP_SIZE instead of MAX_MAP_BOUNDS
This fixes collision being incorrect on big maps
2024-12-04 19:22:56 +01:00
smallmodel f703ee2f26 Add a section about installing official patches and improve clarity 2024-12-03 23:09:43 +01:00
smallmodel 70b8f9868e Use GameFront for links to demos 2024-12-03 22:29:53 +01:00
smallmodel c69bafeb3f Add a section about cleaning up the game directory 2024-12-03 21:07:18 +01:00
smallmodel f7c8c745c4 Don't return a slash at the end for directory name 2024-12-02 21:08:42 +01:00
smallmodel 861338b0fc Add support for smaller lightmaps
Large lightmap can be disabled for very low-end hardware. A BSP file with a smaller lightmap (_sml.bsp) will be used instead of the standard one if the map supports it
2024-12-02 20:36:45 +01:00
smallmodel 499fe44bde Call R_RegisterShaderNoMip for the crosshair
This prevents the crosshair texture from being altered by the texture quality settings
2024-12-02 19:00:43 +01:00
smallmodel ba74943844 Fix picmip adjustment 2024-12-02 18:59:48 +01:00
smallmodel 21f631e733 Compile SDL input/client and SDL OpenGL independently
This decouple the renderer from the client part of SDL (input), and only uses SDL for OpenGL
2024-12-01 22:23:28 +01:00
smallmodel b5c32a41de Check for tabs alongside spaces in the lexer between expressions and variables
This fixes a compile error in some scripts that use tabs instead of spaces between expressions
2024-12-01 20:36:30 +01:00
smallmodel c9373cbc97 Comment out ABI compatibility checks 2024-12-01 20:34:38 +01:00
smallmodel b5a73384d3 Exclude the slash at the beginning of each file for FS_ListFilteredFiles 2024-12-01 20:33:51 +01:00
smallmodel 4f699f3b58 Add support to compile renderergl2 (currently unimplemented) 2024-12-01 19:21:07 +01:00
smallmodel 4ea598d76b Reimplement SkipBracedSection 2024-12-01 17:53:51 +01:00
smallmodel 7e6b0a1c2b Remove SMP and render thread code, as they're unused 2024-12-01 16:32:19 +01:00
smallmodel d884512a76 Update renderergl2 from upstream ioq3 2024-12-01 15:41:48 +01:00
smallmodel 71450fb36e Move renderer to renderergl1 2024-12-01 15:30:23 +01:00
smallmodel 4775f29194 Fix build warnings and errors 2024-11-30 23:36:37 +01:00
smallmodel d5d5c7a55d Use bits per sample rather than bytes as there are 4-bit sounds 2024-11-30 23:23:49 +01:00
smallmodel aa74934ae0 Fix huddraw scaling with high resolutions 2024-11-30 23:21:20 +01:00
smallmodel 0534482c22 Fix a small mistake where it uses vidWidth rather than vidHeight 2024-11-30 23:08:23 +01:00
smallmodel 6fe1e86b31 Automatically scale UI elements for high resolutions
This fixes UI elements being tiny on high resolutions like 4K. Now most UI elements will scale automatically with resolutions above 1920x1080.
2024-11-30 22:40:00 +01:00
smallmodel 47983481c9 Use UI definitions instead of cls.glconfig for UI code to get the resolution 2024-11-30 13:54:50 +01:00
smallmodel 383bc60ddb Update OpenAL to 1.24.1 2024-11-30 00:40:41 +01:00
smallmodel d834f08cad Update compiling.md with current version of tools to use 2024-11-30 00:40:35 +01:00
smallmodel 387ccd5cc3 Bump the minimum CMake version to 3.12 2024-11-30 00:36:33 +01:00
smallmodel 0fb775cd60 Only set the infoclient if it's a teammate player that can be sent to other clients 2024-11-29 23:45:52 +01:00
smallmodel f31ea39331 Add about tweaking the build 2024-11-29 23:00:57 +01:00
smallmodel 56cc3fff53 Use a single variable to disable modern DMA 2024-11-29 22:53:04 +01:00
smallmodel 5f33a617ab Allow linking directly against system OpenAL library 2024-11-29 22:03:39 +01:00
smallmodel b3da62f77e Don't use an offset for constArrayValue
This is risky and a bad practice to offset a pointer. This also fixes the compiler warning
2024-11-29 21:58:07 +01:00
smallmodel f1e5d02169 Fix insecure printf format 2024-11-29 21:48:56 +01:00
smallmodel 7cad7a4bd0 Fix printf format specifiers 2024-11-29 21:34:41 +01:00
smallmodel 83a874e4fd Add an option for CMake to specify when targeting the local system 2024-11-29 20:59:47 +01:00
Joey Riches 6eab2ddd57 CMake: Support lib extension on unix
Some distros install to lib64 instead of lib, respect the lib extension
otherwise some {f,c}game gets installed to lib64 and other libs get
installed to lib.
2024-11-28 00:49:00 +01:00
smallmodel d944b4a21e Fix wrong command name for ForceDropHealth 2024-11-27 22:40:40 +01:00
smallmodel 58f0245e83 Only add entries for servers that were queried successfully 2024-11-27 22:12:55 +01:00
smallmodel 2f8382f100 Initialize m_bMumble 2024-11-27 21:15:49 +01:00
smallmodel 167bd45a6a Make the AI rarely play the standidentify animation (pointing finger to the player) 2024-11-27 21:14:51 +01:00
smallmodel 1e9decf193 Add support for IMA-ADPCM sounds (4-bit)
Sounds such as sea waves (mohaa m3l1a) and subpen (mohaas flughafen) will be played accordingly. This uses OpenAL extensions such as AL_EXT_IMA4 and SOFT features such as AL_SOFT_block_alignment
2024-11-27 20:37:56 +01:00
smallmodel 459e13dc76 Allow pusher to teleport
This fixes an issue where teamslaves (bind elements) would not be in sync with the pusher
2024-11-27 14:36:16 +01:00
smallmodel 94e3d95d6c Update getting_started_installation.md 2024-11-27 14:35:07 +01:00
smallmodel eeb9139024 Fix incorrect delta for FaceEnemyOrMotion
The AI would not consistently aim at the enemy while covering
2024-11-27 11:57:05 +01:00
smallmodel 486b6f40e5 Don't play sound if the parameter is not specified 2024-11-26 22:47:55 +01:00
smallmodel d3fdaa060a Fix bad parameters passed to CG_AnimationDebugMessage 2024-11-26 19:21:18 +01:00
smallmodel 766258e84b Archive instances of SmokeGrenade
This was mistakenly missing and fixes smoke grenade explosions disappearing after loading from save
2024-11-26 18:38:34 +01:00
smallmodel 8213bf41a8 Fix player having no inventory or dying when respawning immediately after getting killed 2024-11-26 00:53:38 +01:00
smallmodel 8843a8ee15 Remove owner assert
The owner can be NULL so there is no reason to assert on this
2024-11-26 00:36:47 +01:00
smallmodel 6bb09256c5 Teleport the player back to (0,0,0) origin if out of map bounds 2024-11-25 22:32:08 +01:00
smallmodel b2e6e1b56f Comment out the Illegal XYZ coordinates message to avoid spamming the console 2024-11-25 22:30:44 +01:00
smallmodel 6b402e5215 Format g_phys source file 2024-11-25 22:21:51 +01:00
smallmodel 04baf673dc Set MAX_MAP_BOUNDS to 8192 2024-11-25 22:12:47 +01:00
smallmodel 10b7651eff Use getters for max fire movement and zoom movement 2024-11-25 22:12:29 +01:00
smallmodel 4f76d7291f Fix typo 2024-11-25 21:02:52 +01:00
smallmodel 1c2be68253 Update getting started (installation) 2024-11-25 20:36:42 +01:00
smallmodel 6c9d6940cc Disable sv_floodProtect by default 2024-11-25 19:35:37 +01:00
smallmodel b719455b78 Add the missing newline for iprintln functions 2024-11-25 19:18:15 +01:00
smallmodel db16c8bea4 Localize player IPrint string 2024-11-25 19:09:02 +01:00
smallmodel abdaecb28d Update README 2024-11-25 19:08:03 +01:00
smallmodel 586da44c30 Remove what's Working documentation as everything is implemented 2024-11-24 18:03:15 +01:00
smallmodel 3956e03557 Use Ubuntu 22.04 as the runner OS for linux, to use a lower GLIBC version 2024-11-24 16:31:38 +01:00
ysdragon 8d0b7b77c6 Check for libc and link against execinfo lib for musl libc 2024-11-24 16:04:30 +01:00
ysdragon 23ad991743 Use nullptr instead 2024-11-24 16:04:30 +01:00
smallmodel 4493b2c42e Prevent integer overflow when interpolating verts 2024-11-24 15:58:18 +01:00
smallmodel 8b6b1597d7 Check for bHitPerson in MV0, MV1 and MV2
This checks if the sentient being hit is dead, and skip it when moving the vehicle so the vehicle doesn't get stuck for when a sentient is dying
2024-11-23 22:58:51 +01:00
smallmodel dddedba721 Update getting_started_running.md 2024-11-23 21:14:42 +01:00
smallmodel be34870a18 Copy the channel origin to the sound entity origin when loading
If the channel had a valid entity at the time of saving, make sure to restore the origin
2024-11-23 21:12:58 +01:00
smallmodel 4d4b9288c6 Don't update the streamed channel if the source status AL_INITIAL
This can occur when starting a new sound without playing it, which can happen when reloading the sound system while all sounds are paused (game paused)
2024-11-23 18:42:27 +01:00
smallmodel fc9be91124 Update OpenAL to 1.24.0
PowerPC will remain on 1.23.1 until the compile issue is resolved
2024-11-23 17:24:05 +01:00
smallmodel 0d24c620fb Update GCC to version 14 2024-11-23 16:08:25 +01:00
smallmodel 89140f775e Archive entities at the order they were created
This fixes an issue where turrets would Think() before the base they are mounted on (like tanks), which means the turret would set its origin before the base (tank) does. This issue also occurs on the original game
2024-11-23 15:19:05 +01:00
smallmodel de6718b511 Include a new section on how to obtain demos online 2024-11-22 21:03:54 +01:00
smallmodel 5c094f9c8a More clarity 2024-11-22 20:57:26 +01:00
smallmodel e2f4d8cd6b Use explicit constants when checking g_gametype 2024-11-22 19:44:53 +01:00
smallmodel 04da76167c Set the correct face mode for when the AI is facing a entity that allows AI to face
This fixes a mistake where AI would turn away from the player if the player approaches too much
2024-11-22 18:52:36 +01:00
smallmodel 90639cee36 Fix incorrect effect being spawned for MakeEffect CGM 2024-11-22 18:18:27 +01:00
smallmodel ecfdcca4d5 Update README 2024-11-21 22:07:11 +01:00
smallmodel 3790f057e1 Fix an infinite loop in BulletAttack
This would be caused by an entity that is inside another entity, like 2 actors at the same location
2024-11-21 20:41:57 +01:00
smallmodel 44d8adcfb0 Set the eyePos when loading from save
Server uses the playerState's vEyePos as the position, to add entities to snapshots, so make sure it's initialized before the next snapshot is sent
2024-11-21 20:26:12 +01:00
smallmodel 64f877ae80 Use the correct convention for installing the project
On Win32:
- Binaries and libraries will be installed by default in <PREFIX>/bin
- The prefix is set to `Program Files/openmohaa` by default

On Unix:
- Binaries and libraries will be installed by default in <PREFIX>/lib/openmohaa
- Shared data will be installed in <PREFIX>/share/applications, <PREFIX>/share/metainfo and <PREFIX>/share/icons
- The prefix is set to `/usr/local` by default
2024-11-21 19:49:43 +01:00
smallmodel 2ce8450a7e Use fprintf to stderr 2024-11-21 01:14:08 +01:00
smallmodel 7e7b3ab280 Fix PDB files mistakenly not included 2024-11-21 00:13:37 +01:00
smallmodel 48c2d026e6 Fix ActorPath not archiving path properly
It was mistakenly archiving the first path multiple times instead of the whole path array. This lead to AI strangely moving after loading from save
2024-11-20 23:32:37 +01:00
smallmodel ad825f5114 Reimplement noise functions 2024-11-20 23:02:22 +01:00
smallmodel 120a486aea Use CMake installation directory
This removes the use of the DESTINATION parameter from install() command and instead rely on default values.
The shared build action file was modified to package installed files in a single folder
2024-11-20 22:50:49 +01:00
Joey Riches 864cdf1fc6 CMake: Add uninstall target
https://gitlab.kitware.com/cmake/community/-/wikis/FAQ#can-i-do-make-uninstall-with-cmake

Useful when for testing system-wide installation with linux
2024-11-20 18:01:30 +01:00
Joey Riches f1c12e0649 misc: Add linux assets
Add a .desktop file, this is used by application launchers in order to
find and execute applications, this should be installed to
`/usr/share/applications/org.openmoh.openmohaa.desktop`.

Add appstream metainfo, this provides metainfo that is used by Software
Centers for discoverability, this should be installed to
`/usr/share/metainfo/org.openmoh.openmohaa.metainfo.xml`.

This will open the door to getting OpenMoHAA packaged up by various
linux distros.
2024-11-20 16:40:01 +01:00
smallmodel 58d8a73269 Don't abort() on interrupt or on program termination 2024-11-20 12:46:04 +01:00
smallmodel c788d57c52 Use abort() rather than doing a segfault 2024-11-19 23:15:01 +01:00
smallmodel 50eda4156a Don't remove the weapon if it has no start ammo
Instead, prevent sentients from picking up weapons if they get no ammo from it and they already have that weapon. Instead, just let the weapon be picked up as a new weapon
2024-11-19 22:44:04 +01:00
smallmodel 1e609a4b2f Ignore bullet tracers in 1.11 and below
Before 2.0, the tracer frequency is set on almost all weapons. This has some artifacts on multiplayer, the tracer doesn't look adjusted in first-person view
2024-11-19 22:24:50 +01:00
smallmodel a0e2162dd7 Fix 1.11 servers filtered out 2024-11-19 22:16:55 +01:00
smallmodel 01dfbcdbfe Properly print the backtrace and generate a core dump on both Windows/Unix 2024-11-19 21:45:49 +01:00
smallmodel 862af012cb Fix infinite loop while getting the number of lines in objectives 2024-11-19 20:26:23 +01:00
smallmodel d83374d38c Set the default compass scale to 0.5 for the base game 2024-11-19 19:44:55 +01:00
smallmodel 05e14f6364 Adjust the objectives menu accordingly depending on the game message box which depends on the compass scale 2024-11-19 19:41:46 +01:00
smallmodel 6bc621462c Use CL_FontStringWidth instead of uie.FontStringWidth 2024-11-19 19:17:16 +01:00
smallmodel acb08b89f7 Fix constant for screenOrg 2024-11-18 22:03:58 +01:00
smallmodel 2107523eda Use MAX_CLIENTS - 1 instead of 63 2024-11-18 21:57:02 +01:00
smallmodel 2662174eba Fix radar clients not blinking when talking 2024-11-18 21:22:50 +01:00
smallmodel 59d03ff6f0 Return a virtual scale with the correct ratio if scale variable is set
This prevents the widget from being stretched out on widescreen, currently only the compass uses scalecvar
2024-11-18 21:13:43 +01:00
smallmodel 05d304dfc3 Set ignoredFiles only if ignore_files was specified
This fixes a crash that would occur due to a NULL string
2024-11-18 20:38:03 +01:00
smallmodel 614ed6e632 Use the vartree for flags, rather than copying the flags to a signed int value 2024-11-18 19:47:54 +01:00
smallmodel eb938c872d Make varnode endian-independant
This fixes terrain rendering incorrectly on big-endian architectures by using bit operation. The `flags` field in the union always matched the first byte of the variance float value instead of the least significant byte
2024-11-18 19:44:00 +01:00
smallmodel 46e1aa979b Use ARRAY_LEN instead of sizeof 2024-11-18 18:46:14 +01:00
smallmodel ec5acb4d98 Fix bad glDepthRange 2024-11-17 22:59:49 +01:00
smallmodel b237222761 Update features.md 2024-11-17 22:27:20 +01:00
smallmodel 652df1a5af Prevent players with SVF_NOCLIENT to use objects 2024-11-17 22:10:03 +01:00
smallmodel 69621335db Put the target extension version in the version string 2024-11-17 21:31:45 +01:00
smallmodel 7b58fbec8a Fix comparison operator for char 2024-11-17 21:25:54 +01:00
smallmodel aeb8aa8e55 Don't send a voice chat message if the entity is not sent to clients 2024-11-17 20:28:03 +01:00
smallmodel e74e113199 Fix voice message always being sent to enemies in team message 2024-11-17 20:26:40 +01:00
smallmodel 953091cdc8 Move and rename macros to snd_local_new.h 2024-11-17 19:11:59 +01:00
smallmodel 5819145af8 Synchronize the entity time with the channel time when loading
This prevents the channel from stopping immediately during respatialization, the entity time may be updated quite some time after loading
2024-11-17 18:46:21 +01:00
smallmodel 154464cda1 Set the server huddraw elements on single-player mode
This fixes huddraw elements not being archived properly when the map starts
2024-11-17 18:26:00 +01:00
smallmodel 2342f08a79 Print the new damage when g_showbullettrace is turned on 2024-11-17 18:02:57 +01:00
smallmodel 16711a33ef Fix bulletthroughwood and bulletthroughmetal not being archived correctly
This caused issues on some single-player maps where bullet would go through walls
2024-11-17 18:02:35 +01:00
smallmodel cea0d95fee Set the pitch to default when setting a new SFX
This fixes channels having an incorrect pitch when starting the sound under some circumstances
2024-11-17 17:12:36 +01:00
smallmodel 989ec9574c Fix too high farVal for glDepthRange 2024-11-17 16:46:21 +01:00
smallmodel b0b82f0252 Fix incorrect start trace for Actor::DontFaceWall()
This fixes AI not turning from wall
2024-11-17 16:36:45 +01:00
smallmodel 80ddba1013 Fix constant string for "officer" disguise type
This fixes the officer think not working at all
2024-11-17 16:36:19 +01:00
smallmodel 23f776d3c7 Fix typo 2024-11-17 14:32:44 +01:00
smallmodel 880acf9120 Make com_target_game and com_target_demo write-protected (can only be set at startup) 2024-11-17 14:28:00 +01:00
smallmodel 598110477e Archive the m_bAlwaysAway variable 2024-11-16 22:35:55 +01:00
smallmodel ffdfbc3c7d Fix the bullet stopping after the first entity 2024-11-16 21:57:12 +01:00
smallmodel a7dc8b3493 Don't archive r_fastsky variable
This prevents this setting to be altered by mods forever
2024-11-16 21:36:56 +01:00
smallmodel 67d8cad64d Allow sound files from OS disk in pure mode 2024-11-16 21:34:19 +01:00
smallmodel b007842fb4 Fix pure checksums not matching the server 2024-11-16 21:32:53 +01:00
smallmodel 2c4b5fc9ba Rename the type variable to currentType so it doesn't take precedence over the type member
This fixes an issue where it was the type variable that was being set, rather than the type member
2024-11-16 20:07:26 +01:00
smallmodel e96a3f4f59 Use c_str() instead of accessing m_data
c_str() will always return a valid string even if empty
2024-11-16 19:27:48 +01:00
smallmodel 8eded28efc Fix the typename in the error message for incompatible types 2024-11-16 19:22:01 +01:00
smallmodel b68bb4cee7 Fix integer overflow in wait command that would cause infinite loop in stock scripts
It was causing a rare infinite loop in anim/stand.scr where it waits for 9999999 if the actor is unarmed and medic
2024-11-16 19:10:26 +01:00
smallmodel 824cfd789c Properly save and restore entity's children solidity 2024-11-16 18:19:45 +01:00
smallmodel a0b80a9096 Fix string not usable for targetname 2024-11-16 18:17:19 +01:00
smallmodel 857d25825b Remove tmvolume like other commands when shutting down OpenAL 2024-11-16 16:57:59 +01:00
smallmodel 735832829d Don't drop the weapon if it has no ammo 2024-11-16 00:29:44 +01:00
smallmodel 5703161166 Fix grenade dropping no ammo
This makes the weapon drop at least 1 ammo clip
2024-11-16 00:29:13 +01:00
smallmodel d85455e9ec Don't export referenced paks if download is disabled on the server 2024-11-15 21:00:20 +01:00
smallmodel f6c9de4286 Use com_basegame instead of BASEGAME macro 2024-11-15 20:58:46 +01:00
smallmodel a598cbf0dc Update running documentation 2024-11-14 20:25:26 +01:00
smallmodel 67b285924c Prefix OpenAL with debug prints 2024-11-14 19:49:22 +01:00
smallmodel 0c206beb45 Expect a SimpleEntity rather than an Entity
The specified path in FollowPath can be a Waypoint which is a subclass of SimpleEntity
2024-11-14 19:46:16 +01:00
smallmodel 9a6472210c Use a separate user-data location for the demo version 2024-11-13 23:15:31 +01:00
smallmodel 7576d1241d Add hardware requirements for non-x86 architectures 2024-11-13 21:49:43 +01:00
smallmodel fb2f3bddaa Fix the intermission screen (mission failed/success) not hiding immediately on the base game 2024-11-13 20:01:05 +01:00
smallmodel 96ca9c20e4 Rework fade sequence and make it work 2024-11-13 19:40:31 +01:00
smallmodel d01fa33e46 Use 0.31 for Breakthrough demo
This makes the Breakthrough demo client compatible with Breakthrough demo servers
2024-11-13 00:07:07 +01:00
smallmodel ab84a6ea58 Add support for the demo version of the game
This allows the demo version of the game to be used, both for playing on demo servers, or for hosting a demo server
2024-11-12 23:09:37 +01:00
smallmodel b0a683c188 Don't localize if the localization hasn't been initialized 2024-11-12 23:09:32 +01:00
smallmodel e5ef61c5d2 Abort decal loading if a shader cannot be found while loading 2024-11-12 23:00:38 +01:00
smallmodel 02af9a763d Better support for older BSP versions 2024-11-12 20:56:26 +01:00
smallmodel 132903a843 Use different fields for protocol version 6 and 8 2024-11-12 20:56:02 +01:00
smallmodel fe862badf6 Add printdeathmsg from moh 2.0 and above 2024-11-12 18:37:17 +01:00
smallmodel 1ad5964c2f Implement stoploopsound from moh 2.0 and above 2024-11-12 18:21:24 +01:00
smallmodel 851a16e18c Fix the bullet tracer scale 2024-11-12 00:09:29 +01:00
smallmodel 763a79cb74 Fix angle when in turret 2024-11-11 23:48:39 +01:00
smallmodel c9ccb0efaf Check for Sentient instead of Player 2024-11-11 23:48:19 +01:00
smallmodel 9e060d11b6 Allow user-created variables 2024-11-11 20:58:37 +01:00
smallmodel 50fdbaf152 Use CVAR_RESETSTRING instead of CVAR_SERVER_CREATED 2024-11-11 20:36:03 +01:00
smallmodel ccca958ec5 Get the grid1 on each iteration in case it has been reallocated
This fixes a very rare crash that would occur when loading a world map
2024-11-11 19:48:49 +01:00
smallmodel dd37ba2741 Properly archive clients 2024-11-11 19:06:05 +01:00
smallmodel 81b49236a5 Use proper types for playerState_t structure 2024-11-11 19:00:36 +01:00
smallmodel 894e1d7d66 Properly cleanup the existing owner from targets 2024-11-11 18:37:29 +01:00
smallmodel 9d83d58756 Create path only if the target is a SplinePath 2024-11-11 18:28:56 +01:00
smallmodel 54b9a0c340 Fix incorrect SKB offsets 2024-11-11 18:28:42 +01:00
smallmodel 2cf380c15d Add scale field for skel header 2024-11-11 18:12:50 +01:00
smallmodel d400d8927d Fix archive data between 64-bit and 32-bit architectures 2024-11-11 17:52:24 +01:00
smallmodel fef30ff3d5 Clear the splinepath entity flag when destroying 2024-11-11 17:35:41 +01:00
smallmodel 4023c9d863 Fix isOpen event, must return true if it's not closed 2024-11-11 16:40:43 +01:00
smallmodel 7bcb91bbb5 Don't allocate the mark if the number of allocated polys is insufficient
There was a very rare occurrence where it would hang trying to find a free mark poly, when the number of specified polys was more than the number of allocated polys. This bug also occurs in the original game
2024-11-11 15:14:20 +01:00
smallmodel 5edee7d12e Add tmvolume from Spearhead and Breakthrough 2024-11-11 14:24:57 +01:00
smallmodel 51c7e27bc1 Fix the switch label not being archived 2024-11-11 14:05:14 +01:00
smallmodel f400190531 Fix the switch label called incorrectly for VehicleTurretGunTandem 2024-11-11 14:04:51 +01:00
smallmodel 8732e368b6 Clear the last command angles when loading 2024-11-11 13:49:33 +01:00
smallmodel 7e4da514f6 Update features.md 2024-11-10 22:14:03 +01:00
smallmodel 9a55939b42 Fix weapon selection 2024-11-10 22:10:34 +01:00
smallmodel cd89d2c0b4 Don't execute reloadmap if the server is not running 2024-11-10 22:10:24 +01:00
smallmodel 661b08a7fa Don't set g_shownpc to 1 when developer is set 2024-11-10 21:47:58 +01:00
smallmodel d27f928e2d Update features.md 2024-11-10 20:58:46 +01:00
smallmodel 079555e43a Fix VehicleTurretGun sound 2024-11-10 19:29:33 +01:00
smallmodel fcc4e94655 Continue traveling if the bullet trace goes backwards 2024-11-10 19:02:59 +01:00
smallmodel c5721f8a2c Fix variable name starting with multiple consecutive numbers 2024-11-10 17:55:54 +01:00
smallmodel e5acee55ea Restore old behavior of "angle" event of the ScriptOrigin class on previous versions (below 2.30) 2024-11-10 17:42:37 +01:00
smallmodel d3f3b9b51c Don't allow lean in single-player in the base game 2024-11-10 17:01:56 +01:00
smallmodel 48e9db8966 Don't reload the state table when archiving
This fixes multiple issues where the player could end on an incorrect move type after loading from save, like getting out of the ladder
2024-11-10 16:50:23 +01:00
smallmodel 67486f1e49 Clear the player velocity on intermission 2024-11-10 16:17:03 +01:00
smallmodel 923a6de394 Clear the velocity when both walking and frozen 2024-11-10 16:07:55 +01:00
smallmodel de0e4954f8 Call G_MoveClientToIntermission() instead of setting the immobile flag 2024-11-10 15:53:06 +01:00
smallmodel 1ef1bad9ae Add network profiling tool from Spearhead and Breakthrough
Profiling can be enabled with `cl_netprofile` and `sv_netprofile`, the overlay can be shown using `cl_netprofileoverlay` and `sv_netprofileoverlay` and the server can dump network profile using the `netprofiledump` command
2024-11-09 21:38:16 +01:00
smallmodel 23a035e2ca Use a default value for maxlen and bVirtualScale for Print 2024-11-09 19:38:15 +01:00
smallmodel ec73268f94 Reorder methods 2024-11-09 19:21:24 +01:00
smallmodel 2b06cc690e Add reloadmap server command from Breakthrough 2024-11-09 16:03:08 +01:00
smallmodel 7afc2427ac Finish DrawBoundingBox() entity implementation 2024-11-09 15:51:27 +01:00
smallmodel f3bbcba4f0 Set blue horizontal lines for debug bbox 2024-11-09 15:16:46 +01:00
smallmodel 0dca08a66a Fix actor position on a turret 2024-11-09 14:35:52 +01:00
smallmodel f646151ce2 Set medium difficulty by default 2024-11-09 13:27:24 +01:00
smallmodel 2e0e5db260 Implement bindweap 2024-11-09 00:27:42 +01:00
smallmodel f34aad03cd Add script owner implementation 2024-11-09 00:18:59 +01:00
smallmodel 332d209f62 Check if the turret's vehicle entity is valid 2024-11-08 22:31:49 +01:00
smallmodel 888e35466b Drop error if the Script cannot load the file 2024-11-08 22:28:33 +01:00
smallmodel 1f69fce10e Don't check for CONTENTS_BBOX on the base game for large bullets passing through entities
Some mods have tanks with mounted turrets and this would cause issues as the bullet would hit the tank instead
2024-11-08 22:06:51 +01:00
smallmodel ac3eb58671 Return 4 from getconnstate even if it's deprecated 2024-11-08 21:46:25 +01:00
smallmodel 14f3e2faf9 Add a comment about driver solidity 2024-11-08 21:26:23 +01:00
smallmodel a528e916c2 Add the owner when starting a thread from trigger_multipleall if the activator is a projectile 2024-11-08 21:26:09 +01:00
smallmodel e6f83bc1d6 Fix the exit position for the base game 2024-11-08 20:46:45 +01:00
smallmodel 841a8d2b4a Remove clientState_t from g_local.h (shouldn't be defined here) 2024-11-08 20:37:22 +01:00
smallmodel a51c250a31 Add ScriptDeprecated macros 2024-11-08 19:33:15 +01:00
smallmodel c2291e92c4 Add Anim_AngularDelta 2024-11-08 19:32:53 +01:00
smallmodel b8cc3313b1 Check for valid tiki in PF functions 2024-11-08 19:26:37 +01:00
smallmodel d1fca3e499 Check for valid skeletor 2024-11-08 19:24:07 +01:00
smallmodel 66b882346f Clear the animation delta when the animation is invalid 2024-11-08 19:13:56 +01:00
smallmodel b38fedb18c Make the vehicle path drive from TurretMove
This fixes the issue where the AB41 can't be controlled
2024-11-07 20:23:24 +01:00
smallmodel e6559c6ae6 Fire the turret only when attackleft is pressed 2024-11-07 20:02:49 +01:00
smallmodel 772aad79d7 Disable cubemap-based lighting due to rendering artifacts/bugs occurring 2024-11-07 19:37:12 +01:00
smallmodel 3e84dbe6ac Initialize skipFade 2024-11-06 18:53:43 +01:00
smallmodel 381f2b02f5 Add a paragraph about which release should be downloaded 2024-11-05 22:53:54 +01:00
smallmodel f347102ecb Add the skipFade parameter in bsptransition so the fade can be skipped
Useful for scripts that are using fadeout during cinematics and then transitioning to the nextmap, like in e2l2 where vehicles explode at the end of the mission
2024-11-05 22:37:33 +01:00
smallmodel f5d2fdbcad Return an empty string if the channel is neither playing nor paused
It was only checking if the channel was playing. This was an issue because, in the main menu the music is paused, which means saving from main menu would not save the music filename
2024-11-05 22:16:15 +01:00
smallmodel ab037f1890 Properly center the window 2024-11-05 22:03:43 +01:00
smallmodel a933c78d93 Explosions must not kill the window immediately 2024-11-05 22:02:30 +01:00
smallmodel d08f539e6d Correctly initialize the window object 2024-11-05 22:02:08 +01:00
smallmodel caea6e6bba Return a reference to a const str for the result of Target() 2024-11-05 21:58:19 +01:00
smallmodel 6970e2d00c Properly check entity sight against passOwnerNum 2024-11-05 21:48:43 +01:00
smallmodel af084542c4 Don't set the leadside 2024-11-05 21:48:14 +01:00
smallmodel 9f728580b6 Fix Y normal for the output color from cube being mistakenly used twice
This improves the overall lighting from cubemap
2024-11-05 20:31:56 +01:00
smallmodel c25d0b668a Only check if m_bVisible is non-zero 2024-11-05 20:30:30 +01:00
smallmodel 1e29fd7d2b Refactor SetScript/SetThread 2024-11-05 19:52:13 +01:00
smallmodel 67f822d492 Process label of type 'none'
A none variable should be considered valid, it will just clear the label
2024-11-05 18:43:28 +01:00
smallmodel effbbd6c62 Support long subtitles 2024-11-05 01:14:21 +01:00
smallmodel db802d1a4c Update the running documentation 2024-11-04 22:56:06 +01:00
smallmodel fba40370af Only create launchers for the standalone game 2024-11-04 22:52:49 +01:00
smallmodel fc0ca18632 Add missing QUAKED comments 2024-11-04 21:32:16 +01:00
smallmodel 059b0ba34f Override respondTo method for TriggerEntity
This makes TriggerEntity respond to any object that is a subclass of Entity. This is useful for scripts wanting script_model to touch triggers for cinematic purposes (for example, the bike crash gag at the end of e2l2)
2024-11-04 21:22:09 +01:00
smallmodel e833b08a8e Fix G_GetAngle returning the wrong angle (was flipped) 2024-11-04 20:37:28 +01:00
smallmodel afc431c413 Add a basic launcher 2024-11-04 01:00:53 +01:00
smallmodel 81e407a924 Add EXE_EXT 2024-11-03 21:45:27 +01:00
smallmodel 1f232efdf3 Add the push velocity when jumping from a valid ground entity 2024-11-03 20:34:49 +01:00
smallmodel 94e1830895 Don't jump when on top of another sentient 2024-11-03 20:32:17 +01:00
smallmodel 406f804ef8 Don't jump when inside a vehicle or turret 2024-11-03 20:30:37 +01:00
smallmodel 437f20dfb9 Set the view angles when archiving 2024-11-03 20:21:01 +01:00
smallmodel ff4438bce9 Properly load the statemap file and get the pain conditions when archiving 2024-11-03 20:12:14 +01:00
smallmodel 5cb343730b Rename Conditions to m_conditions 2024-11-03 20:06:31 +01:00
smallmodel dacaaa2cef Add missing variables from archive 2024-11-03 20:02:55 +01:00
smallmodel 2e6e20cf09 Set the m_bHasJumped value when jumping 2024-11-03 20:01:21 +01:00
smallmodel 2da379bade Fix typo for nodropweapons 2024-11-03 19:30:56 +01:00
smallmodel cf8f755f6c Make comment more clear 2024-11-03 19:23:11 +01:00
smallmodel 8114003c84 Add screenshot/levelshot allowed stuff commands 2024-11-03 18:54:34 +01:00
smallmodel bb47ba468c Fix game.skill and game.detail missing getters 2024-11-03 18:51:27 +01:00
smallmodel b97c47ab32 Cast to clock_t before left-shift 2024-11-03 18:40:18 +01:00
smallmodel 9042ea320c Refactor UI_RegisterLoadResource 2024-11-03 18:38:12 +01:00
smallmodel 98e725ef7b Fix EV_StatsUpdater_UpdateStats missing parameter declaration 2024-11-03 18:28:00 +01:00
smallmodel 05b2d3529e Implement UI_EndLoadResource 2024-11-03 18:27:41 +01:00
smallmodel 00dbc74269 Use MAX_WEAPON_ANIM_SLOTS instead of a constant 2024-11-03 15:36:55 +01:00
smallmodel 8addeedf5e Fix event parameters being incorrectly archived 2024-11-03 15:33:14 +01:00
smallmodel bc834b021c Use and draw the marker material when specified
This is used by the fuse stopwatch hud
2024-11-03 15:09:47 +01:00
smallmodel 6bac4bd57a Add assertions to check for valid squad mates 2024-11-03 15:09:27 +01:00
smallmodel 51324aa8e9 Archive the ProjectileTarget ID
The ID was missing during save, this caused issues with projectile generators when looking for a local target
2024-11-03 01:51:17 +01:00
smallmodel 7d1d92980a Disable the charge life when set to 0 2024-11-03 01:40:34 +01:00
smallmodel 3d42197f50 Initialize the minlife field 2024-11-03 01:26:30 +01:00
smallmodel 8a774c02dc Call G_BeginIntermission() instead of G_MissionFailed() when calling missionfailed 2024-11-03 00:41:26 +01:00
smallmodel a644e8a09c Check for GT_SINGLE_PLAYER instead of 0 2024-11-03 00:40:59 +01:00
smallmodel 6f51427c7c Add a function to count the number of valid clients 2024-11-03 00:34:33 +01:00
smallmodel 62bcf58d83 Call G_RestartLevelWithDelay instead in G_MissionFailed 2024-11-03 00:33:33 +01:00
smallmodel f40f206161 Don't add the owner velocity by default
This fixes an issue where AI would throw grenades incorrectly
2024-11-03 00:21:27 +01:00
smallmodel 1235f42143 Set the grenade mode when tossing a grenade with the specified speed 2024-11-03 00:20:47 +01:00
smallmodel 1016bfa1ad Fix calcgrenadetoss2 not pointing to the correct method 2024-11-03 00:19:31 +01:00
smallmodel f9ce111784 Set the targetname for projectiles 2024-11-02 22:38:45 +01:00
smallmodel 4c057faf73 Add a newline for warnings 2024-11-02 21:51:19 +01:00
smallmodel 4f16179c09 getmins/getmaxs are getters instead of returns 2024-11-02 21:46:55 +01:00
smallmodel 6991c9f9f7 Fix save comment not having the proper string 2024-11-02 21:22:24 +01:00
smallmodel 6e6dac0b74 Proper formatting 2024-11-02 20:56:32 +01:00
smallmodel 23f9c1a1e6 Only set the effect angles from the supplied angles if the spawnthing doesn't have angle set 2024-11-02 20:14:30 +01:00
smallmodel e4b2c863d8 Fix angles not being set correctly from the base 2024-11-02 20:13:23 +01:00
smallmodel ae16994289 Fix amplitude mistakenly being set instead of the base 2024-11-02 19:46:32 +01:00
smallmodel b8b17bb0c9 Implement VSS wind 2024-11-02 19:12:09 +01:00
smallmodel 3098fc98d3 Don't change the velocity for VSS, this was a mistake 2024-11-02 19:01:05 +01:00
smallmodel f3ecfd04da Use macro flags rather than constant values 2024-11-02 18:41:56 +01:00
smallmodel 0796fab24b Fix VSS sources not lerping at all 2024-11-02 18:06:56 +01:00
smallmodel 0fda31b430 Fix radial velocity/circle effects not properly applying 2024-11-02 17:52:33 +01:00
smallmodel 84a2b4be76 Use cg_effect_physicsrate instead of a constant value 2024-11-02 17:51:44 +01:00
smallmodel 5269fbb1fa Don't set the accel flag for swarm FX 2024-11-02 17:26:08 +01:00
smallmodel f23dfa091e Fix wrong flag used for checking for PMF_NO_HUD 2024-11-02 13:48:03 +01:00
smallmodel 32c3964474 Fix the source line having the entire file 2024-11-01 00:11:09 +01:00
smallmodel 6ff92f0a7e Process the ubersound folder differently depending on the target version
- On 1.11 and below, the ubersound folder is parsed either only in dedicated server mode or in client-only mode
- On 2.0 and above, alias are cleared and the ubersound folder is always parsed in multiplayer on both client and server
2024-10-31 23:57:18 +01:00
smallmodel c795b2390e Add a ScriptMaster constructor 2024-10-31 23:55:12 +01:00
smallmodel ce7005103c Handle the case where a vector is given for the face command 2024-10-31 23:51:36 +01:00
smallmodel 1a18878f26 Parse unary operators last when calling events 2024-10-31 22:16:20 +01:00
smallmodel 1e036a7689 Clear the torso and legs state when the movement type is set to portable turret 2024-10-31 19:49:05 +01:00
smallmodel 858b27b809 Handle the case where the legs or the torso state is NULL 2024-10-31 19:48:30 +01:00
smallmodel b4841a878b Only set the first found mark time and alpha fade 2024-10-31 19:37:42 +01:00
smallmodel 4565b6a9a8 Add cg_addhud and cg_removehud as whitelisted stuff commands 2024-10-31 01:45:37 +01:00
smallmodel 9ffb407d11 Fix incorrect/uninitialized token returned when there is a macro 2024-10-31 01:31:41 +01:00
smallmodel 0f3ffa267a Parse const array elements properly 2024-10-31 01:22:38 +01:00
smallmodel 74c8aa95f5 Properly ignore single-digits 2024-10-30 23:21:14 +01:00
smallmodel 4853235d86 Don't parse the token as a variable if the identifier only contains number
This fixes an issue where floats would be parsed as a variable after brackets
2024-10-30 22:42:55 +01:00
smallmodel 0d01ea939d Fix whole script file being printed sometimes on error 2024-10-30 21:25:15 +01:00
smallmodel 5ba6c006c2 Fix compile error 2024-10-30 00:23:42 +01:00
smallmodel 22e7d1e2e4 Only put animation definitions that exist, rather than setting a NULL animation definition
This fixes issues when searching animations by name
2024-10-29 22:27:22 +01:00
smallmodel c650af7b55 Fix stack corruption due to an improper assignment to the alias 2024-10-29 21:37:31 +01:00
smallmodel 2ce5e498ab Use CurrentScriptThread() when getting the current script class
So if the current thread is NULL, it will properly throw an exception
2024-10-29 21:11:44 +01:00
smallmodel d3212c55a0 Properly parse and cache ubersounds, and don't cache resources that must be always loaded to avoid filling up sound indexes 2024-10-29 21:02:16 +01:00
smallmodel becf9f5d8c Cache the source position to improve the source search time
This greatly reduces the time to compile big scripts
2024-10-29 20:26:51 +01:00
smallmodel 9cd8133068 Fix the directory prefix when using filters for FS_ListFilteredFiles 2024-10-29 20:25:25 +01:00
smallmodel 48fa5c0ce6 Parse all scr files inside the ubersound folder 2024-10-28 23:29:04 +01:00
smallmodel 6fc7199719 Register server sounds in multiplayer 2024-10-28 23:28:05 +01:00
smallmodel 9e04f94625 Check if the entity is valid after processing pending events during spawn 2024-10-28 23:14:46 +01:00
smallmodel c9b844b9ea Count the number of loaded anims and don't return a valid animation definition if there are no loaded animations 2024-10-28 22:57:52 +01:00
smallmodel 497058d7f4 Make the driver nonsolid while moving 2024-10-28 22:30:52 +01:00
smallmodel a509dd4692 Fix vehicle exit position when targeting the base game
The base game always uses, when specified, the exit position
2024-10-28 22:25:49 +01:00
smallmodel 8fdfffab36 Keep the mouse cursor position when the client disconnects 2024-10-28 21:13:47 +01:00
smallmodel aa118bceb3 Set the door speed based on the door type 2024-10-28 20:59:58 +01:00
smallmodel 4da50a78d5 Merge pull request #483 from smallmodel/marks_fix
Fix mark fragments being randomly culled or missing, especially on moving brush models
2024-10-28 20:59:28 +01:00
smallmodel 4d27a6daa3 Fix incorrect vert dist 2024-10-28 20:55:03 +01:00
smallmodel b6f8997a01 Make the mark object local to the entity 2024-10-28 20:47:01 +01:00
smallmodel 568efd4742 Fix the link to the build branch 2024-10-28 19:05:16 +01:00
smallmodel bf68808eae Set the skel index for each updated entity so poses only update when needed
This fixes poses being updated even if they don't need update (no frame changed), which resulted in some performance loss and some rare accuracy issues when AI fire weapons
2024-10-28 00:55:37 +01:00
smallmodel 5cbd2dd988 Use true/false rather than qtrue/qfalse 2024-10-28 00:45:21 +01:00
smallmodel 92b4ae2702 Use ANIM_WEIGHT_NONE instead of 0 2024-10-27 22:16:04 +01:00
smallmodel a8cdf0b5ad Don't update the upper animation if the think state is attack/grenade/killed/pain 2024-10-27 21:48:13 +01:00
smallmodel e8dfa0206b Use a macro constant for movement/action skan blend frames 2024-10-27 21:39:16 +01:00
smallmodel afe1ba47cf Decrease the time tolerance between frames to make animations smoother 2024-10-27 19:37:56 +01:00
smallmodel 2afa9adceb Add a link to mp-navigation for bots 2024-10-27 18:19:58 +01:00
smallmodel ef32200c8d Target older macOS versions 2024-10-27 17:45:23 +01:00
smallmodel dae7795478 Add NDEBUG compile definition on non-debug builds 2024-10-27 17:45:20 +01:00
smallmodel 7c96b68623 Specify the home directory location for macOS 2024-10-27 15:16:01 +01:00
smallmodel 558e69dba8 Archive the vehicle name
This was missing and this allows the torso state to the modheight to set the bounding box height. Before that, it did not recognize the turret so the modheight was still set to stand. It caused issues when trying to get out a vehicle turret, like the flak88 in e1l1 (the player wasn't able to get out of the turret)
2024-10-27 14:27:44 +01:00
smallmodel da7cd03f09 Increase packed animation time precision
This tries to fix some client commands replaying
2024-10-27 13:42:42 +01:00
smallmodel 6934e5cff8 Check for valid target list in GetScriptTarget() 2024-10-27 12:16:19 +01:00
smallmodel c7cdde7bc2 Check if the target list is valid before adding the entity 2024-10-26 22:42:21 +02:00
smallmodel 940ac789b9 Change the current fov only if the fov is currently the selected fov
This prevents the player from modifying the fov while zooming
2024-10-26 22:42:18 +02:00
smallmodel 3d46bae1d0 Stop the triggered music when the server is restarted 2024-10-26 15:07:47 +02:00
smallmodel 16bedf7e86 Warp the sample offset for small streams so it doesn't get past the stream size 2024-10-26 15:07:09 +02:00
KevDoy 2ee531511b Add: Instructions for installing GOG binaries on *nix 2024-10-26 14:58:34 +02:00
smallmodel 0ad5222946 Use the correct stopwatch for explosives 2024-10-26 13:34:33 +02:00
smallmodel 2b4aef4ea6 Add a newline to Cmd_Stuff
Next commands weren't correctly appended
2024-10-26 13:28:49 +02:00
smallmodel 679cf4b7ec Correctly remove "prespawn"/"spawn" waittill when loading from save 2024-10-26 13:27:32 +02:00
smallmodel a993b8d352 Specify "Fixed" instead of "Added" as it's a bug that was fixed 2024-10-26 00:34:50 +02:00
smallmodel b7403347bb Ignore the first responder if it's disabled so the UI doesn't get blocked by it 2024-10-26 00:30:42 +02:00
smallmodel bf978256e9 Add changes from upstream, like pipefile, random number seed 2024-10-25 22:33:02 +02:00
smallmodel 9bd25e9734 Combine mouse movement events in event queue 2024-10-25 22:08:24 +02:00
smallmodel e7499cca04 Also halt the secondary server list if it exists, when canceling refresh 2024-10-25 22:07:23 +02:00
smallmodel e2d6156b5a Apply the hidden visibility for all functions only on macOS
The backtrace still prints the name of functions regardless of the visibility on macOS
2024-10-25 22:01:49 +02:00
smallmodel 31cb6216c9 Use a volatile variable to prevent the function from being entirely optimized 2024-10-25 21:06:30 +02:00
smallmodel e75f5bbbfc Version number typo 2024-10-25 21:01:01 +02:00
smallmodel 69cc87212a Bumped the version number to 0.80.0 due to the number of changes and the completeness 2024-10-25 20:49:23 +02:00
smallmodel 3c1500002b Implement the destructor for the World class to free up the target list 2024-10-25 20:44:00 +02:00
smallmodel b2287f3d83 Avoid using nextSnap if the prediction is disabled in the next snap
This prevent blinking issues like flashing arms
2024-10-24 21:56:44 +02:00
smallmodel 005a278210 Use CF_CAMERA_ANGLES_TURRETMODE 2024-10-24 21:08:52 +02:00
smallmodel 976e2ae022 Remove useless GetSentientOwner() 2024-10-24 21:08:44 +02:00
smallmodel 8fe87e1067 Handle turret camera flags which has no interpolation 2024-10-24 21:08:26 +02:00
smallmodel d142ded9ad Add RF_FRAMELERP flag to ref entity 2024-10-24 21:08:04 +02:00
smallmodel 090f362bb6 Declare g_allowvote as a serverinfo variable 2024-10-23 23:10:22 +02:00
smallmodel ff3c25cc07 Add cg_allowvote 2024-10-23 23:09:39 +02:00
smallmodel ed22a51a72 Only allow breakthrough clients when targeting mohaab 2024-10-23 22:22:09 +02:00
smallmodel 9e0c11a970 Reset scoreboard values like the objective and the picture when initializing a new game 2024-10-23 21:04:23 +02:00
smallmodel edb52a8448 Properly move items in the map rotation list 2024-10-23 20:52:22 +02:00
smallmodel afb08e0ea9 Prevent adding duplicate maps in the rotation list 2024-10-23 20:49:00 +02:00
smallmodel 8758ba6cb1 Fix the map not starting after applying the rotation list 2024-10-23 20:42:03 +02:00
smallmodel e6a9968d23 Remove useless assertion 2024-10-23 20:25:17 +02:00
smallmodel fcd2d2e668 Use the correct weapon selection menu 2024-10-23 20:15:29 +02:00
smallmodel 991c8869d1 Properly draw circles 2024-10-23 20:10:34 +02:00
smallmodel aef9dc1704 Add feature to show static models culling with r_showcull 2024-10-23 20:07:17 +02:00
smallmodel 848cf7ac01 Fix AddPointToBounds not properly setting the max bounds 2024-10-23 20:03:07 +02:00
smallmodel de1d3b6ef4 Don't reset the client structure on single-player 2024-10-22 22:36:46 +02:00
smallmodel 29f8ff8d71 Set the new frame radius
This fixes an issue when culling static models as it uses the radius and the radius wasn't initialized
2024-10-22 22:26:55 +02:00
smallmodel b641a1040c Fix incorrect cull point height (should be squared) 2024-10-22 22:25:59 +02:00
smallmodel 83acdeb16e Allow activation of the game menu so it can be focused 2024-10-22 22:06:19 +02:00
smallmodel aa2d73a1c8 Correctly copy frame bounds 2024-10-22 21:56:35 +02:00
smallmodel b7a643aa59 Fix AI wrongly aiming at the wrong direction 2024-10-22 21:51:03 +02:00
smallmodel 3d454c90cb Rework the target list, use a container instead of an hash set so the target list gets archived correctly
This fixes an issue when loading from a save. A variable referencing target list container would have random entities in it, which would cause errors and crashes when trying to do an action on the array of entities
2024-10-22 20:05:53 +02:00
smallmodel 590b3f5cbb Fix class ID for throbbing box classes 2024-10-22 00:48:11 +02:00
smallmodel f87e6d5938 Fix barrel jitter
This fixes barrel objects improperly jittering back and forth, sometimes forever
2024-10-21 22:12:13 +02:00
smallmodel 901e81cdf5 Format barrels source file 2024-10-21 21:59:12 +02:00
smallmodel d2ed2f5e95 Correct the gamma with the proper destination resolution when resampling 2024-10-21 21:37:08 +02:00
smallmodel c580ccdee1 Only print a warning instead of dropping when the next snapshot is out of range 2024-10-21 21:26:07 +02:00
smallmodel 8ecbe1dd79 Set the script origin local angles and angles when setting the angle
This fixes the issue where a ScriptOrigin would rotate in the wrong direction
2024-10-21 20:27:52 +02:00
smallmodel 64696c7645 Return the angle using the forward vector 2024-10-21 20:24:47 +02:00
smallmodel ff0dcbd786 Add G_GetAngle 2024-10-21 20:24:33 +02:00
smallmodel a3e5d62c96 Increase the precision of the delta animation time 2024-10-21 19:54:25 +02:00
smallmodel 267e2f4b15 Add a workaround against inactivity timer for mods that handle spectating 2024-10-21 19:25:52 +02:00
smallmodel d52bf52e6a Add BUTTON_ANY flag when moving mouse 2024-10-21 19:22:54 +02:00
smallmodel f5391bbfa0 Use BUTTON_ANY to check for input rather than BUTTON_MOUSE 2024-10-21 19:03:19 +02:00
smallmodel a218106c8b Reset the number of songs when freeing all songs
This fixes an issue where songs from previous maps get played on maps without a music file
2024-10-21 18:40:42 +02:00
smallmodel 8f54f4b806 When loading from save, set the edict model directly rather than loading and resetting animations 2024-10-20 23:25:42 +02:00
smallmodel 78b2637c66 Don't replay animation for new snapshot entities
This prevent cannons effects from replaying due to it being shown when the player exits the cannon
2024-10-20 23:18:00 +02:00
smallmodel 4b25e24a13 Fix issues when using turret while charging a grenade or using the mine detector 2024-10-20 22:42:44 +02:00
smallmodel aa0c704655 Instead of resetting the state, prevent using the turret if the player is charging 2024-10-20 22:42:05 +02:00
smallmodel 4da099d15c Add GetChargeFraction() 2024-10-20 22:41:21 +02:00
smallmodel 0bb11d76bd Remove accidental print 2024-10-20 22:22:36 +02:00
smallmodel c146452570 Attempt to fix animation time going back and forth 2024-10-20 22:21:27 +02:00
smallmodel ed05983a57 Use ceiling for the packed anim time
This is an attempt to fix an issue where the animation time would deviate from 1 bit and would go back and forth
2024-10-20 22:19:57 +02:00
smallmodel 909dc96c2f Use a separate CG_InterpolateAnimParms function for animation 2024-10-20 22:18:40 +02:00
smallmodel 863a6293e7 Don't draw the lensflare in UI 2024-10-20 19:12:42 +02:00
smallmodel 7a49f6fc8b Fix the fuse stopwatch 2024-10-20 18:55:27 +02:00
smallmodel c1433a6d9e Use the correct stopwatch type for when the sticky bomb gets wet 2024-10-20 18:54:36 +02:00
smallmodel 374b8b9ae7 Add fuse stopwatch 2024-10-20 18:52:50 +02:00
smallmodel e2f5c80afc Stop charging the weapon when using turret 2024-10-20 18:46:23 +02:00
smallmodel 29911380d1 Use the weapon owner rather than the last successful hit entity 2024-10-20 01:00:55 +02:00
smallmodel 405a4bfe28 Fix debug line delay not working properly 2024-10-20 00:55:08 +02:00
smallmodel 87e41f0c21 Set the model before anything else 2024-10-19 22:44:07 +02:00
smallmodel dce2bcca7c Initialize bModelSet 2024-10-19 22:41:32 +02:00
smallmodel 00421a7666 Process client events with the correct order
Effects that are using commanddelay were not working at all, this fixes the processing of delayed events so they get processed sequentially and at the correct time
2024-10-19 22:38:46 +02:00
smallmodel fd426926e9 Set all alpha color channel in the current static model to prevent vertices from hiding randomly 2024-10-19 21:54:08 +02:00
smallmodel d83634f8a2 Allow to specify a model when spawning an entity 2024-10-19 21:40:23 +02:00
smallmodel 6efac1c0f7 Don't set animation 2024-10-19 21:27:03 +02:00
smallmodel 3a68ca7f4b Handle static shader data and entity surface values for when deforming vertexes 2024-10-19 20:45:50 +02:00
smallmodel 8898919fd3 Correctly parse lightingSpecular parameters 2024-10-19 20:45:24 +02:00
smallmodel 40834380cf Check if the snap is valid before getting the client number 2024-10-19 20:39:57 +02:00
smallmodel 18abf3854d Use normals for deform vertexes
This fixes the issue where some ocean shaders would look inconsistent
2024-10-19 20:33:57 +02:00
smallmodel 6d0b4f8cb7 Fix PVS sound overflow 2024-10-18 23:50:52 +02:00
smallmodel fc1f795e83 Use ULightGreen color on SH/BT for dm messages 2024-10-18 23:19:09 +02:00
smallmodel ef09f136d4 Fix sound indexes not erased correctly 2024-10-18 23:15:59 +02:00
smallmodel 6136bbd019 Set g_netoptimize to 1 when spawning server 2024-10-18 23:05:53 +02:00
smallmodel 5136aa4886 Properly handle and delete unused non visible entity sounds to free up sound indexes 2024-10-18 23:01:27 +02:00
smallmodel 1a3122bef3 Fix pointer to integer warning 2024-10-18 22:14:45 +02:00
smallmodel 23d7db814c Use an unsigned integer for the column size
This fixes compile warnings
2024-10-18 22:03:41 +02:00
smallmodel 3174ca5da9 Explicitly mark overridden methods 2024-10-18 22:02:27 +02:00
smallmodel 6a107419e3 Only change the maxclients when the map is different
It fixes an issue where on restart, only the number of snapshot entities was changed without the memory being reallocated for it
2024-10-18 20:26:27 +02:00
smallmodel 6d69a8033f Initialize the radar 2024-10-18 20:12:47 +02:00
smallmodel bb9ccdd3b9 Make the bot move slowly when aiming with a semi-auto to improve the spread of their weapon 2024-10-18 20:03:39 +02:00
smallmodel 5b3ce85695 Add a method to get the spread factor 2024-10-18 19:52:49 +02:00
KevDoyandsmallmodel 84c5bfa777 Add Open MoHAA Text Logos
Add a logo and update the README file to use the new logo

---------

Co-authored-by: smallmodel <15067410+smallmodel@users.noreply.github.com>
2024-10-18 19:26:01 +02:00
smallmodel d9166478e5 Set the weapon animation back to idle when finished animating
This fixes an issue that also occur in OG, where some weapons would constantly replay the same sounds (often reload/rechamber) when the weapon entity is removed then added to the client snapshot
2024-10-17 17:50:33 +02:00
smallmodel 373fe45b50 Add an example for using bots 2024-10-17 16:33:26 +02:00
smallmodel cd83091101 Update the ubuntu version for publishing tags 2024-10-17 16:00:06 +02:00
smallmodel 631abd2b0f Update section about bots 2024-10-17 15:59:03 +02:00
smallmodel 02df233205 Refactor UploadCompressed 2024-10-17 15:17:20 +02:00
Jesse Mitchell 11e9d0f9ba [macOS / Compiler Fix] Alter offset for Mouse Buttons
Fix the mouse buttons code and alter how the mouseButton check works
2024-10-17 01:24:22 +02:00
smallmodel 35fea91268 Download and install ninja on Windows, from the official ninja-build GitHub repository
This greatly reduces the compile time on Windows
2024-10-16 22:33:08 +02:00
smallmodel 6f3d79ae1b Use multi-config generators and specify the build type in the --config when using the cmake command instead of using CMAKE_BUILD_TYPE. Also build third-party libraries in Release mode 2024-10-16 22:04:33 +02:00
smallmodel 32da07ea80 Cache Linux apt packages
This avoid overloading servers by downloading the same set of packages multiple times
2024-10-16 20:35:19 +02:00
smallmodel e9a76f933b Cast to int32 rather than uint32 when writing the packed velocity
This fixes an issue where the integer could overflow, on some platforms like ARM the integer would be 0
2024-10-16 19:52:47 +02:00
smallmodel 6b6adf1147 Copy second and third triangles, this was forgotten 2024-10-16 18:28:41 +02:00
smallmodel 6413e770e1 Update compiling doc 2024-10-15 23:46:21 +02:00
smallmodel 7d1067108b Swap the archive type on big endian architectures 2024-10-15 23:38:39 +02:00
smallmodel e00ebda641 Disable compression for big endian systems 2024-10-15 23:33:00 +02:00
smallmodel 2b6fc0602a Avoid misaligned memory access 2024-10-15 23:18:14 +02:00
smallmodel 53c09b5342 Correctly swap skeletons for CPUs that don't support misaligned memory access 2024-10-15 23:10:04 +02:00
smallmodel d78d8abb9f Correctly load SKB models on big endian architectures 2024-10-15 23:07:58 +02:00
smallmodel f6b459b408 Correctly copy long/short taking into account memory overlaps 2024-10-15 22:49:23 +02:00
smallmodel 581585a47c Prevent clearing the event command list if the event system is not initialized
This fixes the issue where the game could crash (especially in optimized release) due to a memory corruption, because the event command list was deconstructed earlier
2024-10-15 20:52:53 +02:00
smallmodel ddbdcc91dd Don't use an offset for the reverse table 2024-10-15 19:22:54 +02:00
smallmodel 8f8b75e0aa Set symbols visibility to hidden by default
This fixes an issue where shared libraries would use functions from in the executable because they have the same name, which would cause memory corruption
2024-10-14 20:36:06 +02:00
smallmodel 2e673a6bc9 Delete posted events when canceling 2024-10-13 23:49:52 +02:00
smallmodel 8c2b92d151 Remove player from turret when deleted 2024-10-13 23:22:13 +02:00
smallmodel 032fb9b5ba Make sure to delete all conditional objects
This fixes the issue where memory would be leaked by conditionals
2024-10-13 22:09:38 +02:00
smallmodel b1c5d6c62a Increase the backtrace size to 64 2024-10-13 11:32:20 +02:00
smallmodel 037af5d728 Don't access the removed node 2024-10-13 11:32:11 +02:00
Leszek Godlewski 61a2b6a837 Don't call into the OAL channel in S_OPENAL_GetMusicFilename if QAL init failed
Prevent a crash upon vid_restart
2024-10-13 00:25:17 +02:00
smallmodel 13698a9590 MINS and MAXS must be signed values 2024-10-12 01:16:31 +02:00
smallmodel 4f2907ef77 Remove LADDER_HAND_HEIGHT (useless) 2024-10-12 01:16:04 +02:00
smallmodel 8667d11c52 Prevent SV_DropClient() from being called recursively if the client is dropped by a kick or timeout and has too many reliable commands 2024-10-11 22:55:24 +02:00
smallmodel 24309095ff Rework bot save/load:
- Only save and restore the userinfo
- Restore bots when the server spawns
- Read client session data like real players
2024-10-11 22:54:40 +02:00
smallmodel d5a90ded17 Add a comment about primary weapon selection on map change 2024-10-11 21:51:52 +02:00
smallmodel 9d744367ac Add firstTime parameter for bots 2024-10-11 21:46:49 +02:00
smallmodel 46a46a9536 Remove unnecessary code 2024-10-10 22:29:17 +02:00
smallmodel 224c1df553 Test against entities with BSP solidity when testing client visibility 2024-10-10 21:38:51 +02:00
smallmodel bcea5af30f Remove unused sound index that were used for non visible players 2024-10-10 21:22:59 +02:00
smallmodel 211ce09c0b Don't create sound index for non visible players if net optimization is disabled 2024-10-10 21:22:35 +02:00
smallmodel 1e41a2595d Leave 1 second minimum between each call to RefindPath() 2024-10-10 20:27:52 +02:00
smallmodel 36a080b3a9 Call InitModelList() once
This fixes an issue where the model list would get initialized each frame
2024-10-10 20:11:12 +02:00
smallmodel a3050f6c64 Avoid using too much performance to update the loading screen, especially on low-end PCs 2024-10-10 19:48:23 +02:00
smallmodel be5deddc1d Make indexes and coordinates 16-bytes aligned 2024-10-10 19:10:12 +02:00
smallmodel 36f9bdb88c Use intptr_t instead of size_t because intptr_t can hold a pointer which is not always the case for size_t 2024-10-10 19:07:20 +02:00
smallmodel 1a33e9a15b Add BotRotation class to handle bot turning 2024-10-09 21:21:19 +02:00
smallmodel 4157a49c7e Remove useless include 2024-10-09 21:21:13 +02:00
smallmodel f27be7314e Add a BotMovement class for managing bot movements 2024-10-09 20:46:39 +02:00
smallmodel a425038fa6 Set macOS rpath to @executable_path 2024-10-09 19:38:32 +02:00
smallmodel 0b07858bfc Refactor PlayerBot to use a separate controller class, alongside classes that manage bots 2024-10-08 22:17:22 +02:00
smallmodel 7dbf1d7bf5 Add a method to get the ladder 2024-10-08 21:52:49 +02:00
smallmodel 34c44ab2cf Add a method to get the max fire movement 2024-10-08 21:52:43 +02:00
smallmodel 5ec106642d Fix node cover mask 2024-10-08 21:00:01 +02:00
smallmodel dcd9ce91a8 Use the raw integer value of the squared distance when comparing nodes 2024-10-08 20:42:22 +02:00
smallmodel a05fbfe69b Fix incorrect value of AI_CONCEALMENT_MASK 2024-10-08 20:38:34 +02:00
smallmodel feb76f4fb4 Allow entities other than SimpleActor for finding covers and sniper nodes 2024-10-08 20:31:50 +02:00
smallmodel d467b68187 Add node editing support, with a way to dynamically load, remove and modify nodes while editing 2024-10-08 20:25:33 +02:00
smallmodel de18fa2860 Refactor Entity::FovCheck 2024-10-08 20:14:10 +02:00
smallmodel 58f6c719a9 Add code to select current node in view and draw it for editing later 2024-10-08 01:14:40 +02:00
smallmodel b2fa21a111 Format navigation source file 2024-10-07 23:52:39 +02:00
smallmodel f94099e350 Don't link nodes that can't be reached with an high fall height 2024-10-07 23:49:39 +02:00
smallmodel e2f11879d5 MAXS_Z is 94 2024-10-07 23:05:37 +02:00
Sébastien Noel aa15b3ea7f Allow to build against system libs instead of bundled copy 2024-10-07 20:51:23 +02:00
smallmodel 1624d10a01 Don't check for bots for smoothclients 2024-10-07 00:51:01 +02:00
smallmodel 0d53adf9bd Rework bot spawning
- Add a sv_sharedbots to specify if real client slots should be used
- Removed m_bSpawnBot from level, bots are spawned directly in G_BotBegin instead
- sv_numbots can be used to directly configure the number of bots to spawn
- Fix the way bots spawn/unspawn on-demand
- Documented g_bot functions
2024-10-06 22:57:39 +02:00
smallmodel 295c267c31 Automatically join a team if the bot was put in spectator, and automatically select a primary weapon if none was selected 2024-10-06 22:57:31 +02:00
smallmodel d4b3f7378e Don't update the new path check time when there is a new move 2024-10-06 22:29:55 +02:00
smallmodel a503e18966 Make the bot move to the enemy only if it was seen 2024-10-06 22:29:29 +02:00
smallmodel b1f7d641fc Use game.maxclients for the maximum number of bots 2024-10-06 21:44:10 +02:00
smallmodel 5019d1e4f9 Spawn bots after the server has spawned 2024-10-06 21:43:42 +02:00
smallmodel 2aa0205872 Clear client persistent to avoid leaking data 2024-10-06 21:01:05 +02:00
smallmodel a7befa8882 When a client disconnects, delete the entity on the next frame if the function is called while in thinks 2024-10-06 21:00:40 +02:00
smallmodel a5058c7bab Call Delete() instead of deleting the item as it could cause issues if the item is being deleted while iterating over edicts 2024-10-06 19:57:03 +02:00
smallmodel f5558d106e Don't set the last radar time if the entity number is above the max number of clients 2024-10-06 19:19:44 +02:00
smallmodel d19328230c Allow more bots to be spawned alongside the minimum number of players 2024-10-06 18:50:42 +02:00
smallmodel b77464386c Count actual clients that aren't spectating 2024-10-06 18:46:23 +02:00
smallmodel 9119319429 Avoid unbalancing teams when removing bots 2024-10-06 18:46:02 +02:00
smallmodel d3d85fded0 Add TEAM_MAX 2024-10-06 18:37:31 +02:00
smallmodel 9b9642df8f Add a very tiny offset off the facing dir as a workaround the 1 bit difference between 32-bit and 64-bit
In 64-bit, some windings are off by 1 bit (float values) compared to 32-bit, which causes issue on some maps like `dm/mp_stadt_dm` where the player would get stuck climbing up because of the blocking patch at the top
2024-10-06 17:33:48 +02:00
smallmodel e564a97b05 Check if the delta is exactly 16 2024-10-06 17:31:02 +02:00
smallmodel a150cb5c6e Also check for liberation game type when the team is dead 2024-10-06 16:58:20 +02:00
smallmodel afd7943b62 Fix incorrect teams and controllers for TOW objectives 2024-10-06 15:20:45 +02:00
smallmodel 09eb130b6d Update curiosity and MoveDone() 2024-10-06 14:24:32 +02:00
smallmodel 5869ba06bc Update the attack time when moving 2024-10-06 01:13:12 +02:00
smallmodel b6c2638c1b Make curiosity random 2024-10-06 01:01:03 +02:00
smallmodel 16b0f0d625 Use random() in CuriousSound() 2024-10-06 00:53:31 +02:00
smallmodel 9293930628 Make bots jump off ladder
They don't support ladders yet
2024-10-05 23:59:32 +02:00
smallmodel 46935b165c Fix MoveDone() not checking for height, also return false when temporarily getting away 2024-10-05 23:57:02 +02:00
smallmodel c0dd08f6e0 Set an higher firing sound in MP 2024-10-05 21:24:45 +02:00
smallmodel 1fde1647e8 Use the proper enum for BroadcastAIEvent 2024-10-05 21:24:29 +02:00
smallmodel 7ef006ccca Fix nodes improperly connecting to other nodes that are below the ground 2024-10-05 21:15:37 +02:00
smallmodel fd69d6b42c Allow the bot to get out if stuck while falling 2024-10-05 20:46:16 +02:00
smallmodel 627f66fb5b Add basic pathnode editing feature 2024-10-05 20:45:56 +02:00
smallmodel 8451c11916 Add a feature to dynamically create a master class for development 2024-10-05 20:17:11 +02:00
smallmodel 6bbbbcfb05 Allow spawning a simple entity 2024-10-05 20:15:50 +02:00
smallmodel 63465278a5 When there is no free player start spot, try to find a random player s tart one 2024-10-05 20:15:40 +02:00
smallmodel 2980771deb Fix path node connection, use the target node num 2024-10-05 20:13:03 +02:00
smallmodel 1169b84c2f Make sure the entity is valid before checking for the bad place team 2024-10-05 20:12:37 +02:00
smallmodel 355491a950 Reduce the bot attack time to avoid the bot getting stuck 2024-10-05 14:47:09 +02:00
smallmodel 7caa0adbab Toggle use button and don't use if the door is open 2024-10-05 14:46:44 +02:00
smallmodel 8acc51c489 Correctly add/remove bots 2024-10-05 13:54:53 +02:00
smallmodel 732fd98593 Make the bot strafe when attacking 2024-10-05 13:43:09 +02:00
smallmodel 21a610d22c Fix NoticeEvent ignoring other players on FFA 2024-10-05 11:56:08 +02:00
smallmodel a379e6efbf Don't use Ninja on Windows because of chocolatey servers causing troubles 2024-10-05 00:39:23 +02:00
smallmodel b1e1b6cc68 Properly aim at the last enemy position with some randomness applied 2024-10-04 22:10:51 +02:00
smallmodel da86e0ce34 Fix bot incorrectly jumping 2024-10-04 21:23:49 +02:00
smallmodel 6ca12eb0de Fix bot sometimes being stuck respawning between team spawn intervals 2024-10-04 20:27:28 +02:00
smallmodel a25442368b Make the bot jump more to avoid getting stuck 2024-10-04 20:25:05 +02:00
smallmodel e7e95d47a5 Prevent others from picking up the health item if their future health will be full 2024-10-04 19:59:09 +02:00
smallmodel 292fe8eab4 Stop moving if there is a maximum fire movement so the weapon can be fired 2024-10-04 19:48:09 +02:00
smallmodel 272a401189 Make the bot jump even if the path is not valid to get out of spawns with no path nodes 2024-10-04 19:03:33 +02:00
smallmodel 592e3f47e9 Handle curiosity sounds better by getting the owner of concerned entities and ignoring team mates 2024-10-03 22:54:25 +02:00
smallmodel cabf1a9043 Make AI path more random 2024-10-03 22:23:46 +02:00
smallmodel e623541861 Improve the way bots turn, make it smoother 2024-10-03 21:57:29 +02:00
smallmodel b74b6f8c1d Use the last attacker origin instead of the last death position 2024-10-03 21:33:12 +02:00
smallmodel 11abdd451f Fix incorrect dir for PathSearch::FindPathAway 2024-10-03 21:27:30 +02:00
smallmodel 1c3596b1f9 Add more conditions to check for valid enemies when attacking 2024-10-03 20:45:23 +02:00
smallmodel 1e73333fbe Make bot path more random when idle 2024-10-03 20:22:54 +02:00
smallmodel 6eb49f567a Made tempaway path better 2024-10-03 20:10:33 +02:00
smallmodel 0120e7e4a5 Add liberation messages 2024-10-03 19:06:03 +02:00
smallmodel 10e4d3db11 Check if the activeItem is within the configstring range to avoid leaking data 2024-10-03 19:05:56 +02:00
smallmodel 0b34d2dbb8 Fix ammo bits being incorrect 2024-10-02 23:04:30 +02:00
smallmodel be1ef1de0e Try respawning when the player should respawn
This fixes an issue where bots wouldn't respawn with `sv_team_spawn_interval` set
2024-10-02 22:18:07 +02:00
smallmodel ef45c988c6 Fix player spectating often not spectating the next alive player 2024-10-02 22:16:58 +02:00
smallmodel 3ecdee1b89 Make bots play a taunt when they get a kill 2024-10-02 21:54:56 +02:00
smallmodel c7561b1f6d Send the GotKill event to the attacker when killed 2024-10-02 21:50:59 +02:00
smallmodel 50a3df8dff Fix the instant message maximum number on AA and SH/BT 2024-10-02 21:49:20 +02:00
smallmodel dfde4a58de Improve bot movements
- Do random movements if the path cannot be found
- Reset the movement if the bot is really blocked
- Set an higher fall height
2024-10-02 21:29:38 +02:00
smallmodel 090ba308d8 Clear bot buttons after spawning
This fixes a rare occurrence where the bot would fire and reload after spawning
2024-10-02 20:14:24 +02:00
smallmodel e01e989c22 Check if the snap is valid when notifying for hit/kill
The game would crash otherwise, this is also an issue in the original game
2024-10-02 20:10:29 +02:00
smallmodel a9b4af98fc Make bots use random player models 2024-10-02 19:42:03 +02:00
smallmodel 30f5442728 Limit bot vision distance to the farplane 2024-10-02 19:41:25 +02:00
smallmodel 123ca2812a Define and use DEFAULT_SFX_NUMBER_PLAYING 2024-10-02 19:02:20 +02:00
smallmodel 95435ea512 Improve bot movement
- The bot will immediately move upon spawning
- If blocked, the block will move randomly to get out
- There is now only 1/5 chance the bot will go to the location where they died
2024-10-02 18:34:45 +02:00
smallmodel db625baadd Set the healrate to 0 (instant) by default on protocol 8 and below (vanilla AA) 2024-10-02 18:12:10 +02:00
smallmodel 200a80aa02 Automatically choose a primary weapon for bots 2024-10-02 17:02:59 +02:00
smallmodel 0472a93c3f Ignore kills when telefragging
This fixes an issue (that also occur on OG) where telefrags would also count towards teamkills
2024-10-02 17:02:48 +02:00
smallmodel 9b70e646dc Add "auto" to automatically choose a primary weapon 2024-10-02 16:52:22 +02:00
smallmodel 388ab210a7 Fix incorrect obituary hit location 2024-10-02 16:42:10 +02:00
smallmodel 15e8a71249 Fix bot userinfo accumulating with previous bot userinfo 2024-10-02 15:59:41 +02:00
smallmodel dfd04f0d41 Reset the player state when using a turret
This prevents the player from using the turret + hold their weapon to crouch and become impossible to hit
2024-10-02 14:50:11 +02:00
smallmodel 88ac49c0c9 Set the correct flag when the player is using a turret 2024-10-02 14:35:37 +02:00
smallmodel 7d6ff3e6a4 Format bg source files 2024-10-02 14:09:36 +02:00
smallmodel c68fbfacb9 Set the EF_PLAYER_IN_MENU flag when the player is talking 2024-10-02 14:09:27 +02:00
smallmodel 8e51c7ca3b Fix VEHICLE_TYPE state condition not returning the vehicle type
This fixes player lacking animation when using heavy weapons like the granatwerfer
2024-10-02 14:09:07 +02:00
smallmodel 33064f8392 Set a default minimum delay between text messages 2024-10-02 13:31:45 +02:00
smallmodel 40141465b5 Add a section about flood protection 2024-10-02 13:29:58 +02:00
smallmodel 13d855c2e7 Use Cmd_Argv() to check for dmmessage 2024-10-02 13:07:04 +02:00
smallmodel 2f8b6a2009 Satisfy stufftext tests 2024-10-02 12:27:57 +02:00
smallmodel 23e56e767f Increase sphere light limit
Some servers have a lot of objects in maps, causing all spheres to be used
2024-10-02 12:18:58 +02:00
smallmodel ce5b954c4d Use the target game version when sending the version to the server, instead of the global project version
The non-dedicated server version of MOH: Breakthrough (standalone executable) rejects clients that have a version of 2.30 or below, or a version of 2.50 or above (0.1 difference), which prevents playing LAN sessions of Breakthrough. To solve this issue, the client now sends a version value that is within the allowed version range for the target game
2024-10-01 23:36:05 +02:00
smallmodel a0c20663a0 Don't make the player not solid in a vehicle slot
This fixes player not taking hits from explosions
2024-10-01 23:25:01 +02:00
smallmodel 56f850b59d Don't add the same world surface more than once
This fixes an issue where shaders like water, ocean would look strange or completely black, due to them blending against each other multiple times
2024-10-01 20:51:56 +02:00
smallmodel 253d4e2c4d Fix jammed door message printed on the first client 2024-10-01 20:26:17 +02:00
smallmodel 6fef42d6e0 Localize the jammed door message 2024-10-01 20:25:51 +02:00
smallmodel d6a00a5984 Fix IsOpen event not being used
Some multiplayer and single-player scripts rely on it
2024-10-01 20:24:12 +02:00
smallmodel 26a1e24e3a Fix TIKI_ParseAnimations incorrectly swallowing the full animation file when the map doesn't match
This fixes missing animations
2024-10-01 19:53:33 +02:00
smallmodel 6103efa8cc Don't set the entity angles immediately during glue
The game expects objects to glue and keep their initial angles/origin
2024-10-01 19:03:17 +02:00
smallmodel 9a7ba0786c Set the correct number of bits for the large bullet flag in 2.0 and above
This fixes the issue where there the client (in spearhead protocol mode) would read 2 bits instead of the 1 bit the server sent, which would cause a parse error
2024-10-01 18:52:39 +02:00
smallmodel 935efaeb3a Fix sound event being posted with incorrect arguments
The argument wouldn't contain "wait" when necessary, which would cause scripts to be stuck forever waiting for sound to be done
2024-10-01 18:09:56 +02:00
smallmodel 020a6d8b66 Fix stupid compile error mistake 2024-09-30 22:39:33 +02:00
smallmodel 9dea8fc41e Fix wrong pointer type passed to strncmp 2024-09-30 21:59:14 +02:00
smallmodel 3a7e249edf Refactored svflags and use the correct entity server flags 2024-09-30 19:58:41 +02:00
smallmodel c406aaf74f Add a feature that prevents teams from being uneven 2024-09-29 19:00:19 +02:00
smallmodel 83938471ca Set the blue component of the temp model entity
This fixes particles having an incorrect color sometimes
2024-09-29 15:41:35 +02:00
smallmodel db6ff8901b Set the render effect of skyportal and skyentity when adding them to the snapshot
This fixes the issue where some entities like effects would be visible through the sky
2024-09-29 15:27:54 +02:00
smallmodel 737ee3af64 Specify the compiler to use globally for macOS 2024-09-29 14:46:42 +02:00
smallmodel 9ea40f31e4 Clear all entities on registration 2024-09-29 13:30:56 +02:00
smallmodel 27bd6f4b1c Merge pull request #379 from smallmodel/me/throbbingbox
Fix the destroyed model of specific throbbing boxes
2024-09-29 13:09:09 +02:00
smallmodel b9e9137f90 Fix the spelling for the default explosive sound 2024-09-29 13:03:10 +02:00
smallmodel bee0bbbe90 Initialize the effect and destroyed model for the specific ThrobbingBox explosive classes 2024-09-29 13:02:56 +02:00
smallmodel 277ca0c951 Handle bigger offsets in sample_ms_offset()
This fixes an issue where when the offset was big enough, the value would overflow and start again from 0
2024-09-29 12:34:07 +02:00
smallmodel 8aa059dd21 When paused, keep in sync with the server time (#371)
This fixes an issue where a temporary lag would occur when starting a single-player map, or when pausing/unpausing the game
2024-09-29 00:10:52 +02:00
smallmodel c39bdd246a Correctly load DDS file on bigendian architectures 2024-09-28 20:56:55 +02:00
smallmodel 9823af9159 Fix light grid offsets endianness 2024-09-28 20:45:04 +02:00
smallmodel 9ee0e0a3c9 Correctly copy data on big-endian (#365) 2024-09-28 20:09:42 +02:00
smallmodel bf184fb719 Use #pragma once instead of #ifndef 2024-09-27 20:19:11 +02:00
smallmodel 94f308c50f Draw a black outline for game messages and death messages when targeting mohta or mohtt 2024-09-27 20:01:48 +02:00
smallmodel bfa0ef64ec Fix the letterbox not transitioning smoothly
This fixes the letterbox being shown immediately
2024-09-27 19:35:30 +02:00
smallmodel 98fc0a8cb9 Fix the letterbox not correctly rendering
When a letterbox was active, it was covering the entire screen
2024-09-27 19:33:39 +02:00
smallmodel facabc09f5 Don't set the label shader if the specified material name is considered empty (#364)
For labels linking to a variable for the shader, this prevents the label from still being rendered, drawing the tiled square grid (notexture)
2024-09-27 18:30:03 +02:00
smallmodel 51afcd7b96 Fix loading screen being incorrectly displayed
This fixes an issue where some part of the loading screen would not be drawn correctly, due to the screen being updated recursively through UI_Update()
2024-09-27 17:59:03 +02:00
smallmodel 340f1bb287 Put chat first in game and add a statement for disabling text messages 2024-09-26 22:13:33 +02:00
smallmodel 40c8479448 Update server configuration documentation 2024-09-26 20:48:26 +02:00
smallmodel 27e2063bf9 Add server configuration documentation 2024-09-26 20:30:37 +02:00
smallmodel e43f0a9285 Add a new feature to enable/disable instant messages and text chat with a variable to set the minimum delay between messages 2024-09-26 19:29:56 +02:00
smallmodel a977cbdd26 Update README 2024-09-26 19:27:11 +02:00
smallmodel dbc536c6c2 Fix voice chat time not working on FFA 2024-09-26 19:10:01 +02:00
smallmodel 97c9075503 Fix a small mistake in normal calculations for MM_ClipVelocity2D
Same error as commit c76dda1523. This fixes an issue where AI would run too slowly, like the crate guy in the intro of e1l1, the crate guy was too slow that it ran through the intro vehicle
2024-09-26 18:20:25 +02:00
smallmodel 290e45062d Set the server time before calling ge->RunFrame() in SV_SpawnServer()
This fixes an issue where some scripts wouldn't be initialized in time, like those that set AI animations. For example this caused an issue with the plane passenger in e2l1, where the animation would get reset due to a very specific chain of events
2024-09-26 01:18:11 +02:00
smallmodel fc6bffe683 Don't post event when loading save game 2024-09-26 01:01:27 +02:00
smallmodel 1fb8327ca9 Don't let the frame msec go below 0 2024-09-25 22:14:27 +02:00
smallmodel 36208de902 Fix spawn time delta 2024-09-25 22:12:29 +02:00
smallmodel 5403577642 Fix the return value of FS_Seek
It returns a negative value on failure, so handle that properly
2024-09-25 21:04:55 +02:00
smallmodel c76dda1523 Fix a small mistake in normal calculations for MM_ClipVelocity
This leaded to some occasional errors in AI movement, like in e3l2 where the medic gets stuck while going down the stairs
2024-09-25 20:22:42 +02:00
smallmodel b5034e5b12 Fix the m_iSaySlot being mistakenly used for the weight cross blend, the specified slot parameter must be used instead
This fixes #266 where some AIs would lack speech animation
2024-09-25 20:04:58 +02:00
smallmodel b039333922 Call AnimName() to get the current animation name 2024-09-25 19:48:06 +02:00
smallmodel b504e0d109 Call CurrentAnim() to retrieve the animation index 2024-09-25 19:47:43 +02:00
smallmodel 0692b9dcdb Fix events sometimes not being posted to entities
Fixes #253
2024-09-25 19:41:21 +02:00
smallmodel 085b72154f Use a more modern implementation of minizip from ioquake3 2024-09-24 22:25:33 +02:00
smallmodel 4f99c0fa98 Merge branch 'me_main' 2024-09-24 20:11:44 +02:00
smallmodel b38b71eb44 Small mistake fix 2024-09-24 20:11:34 +02:00
smallmodel 639da1a4b8 Remove unused variables 2024-09-24 20:09:39 +02:00
smallmodel f2d27aae3f Update getting_started_running.md 2024-09-24 20:06:37 +02:00
smallmodel 931876ac77 Remove lidbad-0.15.1b 2024-09-24 20:03:30 +02:00
smallmodel e5f62a9188 Update features.md 2024-09-24 20:02:41 +02:00
smallmodel 3fb699979c Fix small equality mistake (expected assignment) 2024-09-23 22:44:11 +02:00
smallmodel 85f15a1f28 Delete spawnthings when their last temp model is freed
This fixes:
- Losing FPS in a match with a lot of players, due to a massive amount of emitters getting spawned every time a weapon fires
- Memory leaks due to emitters staying in memory forever after being spawned
2024-09-23 19:29:07 +02:00
smallmodel 758017b638 If the temp model being removed is the head one, use its sibling 2024-09-23 19:16:31 +02:00
smallmodel 724d1db9b8 Properly clear parents of orphaned entities 2024-09-22 21:38:35 +02:00
smallmodel 00421fbee6 Fix the link to the branch build workflow 2024-09-22 20:18:40 +02:00
smallmodel 2510bab41f Change the order of the target os for more clarity 2024-09-22 20:16:51 +02:00
smallmodel c6675f2013 Remove special features code to avoid any confusion 2024-09-22 20:06:31 +02:00
smallmodel 1fd6c2bd52 Merge pull request #360 from pryon/UINotepad-fixes
UINotepad fixes and improvements
2024-09-22 19:35:52 +02:00
smallmodel 8f355fe188 Add Voip code from ioq3 2024-09-22 16:50:44 +02:00
smallmodel dbd10a281b call CL_ShutdownInput() 2024-09-22 16:39:30 +02:00
smallmodel d57ea3695b Add VOIP code for cl_input 2024-09-22 16:38:00 +02:00
smallmodel 8dd74b7789 Get rid of the code that sends next fragments from clients 2024-09-22 16:35:12 +02:00
smallmodel 36c00f146d Improve gamepad support 2024-09-22 16:19:55 +02:00
SmileTheory aba9f25744 Fix frame_msec possibly being zero in cl_input.c.
This fixes a mouse freezing bug.
2024-09-22 16:14:01 +02:00
smallmodel dacfa6ae55 Made common source file a C file as it should be 2024-09-22 16:03:02 +02:00
smallmodel f53fba082a Improve memory for debugging purposes 2024-09-22 15:45:29 +02:00
smallmodel 764b95f617 Set a better name for binaries to properly distinguish the name of the architecture 2024-09-22 14:56:02 +02:00
smallmodel 3237b3564e Update getting started running 2024-09-22 14:23:51 +02:00
Zack Middleton 985731f543 Fix command line variables not being set correctly
+seta, +sets, and +setu were ignored because Com_AddStartupCommands
thought Com_StartupVariable handled it.

+set didn't allow value to be multiple tokens which due to Unix shell
unintuitively removing quotes causes the variable to only be set to
the first token. This could be worked around by escaping quotes

    ioq3ded +set g_motd \"hello world\"

but it doesn't match behavior of other start up commands (which now
includes seta, sets, and setu) that use all tokens.
2024-09-22 13:47:55 +02:00
Thilo Schulz 7c28efe9cd Fix bug where Com_StartupVariable would set CVAR_USER_CREATED on already existing cvars 2024-09-22 13:36:23 +02:00
smallmodel 5b567f4cba Fix music volume not restored when the map restarts after the intermission 2024-09-22 01:39:40 +02:00
smallmodel 78918eb59d Correctly process statements with a semicolon 2024-09-22 01:23:23 +02:00
smallmodel 1848506f09 Properly pass the size of the path buffer into Q_strncpyz 2024-09-21 23:09:16 +02:00
smallmodel ce0004a296 Use unsafe version of strcpy as the buffer length is unknown 2024-09-21 23:08:52 +02:00
smallmodel e85d3f2a19 Pass the correct size to Q_strncpyz 2024-09-21 22:50:53 +02:00
smallmodel 4e5a0a30bf Fix subtitle being incorrect due to the size of the pointer (and not the size of the string) being passed to Q_strncpyz 2024-09-21 21:09:12 +02:00
pryon 9ab37e54b4 Fix CodeQL printf argument type warning 2024-09-21 20:59:27 +02:00
smallmodel 0bd15172b1 Use Ninja generator for faster builds and set compiler/flags in environment variables directly to reduce copy-pasted parameters 2024-09-21 20:34:45 +02:00
pryon fe0e5c1d9c Fix bug when multiple lines are joined together after copy-pasting text 2024-09-21 20:08:11 +02:00
pryon 5128d88722 Fix bug when deleting multiple lines doesn't actually remove everything selected 2024-09-21 20:04:57 +02:00
pryon 173ca3e58e Fix assertion failures on str operations 2024-09-21 20:02:58 +02:00
pryon 2a13fca737 Fix an off-by-one bug when selection points are determined 2024-09-21 20:01:03 +02:00
pryon b3a9f4423b Fix crash when saving a file with no contents or with no name 2024-09-21 19:52:20 +02:00
pryon 62c24826e6 Silence some localization error console spam messages
This helps to reduce the number of `LOCALIZATION ERROR` messages in the console for strings that couldn't be translated anyway
2024-09-21 19:49:43 +02:00
pryon a3d2c2c044 Properly free uipopup_describe instances 2024-09-21 19:46:32 +02:00
pryon 72409622ef Stop activating controls when their vertical scrollbar is hovered over
This fixes the annoyance of open windows (console, notepad) losing focus just by simply moving the mouse around
2024-09-21 19:43:18 +02:00
pryon c8a2de8235 Implement FS_FileTime for proper retrieval of file date/size info in FilePicker 2024-09-21 19:37:50 +02:00
pryon 6b91846b0c Reimplement Sys_ListFiles and Sys_ListFilteredFiles
They had several bugs, like showing the current and parent directory entires twice, not seeing files but only directories, etc.
2024-09-21 19:36:13 +02:00
pryon 92190220aa Implement clipboard functionality 2024-09-21 19:32:23 +02:00
smallmodel 705d30d125 Add ninja/cmake/clang to the list of packages to install 2024-09-21 19:18:35 +02:00
pryon c316dc7b00 Fix incorrect line width calculation when tabs are present 2024-09-21 19:17:25 +02:00
smallmodel 529dc29d08 Remove CMake parallel build setting 2024-09-21 19:15:26 +02:00
smallmodel 91e760bf5f Use a more recent version of ubuntu image for linux 2024-09-21 18:50:10 +02:00
smallmodel 61e24499bf Cross-compile macOS binaries with single hosted runner image 2024-09-21 18:44:23 +02:00
smallmodel 75621651e5 Add arm64 to valid OSX architectures 2024-09-21 18:30:37 +02:00
smallmodel 3973b95746 Build MacOS binaries from GitHub Action 2024-09-20 23:09:07 +02:00
smallmodel f9d264058b Use safe version of sprintf and strcpy 2024-09-20 23:08:53 +02:00
smallmodel a69d9d4483 Fix compilation errors for MacOS, and add support for MacOS 2024-09-20 21:31:27 +02:00
smallmodel 8b19d00086 Remove the last OpenAL linking as it's already linked before 2024-09-20 21:29:15 +02:00
smallmodel 1156d4f881 Replaced (u)int64_t with long long to avoid constructor conflicts with some compilers 2024-09-20 21:28:36 +02:00
smallmodel 08c5186426 Use stdlib.h as malloc.h is deprecated 2024-09-20 21:27:53 +02:00
smallmodel 61b4a817f3 Move alloca include directive to q_platform.h due to difference between platforms 2024-09-20 20:52:41 +02:00
smallmodel 13710904ba Update getting started installation 2024-09-20 18:45:15 +02:00
smallmodel 015ebb650e Clean up ClassDef class 2024-09-19 22:50:33 +02:00
smallmodel 17d623bf85 Add more clarity + check the length of the const_str enumeration and the length of the const string array to make sure they both match 2024-09-19 21:23:19 +02:00
smallmodel 0049348de5 Update features documentation 2024-09-19 21:06:22 +02:00
smallmodel 20d11f5f97 Add max_amount parameter to the EV_Sentient_GiveAmmo documentation 2024-09-19 21:02:04 +02:00
smallmodel 047a7bb949 Deprecate r_forceClampToEdge in favor of automatic detection
This avoids setting the variable manually to fix sky seams and weird graphical artifacts. Now, it's detected automatically
2024-09-19 21:00:22 +02:00
smallmodel 52c79f7f77 Make crates correctly fall 2024-09-19 20:49:33 +02:00
smallmodel c97bc2e977 Add more clarity in crateobject.cpp 2024-09-19 20:38:31 +02:00
smallmodel 78d564cc04 Fix CrateThink stopping when it shouldn't 2024-09-19 20:34:04 +02:00
smallmodel e27c0716c4 Allow more stufftext commands when the local server is running
Those stufftext commands are primarily used by single-player maps and briefings
2024-09-19 20:14:15 +02:00
smallmodel 35d037daff small detail change 2024-09-19 20:00:53 +02:00
smallmodel f055162ac0 Adjust the quick message DM console rectangle to avoid seeing characters 2024-09-19 19:46:27 +02:00
smallmodel f2e32c737b Fix the gap in the console between the bottom line and the text 2024-09-19 19:46:07 +02:00
smallmodel 205709271b Add fixes from upstream ioq3 2024-09-19 19:24:31 +02:00
smallmodel 3e70a9fab8 Fix mistakes that lead to compilation errors 2024-09-19 19:19:58 +02:00
smallmodel 733c6c96f0 Merge pull request #359 from twolife/spelling
Fix a few typos
2024-09-19 17:44:08 +02:00
Sébastien Noel a010e648ee Fix a few typos 2024-09-19 10:52:47 +02:00
smallmodel 1c7b561aa9 Filter stufftext commands
This works by allowing the stufftext server command to be executed if the statement only contains whitelisted commands and variables
2024-09-18 23:51:39 +02:00
smallmodel 75a71d35ec Avoid calling isspace with a character that has a value below 0 2024-09-18 23:04:01 +02:00
smallmodel 7c0f0672bd Add r_vidmode1024 and r_vidmodemax so the display resolution can be changed in Spearhead and Breakthrough 2024-09-18 22:59:30 +02:00
smallmodel 8fc6b6e3c3 Correctly handle quick message and message mode for the chat window
This fixes the chat window not being put in quick message mode at all when intended, now it also correctly handle team/private message modes
2024-09-18 22:14:16 +02:00
smallmodel 6c2c8ca2b7 Don't archive s_openaldevice and s_openaldriver 2024-09-18 22:10:33 +02:00
smallmodel 1b6bdd07e7 Disable function keys for UI
This fixes the issue where menus like the message mode can't be toggled
2024-09-18 21:51:35 +02:00
smallmodel 539688dd3d Reduced the delay to 33 ms (30 fps) to update the loading bar
This makes the loading bar smoother
2024-09-18 20:56:13 +02:00
smallmodel 08e09c3b4c Avoid setting variables with the same value
This prevents the console from being spammed with constant variable change when `developer` is set to 2
2024-09-18 20:55:02 +02:00
smallmodel 4259053c7e Expose methods for basic DMA (when OpenAL is unavailable) 2024-09-18 20:49:38 +02:00
smallmodel c221cfd493 Reorganize workflows and use multiple environments for different release stages 2024-09-18 20:33:30 +02:00
smallmodel 41298b53d4 Add PRODUCT_VERSION_STAGE variable to define the stage of the software through builds 2024-09-18 18:13:57 +02:00
smallmodel ddcd05adc6 Cancel other CodeQL actions on newer pushes 2024-09-18 17:10:25 +02:00
smallmodel a28cd64c7a Update implementation documentation again 2024-09-18 00:30:38 +02:00
smallmodel 38e62fef18 Update the implementation documentation with the current state 2024-09-18 00:26:51 +02:00
smallmodel 3f139f463b Remove stub print 2024-09-18 00:19:05 +02:00
smallmodel 0597191319 Implement SkelVec3::IsUnit 2024-09-18 00:18:08 +02:00
smallmodel f4c8b0c21f Initialize the cube build info
This should fix lighting being too dark or incorrect in some places
2024-09-17 22:22:42 +02:00
smallmodel bba7031f3d Add more clarity to code 2024-09-17 22:20:20 +02:00
smallmodel 4785913e02 compare_light_intensities should compare intensity as integers directly 2024-09-17 21:31:50 +02:00
smallmodel a6808d1f6a Fix incorrect light color for point lights and spot lights, also handle negative point light intensity
This fixes lighting from sphere being computed incorrectly for entities, making entities often look black or having strange lighting color
2024-09-17 21:27:14 +02:00
smallmodel 7188e9832a Fix leaf iteration 2024-09-17 20:51:00 +02:00
smallmodel 0cce0c81fb Prevent world values from being overridden by entities 2024-09-17 20:32:39 +02:00
smallmodel a60baa03e0 Add MAX_SPHERE_LIGHTS 2024-09-17 20:06:35 +02:00
smallmodel b0c8dafb33 Correctly compute colors for static model in vertex lit texture 2024-09-17 20:02:37 +02:00
smallmodel b672fc8b29 Add #if, #if_not and #else shader statements 2024-09-17 20:00:24 +02:00
smallmodel eac69f659f For dot/oneminusdot, shader needs normal 2024-09-17 20:00:00 +02:00
smallmodel d9ab65154c Fix incorrect lighting grid blend 2024-09-17 00:27:01 +02:00
smallmodel c120aed8bb Fix incorrect static model grid lighting 2024-09-16 22:11:58 +02:00
smallmodel ecdbe3d959 Don't check lightmap for RB_StageIteratorVertexLitTextureUnfogged to be used 2024-09-16 22:01:04 +02:00
smallmodel 96d10fb8b0 Mark r_light_nolight as cheat 2024-09-16 20:50:02 +02:00
smallmodel 2ab826268d Clear the legs state during the torso evaluation when the movecontrol is not legs
The legs state won't be stuck anymore waiting for an empty animation. This could happen under special circumstances, when the torso evaluation sets the movecontrol to non-legs (clears the legs anim) and then back to legs in subsequent iterations.
Fixes #105, the issue cannot be exploited anymore for land-sharking
2024-09-16 20:20:19 +02:00
smallmodel c3e3f368e0 use cheats rather than sv_cheats to check if the client is connected to a cheat server 2024-09-16 18:59:36 +02:00
smallmodel f35582489d Fix support for british, russian and italian voices in Spearhead and Breakthrough 2024-09-16 18:09:56 +02:00
smallmodel 9acea3484d Play zing sounds only if the location if the zing is valid
This fixes a potential crash where uninitialized position would be passed to the sound system
2024-09-16 17:39:15 +02:00
smallmodel a72da9b73e Fix incorrect terrain height for poly
This caused decals to float in the air when they were placed on the terrain
2024-09-15 23:49:42 +02:00
smallmodel df53d35967 Fix real dynamic lighting algorithm for both terrain and patch
This fixes #356 where real dynamic lighting would look completely wrong, making it look like there are graphical artifacts on surfaces
2024-09-15 21:23:17 +02:00
smallmodel e5e7421d3c Fix terrain lightmap when there is a dynamic light map
This fixes terrain having a completely wrong lightmap texture coordinates for dynamic lighting
2024-09-15 21:21:38 +02:00
smallmodel 6ff25d00fc Use lightmap offset for grid surface when a dlightmap is specified 2024-09-15 21:15:01 +02:00
smallmodel 4a5b0b3105 Fix y lightmap position when allocating a new lightmap block
See the issue with dynamic lights: #356
2024-09-15 19:39:22 +02:00
smallmodel d05d964432 Fix NaN lmapStep for terrain patches 2024-09-15 19:34:25 +02:00
smallmodel daa4a67b49 Reuse dlightmap in R_CheckDlightSurface and R_CheckDlightTerrain 2024-09-15 19:34:06 +02:00
smallmodel 9c0224911c Reset the number of dynamic lights when calculating the real terrain lighting
This fixes a crash that can occur when there is only the terrain that can be lit with dlights
2024-09-15 12:02:05 +02:00
smallmodel ef5759cff5 Don't execute commands during the intro 2024-09-15 01:21:20 +02:00
smallmodel 77292fb9ab First person spectator fix (not working yet) 2024-09-15 01:21:17 +02:00
smallmodel 6fb9ab078e Implement RE_DrawBackground_DrawPixels 2024-09-15 01:12:00 +02:00
smallmodel 844a72e0f3 Add DrawPixels and PixelZoom 2024-09-15 01:11:52 +02:00
smallmodel 46e9046629 Implement VehicleHalfTrack 2024-09-15 01:03:37 +02:00
smallmodel e5af60787e Partially implement GetZone/IsInZone 2024-09-15 00:42:35 +02:00
smallmodel 4b0696a187 Implement remaining methods of ClientGameCommandManager 2024-09-15 00:42:22 +02:00
smallmodel a6377fedab Remove useless code 2024-09-14 23:36:19 +02:00
smallmodel 2f884e6d55 Call Key_GetCatcher/Key_SetCatcher instead of modifying the variable directly 2024-09-14 23:32:24 +02:00
smallmodel 28f8c65771 Key_SetCatcher() must use cls.keyCatchers 2024-09-14 23:30:30 +02:00
smallmodel b509ef5ab4 Deactivate the mouse only when loading 2024-09-14 23:29:30 +02:00
smallmodel 9f48dabaec Play the game's intro when starting 2024-09-14 22:59:27 +02:00
smallmodel 5b0224ae3c Implement support for playing movies
Videos like briefings and intro are now played correctly
2024-09-14 22:58:43 +02:00
smallmodel c3ef267d6d Implement movie audio in OpenAL code 2024-09-14 21:55:15 +02:00
smallmodel fe9b298705 Export cl_movieaudio 2024-09-14 21:53:19 +02:00
smallmodel 0b106cf47e Print errors only when developer mode is set 2024-09-14 13:21:08 +02:00
smallmodel 9b417c9b26 Add EV_Client_ForceFeedback (unused) 2024-09-14 13:20:55 +02:00
smallmodel 37d5458c4c Partially implement cinematic support for reading RoQ files (no audio yet) 2024-09-13 23:00:31 +02:00
smallmodel 77d48cb104 Don't call UI_ClearBackground in cinematic mode 2024-09-13 22:58:37 +02:00
smallmodel a25200741a Finis the loading screen if it's the default 2024-09-13 22:23:53 +02:00
smallmodel d04a32920a Fix an incorrect parameter value passed to FS_Read when reading the DCL file 2024-09-13 21:49:45 +02:00
smallmodel 792b676c11 Set the number of brush models
The level marks system depends on the number of brush models and leafs, having a number that doesn't match what was saved would cause a crash
2024-09-13 21:47:57 +02:00
smallmodel 690a7a7557 Format cl_ui file 2024-09-13 21:36:23 +02:00
smallmodel e128c93ad9 Declare CL_FinishedStartStage 2024-09-13 21:25:41 +02:00
smallmodel 39add5ccec Fix incorrect parsing of music volumes 2024-09-13 20:01:01 +02:00
smallmodel a1a89cba34 Allow dynamic adjustment for the size of status columns in SVC_Status 2024-09-13 19:50:29 +02:00
smallmodel 2d696cf500 Also use the port when connecting to a server 2024-09-13 19:07:06 +02:00
smallmodel 45fe0bc8b7 Add an IP column
See #353 where servers would appear twice
2024-09-13 19:06:38 +02:00
smallmodel 9fc4c67187 Fix a crash when insep is 0 2024-09-13 19:05:30 +02:00
smallmodel 34aeab5f77 Fix the game type string being empty
(see #353 for the game type)
2024-09-13 18:34:43 +02:00
smallmodel b510452260 Remove useless comment 2024-09-12 23:48:46 +02:00
smallmodel 89b8d5a67b Use source files in renderercommon 2024-09-12 23:46:13 +02:00
smallmodel 500e3a3b2c Add support for JPEG screenshots 2024-09-12 23:33:39 +02:00
smallmodel 47e575ed9a define USE_INTERNAL_JPEG for compatible JPEG struct size 2024-09-12 23:33:21 +02:00
smallmodel 10b30d74e7 Implement sample_volume() 2024-09-12 22:23:27 +02:00
smallmodel 1ba4c6b7ad Remove useless comment 2024-09-12 22:18:09 +02:00
smallmodel eb899be95e Implement RE_GetGraphicsInfo 2024-09-12 21:40:07 +02:00
smallmodel 6d993af419 Fix compiler warning 2024-09-12 21:09:07 +02:00
smallmodel a136cccbe1 Implement R_CraterTerrain 2024-09-12 21:02:04 +02:00
smallmodel 2b43ebfca4 Add ter_crater command 2024-09-12 20:43:24 +02:00
smallmodel 06f4980ee1 Implement ghost textures with particles 2024-09-12 20:09:05 +02:00
smallmodel 6cdf5b7b7e Process .gst files 2024-09-12 19:44:36 +02:00
smallmodel 117b9a5579 Add declarations for GHOST functions 2024-09-12 19:42:41 +02:00
smallmodel 9475be8f6f Remove entityNumIndexes/staticModelNumIndexes from declaration as it causes compilation issue on some compilers 2024-09-11 23:41:47 +02:00
smallmodel 41ca1797f9 Implement basic GHOST methods and functions 2024-09-11 23:21:50 +02:00
smallmodel e56ae3d266 Update features.md 2024-09-11 21:07:55 +02:00
smallmodel 735ffaf80b Implement swipe 2024-09-11 19:57:45 +02:00
smallmodel ed52d1c648 Implement R_FastDlightTerrain 2024-09-11 19:19:38 +02:00
smallmodel 78fa90c59b Move RB_StaticMesh to tr_model.cpp for info world tris 2024-09-11 19:03:41 +02:00
smallmodel 548a3efe5a Implement R_InfoWorldTris_f and R_PrintInfoWorldtris 2024-09-11 18:57:50 +02:00
smallmodel 18a12eeba3 Fix loop breaking instead of continuing 2024-09-11 18:51:05 +02:00
smallmodel 83d486ceeb Add missing declarations 2024-09-11 18:48:47 +02:00
smallmodel d898c0f995 Implement R_PrintInfoStaticModels 2024-09-11 18:45:17 +02:00
smallmodel 02faf6f8c1 Implement R_Sky_ChangeFrustum 2024-09-11 18:27:19 +02:00
smallmodel 3478bbddf2 Implement RB_ComputeShadowVolume 2024-09-11 18:02:39 +02:00
smallmodel fd1ee31e1e Remove useless comment 2024-09-11 17:56:26 +02:00
smallmodel 4a565f0985 Declare R_GetLightingGridValueFast 2024-09-11 00:23:43 +02:00
smallmodel c68f23cdaf Fix compilation warnings 2024-09-11 00:21:31 +02:00
smallmodel e386eb00ef Implement all lighting functions 2024-09-11 00:12:13 +02:00
smallmodel 662d048bf4 Implement R_AddLightGridSurfacesToScene 2024-09-10 20:42:05 +02:00
smallmodel d9e3cc2188 Add a way to draw the skeleton for debugging purposes 2024-09-10 20:16:56 +02:00
smallmodel a586f13af8 Remove CL_GamespyServers_f as there is an existing implementation 2024-09-10 19:58:28 +02:00
smallmodel 37820c1673 Generate QKey 2024-09-10 19:57:25 +02:00
smallmodel 8a2e4ca470 Add Com_RandomBytes and Com_IsVoipTarget 2024-09-10 19:54:25 +02:00
smallmodel 3a5da64c6f Make radar clients speak on mohaas/mohaab 2024-09-10 19:50:43 +02:00
smallmodel 9c018a2330 Implement CGM_FENCEPOST 2024-09-10 19:40:53 +02:00
smallmodel 0840cdd83a Restore the old behavior where the bullet would hit all entities in sight. Only works when targeting mohaa version 1.x
Fixes #348. Since 2.0, bullet trace stops after the first hit entity even if it's a trigger, which can be an issue on some SP maps.
2024-09-10 19:01:34 +02:00
smallmodel e972747969 Update documentation
This adds an example for using fs_homepath
2024-09-09 23:59:06 +02:00
smallmodel e151c6eb15 Update documentation 2024-09-09 23:38:37 +02:00
smallmodel 603444a69f Fix an issue where the remaining time would reach 0:00 and the match would never end
See #287, this occurred when the fraglimit was defined.
2024-09-09 22:25:54 +02:00
smallmodel 999e0fd721 Implement test emitter 2024-09-09 21:48:40 +02:00
smallmodel 47131dec44 Fix wrong special effects count 2024-09-09 21:43:20 +02:00
smallmodel 6adad053d9 Explicitly disable looping when setting the sample loop count to a value other than 0
This fixes a rare occurrence where some sounds would loop forever
2024-09-09 00:15:39 +02:00
smallmodel 725561b655 Fix the usage of memory, strings, constant and parameters 2024-09-08 23:54:47 +02:00
smallmodel b84fbf452e Pass a vec4_t to GL_SetFogColor() rather than a vec3_t 2024-09-08 23:49:48 +02:00
smallmodel eb7af2bce9 Implement basic test emitter functions 2024-09-08 23:33:55 +02:00
smallmodel 7c57c4b131 Fix wrong secondary ammo type being picked up 2024-09-08 20:20:58 +02:00
smallmodel 4460466cb3 Implement RE_SetRenderTime 2024-09-08 19:43:37 +02:00
smallmodel eea19d733d Add R_UpdateGhostTextures (unimplemented) 2024-09-08 19:43:29 +02:00
smallmodel abc97dcab3 Implement R_AddTerrainMarkSurfaces and RE_AddTerrainMarkToScene 2024-09-08 19:40:00 +02:00
smallmodel 065c791a10 Implement CG_ResetEffectCommandCvars 2024-09-08 19:29:40 +02:00
smallmodel 6b902e7f5d Remove "unimplemented" comment 2024-09-08 18:49:45 +02:00
smallmodel df0cb87b35 Implement CG_AddLightShow (cg_acidtrip) 2024-09-08 18:48:15 +02:00
smallmodel 0b9687fea4 Implement functions for printing content types, surface properties and surface types 2024-09-08 18:39:39 +02:00
smallmodel 99fbe092bc Use correct names for surface flags 2024-09-08 18:34:02 +02:00
smallmodel 7a7849ae83 Remove comment 2024-09-08 18:25:10 +02:00
smallmodel 47830bb330 Update version number 2024-09-08 18:24:59 +02:00
smallmodel 0dfb1a3a2a Use Com_DPrintf for TIKI/alias warnings/errors
This prevent the console from getting spammed with developer errors in production
2024-09-08 18:22:12 +02:00
smallmodel e2e1ab0275 Fix status command column length breaking some programs 2024-09-08 18:09:54 +02:00
smallmodel 4249cacf2f Support token dollar in variable name
This fixes mods like trapshooting not working because of a '$' in a variable name
2024-09-08 18:03:43 +02:00
smallmodel 4e3ec52673 Fix a crash due to NULL string being appended 2024-09-08 18:02:57 +02:00
smallmodel 98991a4a7a Fix file ordering with uppercase/lowercase file names 2024-09-08 17:59:30 +02:00
smallmodel bca6d656b6 Fix bad verts value passed to CG_AddFragmentToScene 2024-09-08 17:53:35 +02:00
smallmodel ffc3580d43 Implement CG_CheckCaptureKey 2024-09-08 16:31:19 +02:00
smallmodel c18cdc78ea Fix Cgame key catching 2024-09-08 15:48:46 +02:00
smallmodel 77ecc73631 Implement lens flare / sun flares
Some maps like mohdm1 have a sun flares, now when you look up the sky towards the sun direction, you will see the flare of the sun
2024-09-08 15:31:18 +02:00
smallmodel 3834f51d74 Fix GetNamedWidget() always returning the last valid widget
This is problematic when doing different logic when a widget doesn't exist, for example when loading a map, if the continue button doesn't exist then the game should continue automatically
2024-09-08 15:06:43 +02:00
smallmodel 86ddec3f76 Clear the world to prevent crashes 2024-09-08 14:59:10 +02:00
smallmodel 4d12bcb184 Export s_sun 2024-09-08 00:52:03 +02:00
smallmodel 7d93723382 Update getting started doc 2024-09-07 23:58:56 +02:00
smallmodel 8e1a52bbb7 Implement VIS debugging 2024-09-07 23:58:50 +02:00
smallmodel cd9b1a741f Match CG_PermanentMark parameters
This fixes #355
2024-09-07 23:57:17 +02:00
smallmodel cefe331e0c Remove useless surface flags 2024-09-07 23:51:52 +02:00
smallmodel 14d1fae54a Implement all treadmark functions 2024-09-06 22:10:22 +02:00
smallmodel a1601be7a6 Implement code to make tread mark decals 2024-09-05 23:54:01 +02:00
smallmodel a2ebeb11e3 Update features.md 2024-09-05 23:10:50 +02:00
smallmodel b7f0f32878 Fix DCL signature on big-endian architectures 2024-09-05 01:14:42 +02:00
smallmodel 58e39add5b Implemented treadmarks update functions 2024-09-05 01:04:53 +02:00
smallmodel 61725c95df Add MASK_TREADMARKS 2024-09-05 00:43:36 +02:00
smallmodel 71a1df661a Fix current mark's alpha component not updating properly 2024-09-04 21:54:49 +02:00
smallmodel 9eed0eab5f Implement CG_PermanentMark 2024-09-04 21:51:42 +02:00
smallmodel e42b6fe0a9 Fix current mark not updating if it has a rotation 2024-09-04 21:51:16 +02:00
smallmodel b1e640ad1d Implement CG_PermanentMark 2024-09-04 21:41:16 +02:00
smallmodel 2fc091fdf7 Skip loading if the file length is less than the dcl header length 2024-09-04 20:56:41 +02:00
smallmodel 47ba241e7d Fix file being closed but still used afterwards 2024-09-04 20:50:22 +02:00
smallmodel c0d37c504a Fix infinite loop in R_TerrainHeightForPoly 2024-09-04 20:46:10 +02:00
smallmodel 1e0195f6e3 Add variables that will be used in unimplemented functions 2024-09-04 20:29:29 +02:00
smallmodel e806c1ddf1 Move MAX_MARK values to tr_types_new.h 2024-09-04 20:23:20 +02:00
smallmodel 78f0072c59 Update the SFX datasize when downsampling
This fixes #349 where the size of the AL buffer didn't match the real downsampled size, which would cause AL to read way past of end of the data buffer
2024-09-04 20:12:46 +02:00
smallmodel 1022ce531a Fix AL buffers having sound data past end of the sound buffer 2024-09-04 20:10:56 +02:00
smallmodel 7f08a7bca8 Remove register keyword as it's deprecated since C++17 2024-09-04 20:10:21 +02:00
smallmodel 4123bef60d Implement R_ApplyLevelDecal 2024-09-04 20:05:48 +02:00
smallmodel c6464efa07 Implement level mark loading and updating 2024-09-04 00:02:07 +02:00
smallmodel 0a9075748e Fix OpenAL binary name on ARM64 2024-09-02 20:38:38 +02:00
smallmodel 3733761696 Fix the reloading sound in 2.0, the behavior is different in 2.0 and 2.30 2024-09-02 19:52:32 +02:00
smallmodel cde7cbc3a3 Implement G_ClientDrawTags 2024-09-02 19:52:32 +02:00
smallmodel e927da56cf Fix GetTagPositionAndOrientation() returning wrong tag axis and position 2024-09-02 19:52:31 +02:00
smallmodel 3b8bffe39c Fix variable misspelling 2024-09-02 19:52:31 +02:00
smallmodel 19da377064 Implement G_ObfuscationForSmokeSprites
This is used so the player can throw a smoke grenade and hide behind it for AI
2024-09-02 19:52:30 +02:00
smallmodel 4d1380b5c4 Implement G_ClientDoBlends and FindIntermissionPoint 2024-09-02 19:52:30 +02:00
smallmodel 25c2904d66 Implement RE_MapVersion and RE_PrintBSPFileSizes 2024-09-02 19:52:30 +02:00
smallmodel 53565663d9 Add old welcome code (commented out) for when a player becomes spectator 2024-09-02 01:01:55 +02:00
smallmodel 76f0e17987 Fix bullet trace end being out of bounds, causing clients to have a strange bullet trace 2024-09-02 00:42:29 +02:00
smallmodel 5052449e38 Fix invisible bullet tracers 2024-09-02 00:25:07 +02:00
smallmodel a539da3200 Clear velocity and avelocity in MoveDone
This fixes objects rotating forever like the radio tower in m1l3a
2024-09-02 00:06:12 +02:00
smallmodel fb875501f0 Fix UI library forcing latched variables
This caused issues when setting render variables
2024-09-01 23:34:57 +02:00
smallmodel 89d805ab92 Fix the FireDelay always returning for FIRE_PRIMARY 2024-09-01 20:42:19 +02:00
smallmodel 7852929da3 Fix the music replaying when loading from save after it ended 2024-09-01 20:38:11 +02:00
smallmodel 595e6fcb8b Fix AI firing forever in mohaa 2024-09-01 20:36:54 +02:00
smallmodel a9792bd4c3 Add comments above all actor.cpp methods 2024-09-01 20:21:44 +02:00
smallmodel c19bc7e7a2 Add comments about new additions from 2.0 and above 2024-09-01 20:04:10 +02:00
smallmodel 3e980ed371 Unset the script goal once the AI reached the point 2024-09-01 19:38:05 +02:00
smallmodel a9a7c7fdb8 Adjust area portal when closing before broadcasting ai events 2024-09-01 18:49:41 +02:00
smallmodel 5baf5bccf2 Notify scripts when door has closed/opened 2024-09-01 18:43:38 +02:00
smallmodel 981d72ac5a Add assertions to check for invalid path distance 2024-09-01 18:28:01 +02:00
smallmodel a9b8cdce64 Only print the long word error in debug mode 2024-09-01 18:10:16 +02:00
smallmodel f3222fc36a Set AI angles only if they don't have an enemy, otherwise let the AI set their angles
This prevented actors from attacking correctly because the AI cover target state expects the AI to 100% stare at the enemy and the vehicle would keep changing the AI angles
2024-09-01 17:16:09 +02:00
smallmodel e5aee8d206 Fix the MG42 fire delay being too slow by default for AIs 2024-09-01 16:51:41 +02:00
smallmodel 96d16bcbc1 Correctly check the max yaw offset in AI_CanTarget()
This caused AI to exit turrets immediately
2024-09-01 16:46:24 +02:00
smallmodel 010a5ffc74 Mark entities as missing until they are received
This fixes a bug where the plane sound in t1l1 would stop immediately because the entity isn't received at this point
2024-09-01 16:21:56 +02:00
smallmodel bed9bbbd05 Update classes documentation 2024-08-31 22:13:21 +02:00
smallmodel 5cc168111c Fix class not dumping properly 2024-08-31 22:10:44 +02:00
smallmodel bdec6aab07 Fix calls to class dumping functions 2024-08-31 22:09:50 +02:00
smallmodel 56cbab8661 Fix NumEventCommands() returning an incorrect result 2024-08-31 21:42:07 +02:00
smallmodel 29c3bece4e Prevent players to use developer commands like lod or view 2024-08-31 21:32:55 +02:00
smallmodel dc24a4a067 Stop spawning if there is no entity 0 (could only happen in multiplayer) 2024-08-31 21:32:42 +02:00
smallmodel c4683e2417 Don't execute entity events from the console if the client isn't running
This prevent the server from executing console commands for the first player
2024-08-31 21:18:35 +02:00
smallmodel 11f5870a8b Add ioq3 server fixes and improvement
- Add a rate limit to protect against DoS attacks
- Better IPv6 support
2024-08-31 21:04:10 +02:00
smallmodel 9de71e3529 Correctly check if the AI either can see or can shoot to find the enemy
The AI would get stuck trying to cover otherwise
2024-08-31 18:06:02 +02:00
smallmodel 81866d96e0 Make flesh impacts properly work 2024-08-31 18:02:07 +02:00
smallmodel 70fcc70348 Fix AI turret placement
The AI was too much off from the turret
2024-08-31 17:34:10 +02:00
smallmodel 1911f04079 Fix strange AI turret target angles
The turret sometimes turned extremely fast or ignored the max yaw offset
2024-08-31 17:22:28 +02:00
smallmodel b7288ba3f4 Don't affect the frameMsec with timescale as it causes issues with physics (like vehicles) 2024-08-31 16:50:10 +02:00
smallmodel be655e2b9c Fix the height of huddraw elements not being archived properly
A wrong variable was specified
2024-08-31 16:38:58 +02:00
smallmodel 915269e017 Fix the actor stuck targeting an enemy with really low threat (behind walls, not visible)
This fixes the actor being stuck aiming even if the player is near them
2024-08-31 16:24:59 +02:00
smallmodel 6071b5303c Remove useless NET_Sleep and make sure frameMsec doesn't go below 1 2024-08-31 16:18:28 +02:00
smallmodel e59a24ded3 Fix actors enemy not being able to be set if enemy switch is disabled 2024-08-31 16:17:37 +02:00
smallmodel 2239efa439 Fix sample_offset() returning a wrong value with looping sounds
The returned offset will now be the correct when the stream has been re-read from the beginning due to the sound looping
2024-08-30 21:12:39 +02:00
smallmodel 99fcec9f26 Initialize bStartedGame 2024-08-30 18:56:01 +02:00
smallmodel 2fe4e85543 Fix path goal end anim script never reaching
The end anim script should be executed below a certain speed (1/4 below normal speed).
This fixes a bug in e3l4 where the game would never continue past the first bunker. The actor would get stuck after collecting supplies for the first bunker at the beginning because it stopped too far away from the target origin
2024-08-30 00:44:14 +02:00
smallmodel 68f2635c06 Should be DotProduct2D 2024-08-29 23:31:46 +02:00
smallmodel 0147677412 Calculate sr/cr only if right or up is specified 2024-08-29 21:37:10 +02:00
smallmodel 89133bf05d Fix looping sounds not stopped when stopping all sounds
This fixes an issue where some random looping sound (like footsteps) would be heard after restarting or when loading a saved game
2024-08-29 19:29:16 +02:00
smallmodel 7a0a671f18 Use the correct value when comparing the sound awareness multiplied by the range factor 2024-08-28 00:41:53 +02:00
smallmodel c7d1f42edb Use centroid when broadcasting new AI event 2024-08-28 00:40:57 +02:00
smallmodel 2b9d31fe7f Normalize angles to fix interpolation issues on client
See #342
2024-08-27 15:24:31 +02:00
smallmodel 1f71bb714d Fix sounds unexpectedly getting marked as streamed when they are not
This fixes #345 where a crash occurred because of a NULL buffer, as streamed sounds don't have a memory buffer
2024-08-27 12:47:58 +02:00
smallmodel 6b21f7e92e Fix the turret firedelay behavior on mohaa base 2024-08-27 01:34:51 +02:00
smallmodel 8b5074b6ac Fix Dot/Texcoords calc
This caused some shaders such as headlights beam on the opeltruck being weirdly rendered
2024-08-27 01:07:51 +02:00
smallmodel 7f7d797fce Fix vehicles getting blocked by sentients dying 2024-08-27 00:36:03 +02:00
smallmodel 0b3aad5ad2 Fix entnum comparison (must be greater than or equal to the squadmate's entnum) 2024-08-27 00:09:13 +02:00
smallmodel ad88215b85 Cleaned up actor_runandshoot.cpp 2024-08-26 23:45:41 +02:00
smallmodel ccb1465e17 Use a raw pointer instead of the str object
Original game checks for the NUL character using the line buffer (`c_str()`) directly instead of the str object's operator[], as this would cause an assertion failure because the str's length ignore the NUL character
2024-08-26 23:09:55 +02:00
smallmodel fde4d8d54f Update README and bug report 2024-08-26 22:11:14 +02:00
smallmodel 37db2e8acc Update issue templates 2024-08-26 22:04:30 +02:00
smallmodel 9413eb0d58 Update issue templates 2024-08-26 21:58:10 +02:00
smallmodel 06d2eaf409 Fix doors opening and closing indefinitely by actors 2024-08-26 19:04:49 +02:00
smallmodel 444ce284ae Spawn a trigger field even if the TOGGLE flag is set
This fixes Actors not being able to open doors
2024-08-26 18:55:10 +02:00
smallmodel a150c1b18b Fix animation delta repeating when getting delta of the same frame
This fixes actors moving too much and strangely
2024-08-26 18:18:20 +02:00
smallmodel 194e898d90 Ignore bad SFX for 3D loop sounds 2024-08-26 13:22:40 +02:00
smallmodel 0b1a20dcff Properly save and restore sound position, also fix loopsounds not playing properly 2024-08-26 01:29:42 +02:00
smallmodel 93e7561cb3 Fix Actor::EventSoundDone() using the wrong parameter for the sfxName, causing the SoundDone event to be sent immediately 2024-08-26 01:05:58 +02:00
smallmodel 6ab654264b Cleaned up Entity::ProcessSoundEvent() 2024-08-26 01:05:13 +02:00
smallmodel 7023184892 Fix subdivisions endianness
See #332
2024-08-26 00:45:21 +02:00
smallmodel 07f13d1ae9 Force the soundtrack to be sent again 2024-08-26 00:08:29 +02:00
smallmodel ac22b1cfbf Use an higher fragment size when sending a message to the loopback 2024-08-25 23:41:03 +02:00
smallmodel e70cdfb898 Improve code readability 2024-08-25 22:01:03 +02:00
smallmodel 022181fcfd Remove processed buffers after half of the queued buffers has been processed 2024-08-25 16:49:24 +02:00
smallmodel e021289d36 Fix the turret setting incorrect angles 2024-08-24 19:23:11 +02:00
smallmodel 91b80a8e21 Fix the sound system not restarting when modifying the speaker type to 0 2024-08-24 19:19:55 +02:00
smallmodel 322ca2b42e Fix the loop protection not working when multiple scripts are executed
This fix will apply the protection globally
2024-08-24 18:50:04 +02:00
smallmodel d399ffd609 Set the correct sound velocity 2024-08-24 18:18:20 +02:00
smallmodel bf2626f804 Set the pitch before playing the sound 2024-08-24 17:53:13 +02:00
smallmodel 00f27ac02d Fix improper sound distance values 2024-08-24 17:35:35 +02:00
smallmodel 5134aed352 Mark the functions as inline to optimize function calls 2024-08-24 17:35:02 +02:00
smallmodel b457a84ed9 Fix AL_DISTANCE_MODEL value type, it must be an integer 2024-08-24 16:39:43 +02:00
smallmodel 8188d46ee7 Fix SetLittleLong() writing past end of bytes buffer
(even though the union was still 4-bytes because of the integer)
2024-08-24 15:10:12 +02:00
smallmodel d64e88451f Fix compiler warnings
Note that in Dismiss(), checking for `this` is not necessary (original code was generated by the compiler)
2024-08-24 15:08:42 +02:00
smallmodel c70c578194 Ignore ALC_OUTPUT_MODE_SOFT if unavailable 2024-08-24 14:51:58 +02:00
smallmodel 54ceff5107 Process the value of s_speaker_type 2024-08-24 14:25:25 +02:00
smallmodel 3b94904ea8 Update getting started 2024-08-24 12:01:37 +02:00
smallmodel 1c8b4a1922 Update the documentation to reflect the current state of the project 2024-08-24 01:03:36 +02:00
smallmodel 32b0b2dfac Fix camera angles changing too much when switching between linked turrets 2024-08-24 00:40:23 +02:00
smallmodel 6506577787 Add shader flags with tcMod rotate
This fixes vehicle wheels rotating forever. Wheels now rotate consistently depending on the vehicle speed
2024-08-24 00:35:39 +02:00
smallmodel 56775399d3 Fix 3D sounds not being attached to an entity when specified 2024-08-23 23:38:52 +02:00
smallmodel d6d40975e5 Add more file debug print 2024-08-23 23:32:46 +02:00
smallmodel e3936f52a2 Move Com_SwapSaveStruct to a better place 2024-08-23 22:39:14 +02:00
smallmodel 53d5dd1e40 Differentiate saves from mohaa, mohta and mohtt
Fixes #339 where Spearhead and Breakthrough would also display saves from mohaa
2024-08-23 22:25:43 +02:00
smallmodel b2ef0fd6e3 Swap the save game struct on big endian architectures 2024-08-23 21:09:12 +02:00
smallmodel 8832fbe55d Fix entities loopsound incorrectly having the streamed value at the end of the name, causing some sounds unable to load 2024-08-23 21:03:02 +02:00
smallmodel b5ffe756d6 Fix buffers unnecessarily being unqueued after source has stopped 2024-08-23 20:38:41 +02:00
smallmodel 01a0173a2f Take all branches into account for GitHub actions 2024-08-23 19:52:30 +02:00
smallmodel 7bebb2adab Statically link the CRT runtime in soft-oal 2024-08-23 19:51:47 +02:00
smallmodel 8c41576daa Remove assertion as sounds can be streamed at any time 2024-08-23 12:13:17 +02:00
smallmodel a529b37f25 Show some AL errors on developer mode only 2024-08-23 12:07:28 +02:00
smallmodel f84ed6b794 Fix crash when loading from save, caused by incorrect client-game state size
Closes #343
2024-08-23 11:48:50 +02:00
smallmodel 9526a92fc1 Use same parameters as oal to build OpenAL 2024-08-22 17:13:43 +02:00
smallmodel 5e60b89a0d Fix linux compile error 2024-08-22 16:13:03 +02:00
smallmodel e46625a52c Added more verbosity 2024-08-22 15:39:28 +02:00
smallmodel 037cb0f5cb Fix OpenAL64.dll name on Win32 and Win64 2024-08-22 15:18:20 +02:00
smallmodel f67a7c6621 List available devices and use Generic Software if Generic Hardware is the default 2024-08-22 13:30:04 +02:00
smallmodel 4839a2026b Fix string casting 2024-08-22 12:43:18 +02:00
smallmodel 219dbbb5b7 Open the default device by passing in the default device name instead of NULL 2024-08-22 12:39:14 +02:00
smallmodel d78de51bc2 Bump version number 2024-08-21 19:02:23 +02:00
smallmodel faa50352e0 Remove explicit USE_SOUND_NEW as OpenAL is the default 2024-08-21 18:53:57 +02:00
smallmodel f2b49f7ccb Fix wrong parameters 2024-08-21 18:48:16 +02:00
smallmodel 13911b051a Use OpenAL by default 2024-08-21 18:35:06 +02:00
smallmodel 694167d352 Merge pull request #341 from runlevel5/fix-compilation-errors
Fix compilation error [WIP]
2024-08-20 17:02:20 +02:00
Trung Lê 3b2e4ff9c1 Revert to original code 2024-08-21 00:18:38 +10:00
Trung Lê 16e0dc17a8 Add implicit conversion from const-qualified pointer types to non-const-qualified var 2024-08-21 00:13:04 +10:00
Trung Lê 1f4b7718e8 Refactoring gameExport_s::ReadLevel() and gameExport_s::WriteLevel() 2024-08-20 23:41:43 +10:00
smallmodel 8c59d6020e Backported ioquake3 fixes for https://www.cvedetails.com/cve/CVE-2017-11721/ (Buffer overflow) 2024-08-18 13:35:59 +02:00
smallmodel 377b0896c2 Fix drivable vehicle not having the death waittill after loading from save
This caused some vehicles to be destroyed immediately after being handled from script (like the halftrack in t2l1)
2024-08-18 12:03:01 +02:00
smallmodel a399fdf6cf Removed useless comments 2024-08-17 21:07:25 +02:00
smallmodel 783c24d6f7 Fix sound never playing from entities that are not sent to clients 2024-08-17 17:24:17 +02:00
smallmodel 1254146223 Fix streamed sound stopping before end 2024-08-17 11:09:35 +02:00
smallmodel f776d842d1 Don't load sound immediately if they must be streamed
This removes more hiccups
2024-08-14 19:08:20 +02:00
smallmodel 74acf35a89 Merge branch 'main' into features/oal-streaming 2024-08-13 21:07:27 +02:00
smallmodel 81b8fe3f61 Use a pointer to an array instead of accessing the tiki mesh field directly to avoid loop badly optimized due to the compiler thinking there can be only 1 element
This fixes #337
2024-08-13 20:55:12 +02:00
smallmodel 679bfb90ea Fix accessing 8th leaves element before finishing the loop
This caused the 8th element to be taken into account when enabling optimizations with GCC (invalid pointer to the leaf)
2024-08-13 20:41:53 +02:00
smallmodel deb18c53b7 Implement streaming support for OpenAL
See #333, and #324
2024-08-12 20:26:17 +02:00
smallmodel bbb7aa3771 Updated CodeQL actions to use newer version of steps 2024-08-12 18:23:03 +02:00
smallmodel eb04e26823 Use the new libmad version as it seems stable enough 2024-08-09 20:33:59 +02:00
smallmodel 3af24ee0ea Exclude new sound CPP files directly when not using the new sound system instead of using #ifdef 2024-08-09 20:30:35 +02:00
smallmodel 513fe7773f Don't append a '\' at the beginning during autocompletion 2024-08-08 20:44:00 +02:00
smallmodel 9150d1cc44 Fix lighting grid being incorrect
It fixes #321 where impacts like bullets would have an incorrect color (like red, green...)
2024-08-08 20:31:19 +02:00
smallmodel e19b72647e Use qglGenTextures to guarantee the uniqueness of the texture number 2024-08-08 19:07:09 +02:00
smallmodel d809975882 Use Q_snprintf because itoa is non-standard 2024-08-07 22:27:02 +02:00
smallmodel 7b92d99afa Fix compile error 2024-08-07 22:24:52 +02:00
smallmodel b463c905cf Free up unused images
This fixes #93 where the game would hit `MAX_DRAWIMAGES` after loading a few maps
2024-08-07 21:11:16 +02:00
smallmodel 7f8a0c9931 Fix the image texture number not properly matching the image
It caused issues with textures being messed up sometimes, after multiple maps were loaded
2024-08-07 21:10:04 +02:00
smallmodel 53d812666c Remove FIXME section 2024-08-07 21:02:48 +02:00
smallmodel 7b59f07181 Allow precaching image manually with r_precacheimages 2024-08-07 20:01:38 +02:00
smallmodel d22dea5e8e Count renderer memory 2024-08-07 19:57:09 +02:00
smallmodel 8817467216 Implement trace obfuscation 2024-08-06 22:58:16 +02:00
smallmodel 236afa7c3f Implement obfuscation mapping setup
The implementation reads all obfuscation csv and return a list of visual obfuscations
2024-08-06 20:21:00 +02:00
smallmodel cd6ec5e3a7 Fix streamed sound, use 2D instead with properly implemented panning 2024-08-06 18:43:15 +02:00
smallmodel 434aaf3eaf Initialize last animation time 2024-08-05 23:41:17 +02:00
smallmodel 5b80ea20c7 Fix filename case sensitivity on Linux
This fixes #334 where some sounds wouldn't play because some scripts reference sounds without respecting the case
2024-08-05 21:11:49 +02:00
smallmodel 1d60405eaa Fix heap corruption when taking screenshots with non-standard resolutions like 1366x768 2024-08-05 19:48:23 +02:00
smallmodel 64f4f59165 Fix vid_restart and snd_restart resetting the sound system (experimental sound system only)
This fixes #335 where one of those commands would clear all active sounds as well as the triggered music, and the soundtrack
2024-08-05 19:21:38 +02:00
smallmodel 192f9ac514 Added S_CurrentSoundtrack() 2024-08-05 19:14:30 +02:00
smallmodel 279b1413ec Clear the active music when stopping the triggered music 2024-08-05 19:09:29 +02:00
smallmodel 9c5297882c Renamed CHANNEL_FLAG_PLAYABLE to CHANNEL_FLAG_PLAY_DEFERRED 2024-08-05 18:49:41 +02:00
smallmodel a6d508d791 Fix sounds replaying when unpausing
This caused some sounds to play again when saving
2024-08-05 18:49:16 +02:00
smallmodel 6b3402c631 Fix actor accuracy being crazy, killing the player easily 2024-08-05 18:43:56 +02:00
smallmodel d5da32b8a9 Fix AI damage 2024-08-05 18:43:40 +02:00
smallmodel 39b3ed3d44 Fix part blend mult being incorrectly archived
This may have been the cause of animations not properly playing and the player being unable to climb on ladders
2024-08-03 18:40:27 +02:00
smallmodel f8b97405ff Fix infinite loop in DownSampleWav when s_khz is less than 44 kHz
This fixes #330 where `s_khz` below 44 (the usual sample rate of mohaa wav files) would cause an infinite loop due to improper usage of the `ii` variable in the loop where another variable would be accidentally incremented instead
2024-07-30 20:59:48 +02:00
smallmodel 1d4fe357c8 Fix ShaderForShaderNum incorrectly swapping the shader num 2024-07-29 21:39:24 +02:00
smallmodel c7900b6048 Fix static model index endianness 2024-07-29 21:13:18 +02:00
smallmodel 6e3f959684 Fix header version incorrectly parsed 2024-07-29 20:32:21 +02:00
smallmodel eb9a3b1bbf R_UnpackTerraPatch: no need to get little-endian values as values are already swapped by R_SwapTerraPatch
See #332
2024-07-29 19:04:29 +02:00
smallmodel 391450f090 Swap bsp header on big-endian architectures
See #332 where the lump's offset and length are incorrect on big-endian architectures
2024-07-29 19:03:26 +02:00
smallmodel f804476fbc Add soft-oal to the build 2024-07-28 19:55:20 +02:00
smallmodel 60e4fa7005 Handle shader picmip and fix shaders not rendered properly with force32bit (alpha channel was ignored) 2024-07-28 19:25:24 +02:00
smallmodel c13f9dc9a8 Increase MAX_IMAGE_ANIMATIONS
This fixes emitters not playing correctly
2024-07-28 19:12:08 +02:00
smallmodel f213943b2d Fix RB_SetGL2D 2024-07-28 19:02:06 +02:00
smallmodel 5159a534bb Fix animated images playing at the same time for all entities 2024-07-28 19:01:34 +02:00
smallmodel c7a4e705cb Fix libmad still producing shared libraries 2024-07-28 18:51:15 +02:00
smallmodel 864ea08393 Fix special characters not being handled properly
This fixes characters (signed character below 0) being replaced by '?' in UI text elements, like in the console
2024-07-27 23:41:12 +02:00
smallmodel ebfb6d1846 Fix inwardsphere not being used
This fixes emitters looking incorrect, like `animate/adamspark.tik`, for the explosion of electric panels
2024-07-27 23:20:30 +02:00
smallmodel 6b89ec615a Set damage angles only for mohaa 1.0-1.11 2024-07-27 19:45:18 +02:00
smallmodel af432e6d3f Allow pain if the current time is above the allowed next pain time 2024-07-27 19:37:05 +02:00
smallmodel 44c17409a7 Allow pain if the player dies 2024-07-27 19:33:39 +02:00
smallmodel 0f48c39bc1 Add more resilience against null entity in G_FixEntityPosition 2024-07-27 19:05:45 +02:00
smallmodel 572e6652cc Fix followpath not working under special circumstances
This fixes an issue where some planes (like the final bomber plane in t3l2) would not fly and look stuck
2024-07-27 19:05:05 +02:00
smallmodel fecb601fc4 Clear velocity only if it's not ignored 2024-07-27 18:17:10 +02:00
smallmodel 7b238e9d34 Set new orders appropriately 2024-07-27 18:13:31 +02:00
smallmodel 73c8ff11b3 Call CurrentScriptThread() to get the current script, so it can throw an exception if the current thread is NULL 2024-07-27 18:03:41 +02:00
smallmodel 682dc89067 Add ignorevelocity argument for followpath 2024-07-27 17:54:48 +02:00
smallmodel ee514710c5 Add Emscripten implementation from ioquake3 upstream 2024-07-26 23:57:50 +02:00
James Darpinian 2d15696a5e Add .vscode and baseq3 to gitignore 2024-07-26 23:03:40 +02:00
Alan Zhao 769d06b0f0 Use nanosleep(2) instead of usleep(3)
usleep(3) was declared obsolete in POSIX.1-2001 and removed in
POSIX.1-2008 and nanosleep(2) was recommended to be used instead.
2024-07-26 23:03:09 +02:00
smallmodel dcb0369e10 Fix actions deprecation warnings 2024-07-26 22:08:46 +02:00
smallmodel 1b35d3ce05 Fix angular delta being wrong
This fixes animated characters being sometimes badly positioned, like actors in the plane in t1l1
2024-07-25 21:46:33 +02:00
smallmodel 31d254cb9f Use ceil() and set the delta appropriately if time1 is after team2 2024-07-25 21:43:19 +02:00
smallmodel bf4780bbdb From now, load streamed sound into memory as deferred loading is currently unsupported 2024-07-25 19:49:34 +02:00
smallmodel 5af8e127f8 Added NULL sound flag 2024-07-25 19:04:08 +02:00
smallmodel 016e062fef Fix UIReggedMaterial::ReregisterMaterial and UIReggedMaterial::GetMaterial
ReregisterMaterial() must register the material if it was registered before, and GetMaterial() must register the material if it hasn't been registered and return it
2024-07-24 21:10:46 +02:00
smallmodel c093122764 Made code C++ compatible so UI_LoadResource() can be used 2024-07-24 20:07:22 +02:00
smallmodel 11ec6270da Made OpenAL package required 2024-07-24 19:57:22 +02:00
smallmodel 81df55310b Fix medals always being awarded
This fixes #316
2024-07-23 19:53:40 +02:00
smallmodel e5fb85ad08 Fix material not refreshing when it already has a shader.
This fixes #329 where the material (matching quick.tga) would be loaded only once without being able to change
2024-07-23 19:06:48 +02:00
smallmodel c5ef60040a Fix sounds not being resumed properly after loading from save 2024-07-22 20:44:00 +02:00
smallmodel 757b4849f8 Add a fix to load the music from save
This commit implements code to get/set sample offset in an OpenAL channel and saves the music filename/offset into the file. This only works by using the experimental sound system, so it partially fixes #327
2024-07-22 20:13:03 +02:00
smallmodel 2198bdec21 Added stub variables and functions for loading 2024-07-22 19:15:52 +02:00
smallmodel 8bd377ce85 Fix the save system taking a screenshot of the whole UI menu instead of just the 3D view
This fixes #328 where the save would have a screenshot of the save menu
2024-07-22 19:00:50 +02:00
smallmodel 89eae68318 Fixed parameter mistake
(Why didn't you tell anything about that, MSVC?)
2024-07-20 22:09:03 +02:00
smallmodel d1e94f3934 Fix saveshot not executed when saving
This fixes #273 where the loadsave menu wouldn't show the screenshot
2024-07-20 16:07:02 +02:00
smallmodel fc0a995c66 Added code to save image with custom resolution to a file 2024-07-20 16:04:04 +02:00
smallmodel eee0eaac4a Process the "!" (not) syntax for enabledcvar
This fixes #265 where the mine detector icon wouldn't appear because it wants SP mode
2024-07-17 23:55:11 +02:00
smallmodel 535da856a4 When returning a cvar value, use the latched string if present 2024-07-17 23:43:00 +02:00
smallmodel 422bf647a7 Save the client-game state into the archive file (feature from moh spearhead 2.0)
This saves cgame data such as emitters and vss sources
2024-07-15 23:45:32 +02:00
smallmodel 93cd470659 Fix broken cgame state saving 2024-07-15 23:44:11 +02:00
smallmodel 81b86d61da Fix read-only cvar being improperly archived
This caused cvars like `paused` being wrongly restored. If the `paused` value is 1 or above, like when saving from the menu, the game would get stuck loading the level because it's paused, no frame could be executed.
It also fixes cvars like `sv_fps`, `g_playermodel` not being archived when they should.
Fixes #326
2024-07-15 20:39:22 +02:00
smallmodel eac8580f64 Add libmad 0.16.4
This new version introduces patches against crashes and exploits. CMake is also fully supported and platforms are properly detected so architecture specific optimizations are used.

To use it, USE_SOUND_NEW must be non-zero when configuring the project
2024-07-11 23:04:04 +02:00
smallmodel d56498e622 Adds CHANNEL_NONE case statement even if there is nothing to do 2024-07-11 22:04:03 +02:00
smallmodel 551fccb761 Fixes wrong handle being compared for uniqueness
This should fix invisible models (fixes #322)
2024-07-02 22:47:41 +02:00
smallmodel 5317b8424f Prevents the player from walking
This fixes #275
2024-07-02 22:16:13 +02:00
smallmodel 5816391e9b Fixes loopsound not properly working (not playing, or not being 3D) 2024-07-02 20:25:08 +02:00
smallmodel 543c00037a Implements sample playback rate 2024-07-02 20:10:54 +02:00
smallmodel d5f435ee90 Makes loops work as they should 2024-07-02 20:01:01 +02:00
smallmodel 02e2e92d36 Uses linear sound distance model 2024-07-02 19:30:29 +02:00
smallmodel 040f8db0ef Fixes wrong sound volume and pitch 2024-07-02 19:10:48 +02:00
smallmodel 14927df9fa Moves MAX_SUBTITLES to `q_shared.h| 2024-07-02 19:03:27 +02:00
smallmodel dca9709b12 Fixes MASK_PLAYERSOLID incorrectly using CONTENTS_WEAPONCLIP instead of CONTENTS_PLAYERCLIP for invisible player collision
This fixes #317, fixes #319 and fixes #320 where the player would bypass clip/playerclip
2024-07-02 18:51:53 +02:00
smallmodel d6571820fe Fixes g_pVert/g_pTris being freed even when they are NULL 2024-07-02 18:46:27 +02:00
smallmodel a0d3333ebb Fixes chan->bufferdata not being set to NULL when released 2024-07-02 18:45:51 +02:00
smallmodel 9615fafc1e Fixes incorrect usage of DotProduct result in an integer 2024-07-01 19:03:21 +02:00
smallmodel 5fc2425f3a Set the mindist/maxdist for 3D sounds 2024-07-01 18:52:04 +02:00
smallmodel 63445c4fc1 Added a note to use the experimental openal-based sound system 2024-07-01 18:20:22 +02:00
smallmodel eefe8ee2d1 Allow 3D / pan with streamed or MP3 sounds 2024-07-01 18:17:04 +02:00
smallmodel edb1cb0ebe Renamed SFX_FLAG_NO_DATA to SFX_FLAG_STREAMED 2024-07-01 18:05:24 +02:00
smallmodel 140242a761 Fixes MP3 files like dialog improperly working 2024-07-01 18:00:20 +02:00
smallmodel ae13be0c37 Fixes OpenAL errors 2024-07-01 17:39:47 +02:00
smallmodel 74ff3b920e Fixes OpenAL 2D origin 2024-07-01 17:39:32 +02:00
smallmodel 2cd6b981f1 Puts the volume gain constant in a variable 2024-07-01 16:46:54 +02:00
smallmodel f866dcbcfc Adds triggered music support
This allows the main menu music to play, as well as single-player musics
2024-07-01 16:10:42 +02:00
smallmodel 0d394a7e67 Fixes strings printing on the same line 2024-07-01 14:15:58 +02:00
smallmodel 7059f32ecc Don't timeout if the client hosts the game 2024-07-01 01:09:39 +02:00
smallmodel 87baa69d7c Fixes incorrect lighting color normalization
This fixes #314 where mark colors would have their values warped back to 0, making holes blue
2024-07-01 00:20:33 +02:00
smallmodel 408c901342 Fixes skyboxSpeed using an integer rather than a float
This fixes #313 where the skybox would be misplaced
2024-07-01 00:19:50 +02:00
smallmodel d709dda87a Use shader's distance range instead of the portal range 2024-06-30 23:57:32 +02:00
smallmodel cda6225659 Adds a workaround against a bit that was lost on x86 with FP87.
This fixes #312 where a rounding error caused facets to be removed due to windings points being outside of the epsilon
2024-06-23 17:26:07 +02:00
smallmodel 563182c14c Added FloatRoundedBitError() (currently unused) 2024-06-23 17:25:23 +02:00
smallmodel 303ed30a38 Don't remove the facet is there is no border planeCM_PlaneEqual 2024-06-23 17:19:52 +02:00
smallmodel 0a6c745ffb Use VectorNormalize() instead of VectorNormalize2() 2024-06-23 17:10:58 +02:00
smallmodel 9d654faa3d As m_BlockedPaths is an array of pathway_ref, the proper delete call must be used 2024-06-23 00:24:20 +02:00
smallmodel 9407b64fe3 Q_strncpyz: don't copy if the src is the same as the dest 2024-06-23 00:18:22 +02:00
smallmodel 1f0f5764a8 Added PathInfo() constructor initialization 2024-06-22 21:41:28 +02:00
smallmodel 13197acb3a Uses a signed char instead of a char for opcode stack offset. On some platforms like ARM, char is unsigned by default
This fixes #311 where a memory corruption that occurred in ARM was caused because of insufficient ScriptVM stack size. The stack size was incorrectly calculated because the stack offset was using unsigned values instead of signed in ARM.
2024-06-22 19:18:08 +02:00
smallmodel 2f48ca6adb Adds assertion check to check if top stack is out of bounds 2024-06-22 19:03:27 +02:00
smallmodel 01d938b5ba Fixes some variables being uninitialized 2024-06-22 19:03:04 +02:00
smallmodel 186d7a12e5 typo 2024-06-22 16:51:20 +02:00
smallmodel 5192d36f81 Fixes gametype incorrectly checked in G_InitWorldSession 2024-06-22 16:43:03 +02:00
smallmodel dfb6c37c9e Don't copy the server name if it's from the same string address 2024-06-22 16:42:39 +02:00
smallmodel cb208b9ad2 Initialize the message buffer to avoid leaking private data 2024-06-22 16:39:26 +02:00
smallmodel e4d20c3fa1 Initialize explosion flash 2024-06-22 16:39:08 +02:00
smallmodel 0b747bf1c5 Use memmove rather than strcpy for removing key values 2024-06-22 16:39:00 +02:00
smallmodel e207715b5e Initialize m_iLastTiresUpdate 2024-06-22 16:12:29 +02:00
smallmodel bef1b456e1 Initialize all Ammo members 2024-06-22 16:11:03 +02:00
smallmodel 11349f9ad5 Fixes the source pos access for ENUM_if_statement (out of bounds index) 2024-06-22 16:08:33 +02:00
smallmodel 2a485a6b69 Fixes the endianness when loading LOD from file 2024-06-22 15:34:38 +02:00
smallmodel f41e92de6e Fixes possible memory corruption when generating a LOD curve 2024-06-22 15:34:00 +02:00
smallmodel 835c0b0d9a Adds constants for LOD curve values 2024-06-22 15:30:59 +02:00
smallmodel d9dc34f06d Checks for AGEN_TIKI_DIST_FADE and AGEN_ONE_MINUS_TIKI_DIST_FADE for static models 2024-06-21 22:02:59 +02:00
smallmodel 907ff36018 Fixes r_showstaticbboxes freezing the game 2024-06-21 21:49:13 +02:00
smallmodel 64626a767c Fixes entities not being rendered after number 1023
This fixes #310 where some static models would not be rendered, making it look like there are invisible walls.
2024-06-21 21:48:55 +02:00
smallmodel a7df73073d Adds a condition to check if static model poly can be rendered 2024-06-21 20:54:14 +02:00
smallmodel 40492daecd Avoid creating a new sound index when there is no active client 2024-06-16 23:20:30 +02:00
smallmodel a5691d7779 Allows clients to join a single-player game 2024-06-16 20:48:34 +02:00
smallmodel d1ecd4a3c8 Don't initialize client persistant data during autosave 2024-06-16 18:19:11 +02:00
smallmodel 5482b31c66 Reads the sv_privatePassword value 2024-06-16 18:18:14 +02:00
smallmodel 15f2f6c798 Renamed g_session functions 2024-06-16 18:16:14 +02:00
smallmodel 46b3f4eb5e Adds differentMap parameter for G_ClientConnect, it clears the selected DM weapon.
On each map change, the player gets asked for the primary weapon like in 2.0 and above
2024-06-16 18:14:26 +02:00
smallmodel f5aadbb788 If the loopSound has no origin, make it local
This should fix #309
2024-06-15 16:38:02 +02:00
smallmodel bbb54ea36d Uses LoopSounds() parameters instead of just the alias 2024-06-15 16:33:02 +02:00
smallmodel d7a5eb5d2f Use LEVEL_WIDE_MIN_DIST instead of 10000 constant 2024-06-15 16:26:35 +02:00
smallmodel cc716c3fa4 Don't process loopsound yet when spawning 2024-06-15 16:22:34 +02:00
smallmodel 141574a0d7 Ignore mouse events when paused 2024-06-15 16:22:21 +02:00
smallmodel 2df8ed10d0 Improves timeout checking, properly show the timeout menu and shutdown the server 2024-06-15 14:56:30 +02:00
smallmodel 40e3977664 Continue using entities even when attached to a turret, in 1.11 and below for backwards compatibility!
Fixes #140 where the MG42 objective in m1l1 would not trigger
2024-06-15 00:16:29 +02:00
smallmodel 7ddee0100e Implements CG_BodyFallSound() 2024-06-14 22:24:55 +02:00
smallmodel 6b869c4c0d Use an enumeration instead of raw values 2024-06-14 21:39:54 +02:00
smallmodel 91497d8fa7 Implements Player::EventTestAnim() 2024-06-14 21:20:15 +02:00
smallmodel 85bf56ae03 Call SetWeight() rather than setting it manually 2024-06-14 21:19:04 +02:00
smallmodel 84d702838d Implemented Player::MeasureLandmineDistances()
This makes minedetector actually detect mines, especially on `e1l2`
2024-06-13 23:58:31 +02:00
smallmodel fd3a36f162 Fixed melee sometimes not making the hit sound 2024-06-13 23:30:19 +02:00
smallmodel 10e3192f85 Fixed MASK_PLAYERSOLID being wrong 2024-06-13 23:24:11 +02:00
smallmodel de874874e4 Use an enum for setup case rather than raw values 2024-06-13 23:11:28 +02:00
smallmodel 72e315bce1 Using an enum channelType_e rather than raw values for bone channel types 2024-06-13 23:04:33 +02:00
smallmodel 02ef85e390 Removed GetChannelTypeFromName(), was useless 2024-06-13 21:28:49 +02:00
smallmodel aeba0e0f6f Set the real limit of MAX_SKELETOR_CHANNELS 2024-06-13 21:26:59 +02:00
smallmodel f8fa944054 Some refactoring, + implemented SetLocalFromGlobal() 2024-06-13 21:26:51 +02:00
smallmodel 1d50fa088a Don't dealloc if there is no frame in the channel 2024-06-13 21:26:29 +02:00
smallmodel 546ded324e Made ChannelNames() method public 2024-06-13 21:25:45 +02:00
smallmodel 332a635031 Use MAX_GLOBAL_FROM_LOCAL 2024-06-13 21:25:02 +02:00
smallmodel de02c868a2 Fixed bullet tracers being incorrect
This should fix almost immobile bullet tracers on t1l1
2024-06-11 23:46:50 +02:00
smallmodel a74b966b7c Update fog when changing whether or not the terrain must be rendered 2024-06-11 23:44:02 +02:00
smallmodel ca4b1ebdee Don't render terrain when refdef.render_terrain is set to false 2024-06-11 23:37:45 +02:00
smallmodel 42c20ac008 Portal sky mustn't cause entity surface to be r-eadded
This fixes an issue where an entity would get re-added with a really lower LOD. Fixes #307
2024-06-11 23:35:18 +02:00
smallmodel a26e5b74c2 Use armhf and armel suffix to distinguish between ARM variants 2024-06-11 22:09:31 +02:00
smallmodel ee5faedaf9 Removed the value of LittleSwap/BigSwap on little-endian/big-endian 2024-06-11 21:25:38 +02:00
smallmodel 874b034698 Corrected some compilation warnings 2024-06-11 21:24:01 +02:00
smallmodel dfb2cb6bbf Fixed buffer overrun 2024-06-11 21:19:15 +02:00
smallmodel fb15f0f2b3 Fixed a tiny mistake that prevented morphs from working correctly
Actors now have a working dynamic facial expression (moving eyes/mouth/brown...)
2024-06-11 00:12:59 +02:00
smallmodel 4d231fbc50 Call LocalChannel instead of GetLocalFromGlobal 2024-06-11 00:05:28 +02:00
smallmodel dd85118a9c Don't pack channels when reading encoded frames from mohsh and above (they're already packed in the animation file) 2024-06-11 00:01:55 +02:00
smallmodel 531340627d Call LocalChannel() instead 2024-06-10 23:53:42 +02:00
smallmodel 6b6e5291dd Fixed EYES_up length 2024-06-10 23:40:50 +02:00
smallmodel 79b0e6998d Fixed implementations 2024-06-10 23:40:34 +02:00
smallmodel 445814b144 Fixed skeletor_c::ChannelNames return value 2024-06-10 22:15:10 +02:00
smallmodel ebb3173322 Added skeletorMorphCache_t as an alias to int 2024-06-10 22:06:47 +02:00
smallmodel c16f2029b1 Implemented skeletor_c::ChannelNames() 2024-06-10 22:06:35 +02:00
smallmodel abefdd772c DecodeFrameValue should only return a float value 2024-06-10 22:06:25 +02:00
smallmodel e550d244df Reimplemented skelChannelList_s::LocalChannel 2024-06-10 22:05:39 +02:00
smallmodel 84cc66ad48 Merge pull request #306 from pryon/UINotepad
Implement UINotepad
2024-06-10 18:31:34 +02:00
pryon fa5a97031d Fix assignment of a temporary to a non-const reference error on GCC 2024-06-10 14:43:40 +02:00
pryon 6e454cdfb3 Fix subtle bugs and refactor in UIWindowManager 2024-06-10 14:26:38 +02:00
pryon 52f43a3aa6 Document OPM fix for center-justified UINotepad statusbar 2024-06-10 14:25:30 +02:00
pryon 907aa21ba8 Fix UIPopupMenu crashes caused by dereferencing already freed instance 2024-06-10 14:24:39 +02:00
pryon ac01ad6751 Take over va() memory safety fix from ioquake3 2024-06-10 14:19:29 +02:00
pryon c84702b490 Fix file picker crash on AA 2024-06-10 14:18:49 +02:00
pryon edd2a9d8f6 UIMultiLineEdit::Draw documentation 2024-06-10 14:17:35 +02:00
pryon a19c7afce0 Add placeholders for handling clipboard operations in UIMultiLineEdit
Actual clipboard functionality will be added later
2024-06-10 14:15:06 +02:00
pryon 849f1ee7d1 Fix several bugs in UIMultiLineEdit
These are necessary so that UINotepad can actually be used for editing text
2024-06-10 14:13:21 +02:00
pryon c60c2c09e1 Fix incorrect TAB character width calculation and refactor logic 2024-06-10 14:06:30 +02:00
pryon 3254b3f044 Send SE_CHAR events (CharEvent) for ENTER, TAB and ESCAPE keys
So that UINotepad registers them as valid keypresses when typing
2024-06-10 14:04:55 +02:00
pryon 9a35d34fc3 Implement UINotepad
Also fix several original game bugs within, some cosmetical, some memory corrupting
2024-06-10 14:02:10 +02:00
pryon 4da5e26cdc Move CTRL macro to q_shared.h 2024-06-10 13:59:10 +02:00
smallmodel 8a28ad0c36 Fixed explosion effects on protocol below 2.0 2024-06-09 20:16:14 +02:00
smallmodel e08b2fe382 Added cg_target_game 2024-06-09 20:10:30 +02:00
smallmodel 8b16e94829 Fixed grenade bounce sound overly playing 2024-06-09 19:56:41 +02:00
smallmodel 618223f01b Ignore NumShaders in protocol version 8 and below 2024-06-09 19:32:15 +02:00
smallmodel 13c63d3e1f Fixed wrong condition with msg broadcast visibility 2024-06-09 18:51:39 +02:00
smallmodel 8e0aa5185b Fixed CGM endianness 2024-06-09 18:48:22 +02:00
smallmodel 2b01f092b3 Fixed german model always being set to german_wehrmacht_soldier 2024-06-09 18:23:06 +02:00
smallmodel 1fd238567e Fixed animation loading endian 2024-06-09 17:55:57 +02:00
smallmodel cb59edc963 Handle script exceptions in G_ServerSpawned 2024-06-09 16:56:42 +02:00
smallmodel 0ce70b9f8f Improved/fixed archive support for big-endian platforms 2024-06-09 16:53:50 +02:00
smallmodel 57175cfa5c Simplified the decompression algorithm and fixed it for big-endian 2024-06-09 16:45:10 +02:00
smallmodel 8aacdcefb8 Fixed lz77 endianness 2024-06-09 14:14:11 +02:00
smallmodel 69766ae87a Added SwapValue 2024-06-09 13:19:31 +02:00
smallmodel d3d2082e41 Removed useless print 2024-06-09 13:08:01 +02:00
smallmodel de621f6acb Made short3 implementation endianness independant
This fixes scripts not working properly as script variables key are using short3
2024-06-09 00:59:23 +02:00
smallmodel a7c5067475 Fixed the execution of a method on the correct class 2024-06-09 00:07:11 +02:00
smallmodel 7282426736 Improved the networking code for big-endian architectures 2024-06-09 00:02:00 +02:00
smallmodel 0333fd86f8 MSG_DeltaNeeded_ver_15 was never called 2024-06-08 21:52:28 +02:00
smallmodel ab91ade685 Explicitly use signed char for patch xy because some platforms use unsigned char by default 2024-06-08 19:56:24 +02:00
smallmodel 005afcd53d Simplified CM_PickTerrainSquareMode 2024-06-08 19:20:27 +02:00
smallmodel c1604c0c8c Handle animation file endianness 2024-06-08 14:59:52 +02:00
smallmodel 5155c10136 Fixed scripts not working on big-endian architectures 2024-06-08 14:40:35 +02:00
smallmodel 28c6e3b398 Properly swap terrain patches for rendering on big-endian architectures 2024-06-08 12:48:36 +02:00
smallmodel 41244095b1 CMod_LoadTerrainIndexes: big-endian compatibility 2024-06-08 12:47:18 +02:00
smallmodel a5535fa789 Make sure to initialize the widget's command handler to NULL.
This should fix #305
2024-06-08 01:40:36 +02:00
smallmodel 6796a8b3fe Properly swap terrain patch values on big-endian systems 2024-06-08 01:08:58 +02:00
smallmodel 819dffcb86 Added MAX_TERRAIN_VARNODES 2024-06-08 01:05:47 +02:00
smallmodel b54db17069 Added unsigned swaps 2024-06-08 01:03:08 +02:00
smallmodel e27f2443e8 Fixed skel loading on big-endian systems 2024-06-08 00:53:39 +02:00
smallmodel a1e0bc5d7c Implemented TIKI_SwapSkel (used on Big-Endian systems) 2024-06-08 00:40:52 +02:00
smallmodel 28ea95b9ff Added scale field 2024-06-08 00:08:54 +02:00
smallmodel e3b9e48d8c Added TIKI_SKEL_LOD_INDEXES 2024-06-07 22:38:45 +02:00
smallmodel 026b6b2562 Ignore endianness on skd/skb header signature, as it's a string 2024-06-07 22:08:46 +02:00
smallmodel 0fa380ecff Correctly read the BSP checksum on big-endian systems 2024-06-07 22:01:24 +02:00
smallmodel ebd885f053 Fixed Subclient not having the correct client name 2024-06-07 20:36:55 +02:00
smallmodel 74ccb03e54 Reduced compilation warnings 2024-06-07 20:34:13 +02:00
smallmodel 50264c4968 Make sure to cast the float number to int when using it in the format specifier 2024-06-07 20:25:47 +02:00
smallmodel be222b64a1 Fixed one tiny instruction mistake that could cause issues with dynamic lights on terrains 2024-06-07 20:20:19 +02:00
smallmodel db7ae4ffef Properly clear the color values 2024-06-07 19:57:14 +02:00
smallmodel 884a76db4c Drop error instead of throwing an exception to meet non-throwing exception specification 2024-06-07 19:55:33 +02:00
smallmodel 18e5c6e714 Use unsigned format specifier to match MAX_VOTEOPTIONS_BUFFER_LENGTH's type 2024-06-07 19:49:51 +02:00
smallmodel 468341b7d0 Explicitly mark as override 2024-06-07 19:49:29 +02:00
smallmodel e03b976ffd Added missing header on scriptclass.cpp source file 2024-06-07 19:42:10 +02:00
smallmodel 34ea099d87 Define _FILE_OFFSET_BITS to 64 due to a bug in readdir() affecting 32-bit architectures
readdir() would return NULL, setting errno to EOVERFLOW, unable to load pk3 files
2024-06-06 22:18:23 +02:00
smallmodel 5f2827e2ab Added hardware requirements 2024-06-05 22:32:36 +02:00
smallmodel 1d887b4655 Fixed leaf light being incorrectly reassigned 2024-06-05 21:21:35 +02:00
smallmodel 6250380f61 Added PowerPC into the build system 2024-06-05 21:13:33 +02:00
smallmodel 6bb475abe7 Fixed PowerPC platform support with proper checks for endianness and ppc64 2024-06-05 21:13:06 +02:00
smallmodel 31ea951357 Fixed SkelMorphGetXyz implementation 2024-06-05 00:43:08 +02:00
smallmodel 091c8b4d12 Optimized channel data memory and performance (feature from moh 2.0 and above) 2024-06-05 00:40:43 +02:00
smallmodel c4523db991 Added GetBoneChannelType 2024-06-04 23:48:29 +02:00
smallmodel 2b66672d2d Added MAX_GLOBAL_FROM_LOCAL constant and implemented skelChannelList_s::GlobalChannel and skelChannelList_s::LocalChannel 2024-06-04 21:06:43 +02:00
smallmodel 77de0b78ba First test if the entity has morphs before proceeding to loop through vertices 2024-06-04 20:20:40 +02:00
smallmodel 0181fbcfa0 Use the weight's bone index if there is no morph 2024-06-04 19:52:32 +02:00
smallmodel e1f2433c36 Fixed sky portal rendering
This fixes #260
2024-06-03 21:36:58 +02:00
smallmodel c753dcafd8 SurfIsOffscreen: use raw surface values rather than tess values 2024-06-03 21:36:35 +02:00
smallmodel 57ac7d8c19 Removed code that is already present in CG_SetupFog() and CG_SetupPortalSky() 2024-06-03 21:36:12 +02:00
smallmodel d64ef13b79 Fixed script_skyorigin never being sent to clients 2024-06-03 21:34:48 +02:00
smallmodel 911e87c6ec physics_off: Don't reset the physics in 1.0 in Single-player mode
This fixes #303 in m4l2 where the player doesn't have their gun holstered in the truck
2024-06-03 20:29:41 +02:00
smallmodel b75c7b64f1 Still allow crouch when glued in 1.0 and in Single-player mode
This fixes #303 where the player is standing in the truck in m4l2
2024-06-03 20:28:39 +02:00
smallmodel 135b519dd8 Reduced actor's change of getting curious 2024-06-02 23:47:06 +02:00
smallmodel b7a0607d52 Using parameters that take the entity rather than raw values 2024-06-02 19:55:42 +02:00
smallmodel 2ee1a2099d Ignore map name case sensitivity when parsing map-specific animations 2024-06-02 19:46:14 +02:00
smallmodel 7fe7e74fe2 Replaced all stricmp calls with Q_stricmp 2024-06-02 19:44:06 +02:00
smallmodel 0a3a23af41 Using AI_EVENT_MAX to check for max ai events 2024-05-29 23:54:48 +02:00
smallmodel e89262ed3b Fixed TIKI_ParseAnimations improperly returning, even when a map was specified, causing parsing issues 2024-05-28 21:38:17 +02:00
smallmodel 21fda4cabd Removed redundant code 2024-05-28 21:31:28 +02:00
smallmodel a85694b548 Fixed incorrect method for EV_ScriptThread_Showmenu.
This fixes #302 where screen text with the mission date would never be shown.
2024-05-28 20:49:09 +02:00
smallmodel 16464c5a68 Removed zone events from entity
This fixes a conflict where some scripts would store stuff in a variable named `zone` in an entity
2024-05-27 23:28:12 +02:00
smallmodel 85c8769512 Fixed incorrect usage of the grid lighting
This fixes some entities being invisible when `r_fastentlight` is set to 1, due to the alpha color being 0 (cast from int to char for each color value). Fixes #299
2024-05-20 13:11:48 +02:00
smallmodel c3abbd9014 Added assertion checks 2024-05-20 13:10:12 +02:00
smallmodel 98239050d8 Correctly archive the active weapon (safe pointer)
This fixes the player sometimes being holstered after loading from a save (closes #270)
2024-05-12 23:55:11 +02:00
smallmodel dc7caf04a8 Fixed MoveTo not working on waypoints.
This fixes an issue where objects using waypoint (like elevators) would move at `(0 0 0)`. Closes #298
2024-05-12 23:40:11 +02:00
smallmodel db01f72adc Reimplemented ScriptVariable::entityValue
Some script events don't check if it's an actual entity, it would cause crashes.
E3L3 would crash after the player got out of the AB41: the AB41 was targetting a VehiclePoint and vehicles_thinkers.scr script set the `self.collisionent` to `self.target` which caused a crash as `VehiclePoint` doesn't inherit from `Entity`
2024-05-01 20:41:57 +02:00
smallmodel 170b4b0972 Fixed ScriptAimedStrafingGunfire aimTarget never set nor used
This fixes the gunfire incorrectly damaging things it shouldn't damage.

For example, the sniper3 balcony AI on e3l1:
The bomber caused this AI to fall before initialization (by damaging them when it shouldn't), the AI became nonsolid. After initialization, the AI had enemy enabled, however it remained nonsolid because of the balcony fall. It was constantly shooting at the player and it was unkillable because it was nonsolid.
The mission wasn't able to be completed because of this issue.
2024-05-01 20:18:52 +02:00
smallmodel ff6e81d44f Fixed CL_GetSnapshot sometimes wrongfully assigning parents multiple times and displaying errors
This should fix #170
2024-05-01 18:55:25 +02:00
smallmodel 88bc0e1e85 Reimplemented MSG_SetBroadcastVisible() and MSG_SetBroadcastAll() 2024-05-01 18:36:27 +02:00
smallmodel c5b46529b0 Check the client if it has a valid entity for MSG_SetBroadcastVisible() 2024-05-01 18:24:44 +02:00
smallmodel e5dbfba55e Fixed an issue where scripts would get compiled every time they are executed, causing a performance issue 2024-05-01 17:54:45 +02:00
smallmodel daa7aceecf Fixed sighttrace not properly passing entities
This fixes the issue where some scripts (like e2l3's BattleHouse) expect sighttrace to ignore entities (fixes #202)
2024-05-01 17:43:04 +02:00
smallmodel 35681e7a1f Added MASK_IGNORE_ENTS 2024-05-01 17:42:02 +02:00
smallmodel d4dfde3340 Trigger must not be effective when being damaged if it does not take damage
This fixes issue with vehicles damaging triggers by touching them (like the ClickItemTrigger on m5l3 with tanks)
2024-04-30 20:26:08 +02:00
smallmodel 05a6b43e08 Check for __APPLE__ to detect MacOS 2024-04-30 19:25:02 +02:00
smallmodel 16f775c78c Fixed ScriptSlave path with 2 equal points
This fixes the script slave moving infinitely and not sending movedone notifications as it would never advance to the next path. e3l4's outro is now fixed because of that (was stuck).
2024-04-29 23:42:05 +02:00
smallmodel af919dadca Simplified code for g_showflypath 2024-04-29 20:04:21 +02:00
smallmodel 41c322ec81 Refactored ScriptSlave::FollowingPath and ScriptSlave::SetupPath with bugfixes 2024-04-29 19:59:16 +02:00
smallmodel ac8c18250d If the actor is an american, always call ThinkHoldGun_TurretGun() without checking for enemy 2024-04-28 20:39:54 +02:00
smallmodel 4b05c400b2 Round to integer for vectoyaw()
This fixes Actor never finishing TurnTo as the DesiredYaw was set to a very precise value
2024-04-28 19:29:54 +02:00
smallmodel cc85d0c100 Bumped version number 2024-04-22 23:40:00 +02:00
smallmodel 56dce21538 Fixed an invalid access to lighting sphere leaves
It was causing crashes on some occasions
2024-04-22 23:39:07 +02:00
smallmodel 3cd5acf3aa Fixed issue with case-sensitive variables.
normal/return commands are case-insensitive
getter/setter commands are case-sensitive
2024-04-22 20:10:01 +02:00
smallmodel 48fc5a72b8 Fixed some setters and getters being inverted 2024-04-22 19:59:20 +02:00
smallmodel 26c3375112 When there is no enter_boneindex for turret slot, use the boneindex instead
This fixes #208
2024-04-22 18:28:56 +02:00
smallmodel e89543710c Check for max use angle when using the vehicle 2024-04-22 18:04:14 +02:00
smallmodel ee48193f15 Added notagaxis
Fixes #222
2024-04-22 17:21:26 +02:00
smallmodel 6d10ed27c5 Fixed preferred weapon not showing on stats screen
Fixes #271
2024-04-22 16:48:24 +02:00
smallmodel 19c68aa25d Ignore player collision if the actor is already nonsolid
This fixes #277 where the vehicle could get stuck due to the actor being solid afterwards
2024-04-21 20:33:31 +02:00
smallmodel 5ee7cb16bb for ANIM_MODE_SCRIPTED and ANIM_MODE_NOCLIP, set the yaw based on the angular delta 2024-04-21 20:28:54 +02:00
smallmodel 4630a1f386 Fixed wrong return values for Vehicle::EventCanUse
It fixes Modello being hardly usable on maps like e3l2
2024-04-21 19:40:33 +02:00
smallmodel 06dab5d8b0 Refactored ScriptThread::EventPointsWithinDist for more clarity 2024-04-21 19:39:39 +02:00
smallmodel 054201bea9 Fixed character assertion fail when the character was a value below 0 2024-04-21 19:07:08 +02:00
smallmodel f39a4c0bc7 Fixed projectile explosion origin.
This fixes exploder triggers sometimes never being triggered (fixes #294)
2024-04-21 17:47:39 +02:00
smallmodel 0e20d7e880 Fixed arm/arm64 binary loading on Windows
(fixes #295)
2024-04-14 23:03:46 +02:00
smallmodel 927f4bb4bd Marked overridden virtual methods 2024-04-11 00:30:00 +02:00
smallmodel f9901787b5 Removed "touch" unregistration 2024-04-11 00:26:45 +02:00
smallmodel 6731f56aea Fixed m_PrevCodePos usage 2024-04-10 23:42:09 +02:00
smallmodel d6870ecbee Added trigger_sideduse from 2.30 2024-04-10 21:44:03 +02:00
smallmodel eea8c42268 Added GetOwner event 2024-04-10 21:37:49 +02:00
smallmodel 99647e677a Do projectile vulnerability for vehicles 2024-04-10 00:22:35 +02:00
smallmodel a5d637dbb3 Added GetOwner() 2024-04-10 00:21:23 +02:00
smallmodel 048a973290 Added GetProjectileHitsRemaining 2024-04-10 00:20:32 +02:00
smallmodel fa80e0bd75 Implemented FencePost 2024-04-10 00:05:00 +02:00
smallmodel a23de7b361 Made Killed() a virtual method 2024-04-09 23:54:08 +02:00
smallmodel dc60cb45b2 Fixed scripts using syntax like $self 2024-04-09 23:22:54 +02:00
smallmodel 2bf1144a14 Removed unused source files 2024-04-09 22:41:41 +02:00
smallmodel ab5efa5a64 Fixed sentient being improperly attached/detached from/to the turret
This fixes #255
2024-04-09 00:12:02 +02:00
smallmodel ccc98e4c62 Implemented missing ThrobbingBox_Stickybomb() 2024-04-08 23:38:51 +02:00
smallmodel 52424f63f0 Make ThrowObject::Throw throws an exception when the owner and targetent is NULL, also use centroid if the target entity is not a sentient 2024-04-08 21:52:48 +02:00
smallmodel 881df7193b Fixed ThrowObject not usable when spawned from script.
This fixes #218
2024-04-08 21:47:24 +02:00
smallmodel e859bba61d Added a forgotten call to SetupNextCycle when turning on the projectile generator and fixed the uninitialized delay before beginning the cycle.
This fixes artillery system not working on t2l3, t2l4, e1l1... (fixes #224)
2024-04-08 21:33:59 +02:00
smallmodel e3beec985e When parsing and compiling a script, return the length in an output parameter instead so the method can return a boolean to indicate success.
This fixes #221 where a script with no code would fail.
2024-04-08 21:04:26 +02:00
smallmodel 9eec50d69f Fixed script model animation issues, especially when they're looping
This fixes #220.
2024-04-08 20:52:58 +02:00
smallmodel 5a8cc83e6e Fixed MM stepping
This fixes actors being slow and it also fixes actors going under the map
2024-03-31 22:52:30 +02:00
smallmodel 724aeb22ed Fixed MM_SlideMove() velocity clip and interaction 2024-03-31 22:15:19 +02:00
smallmodel 6fdc756b59 Set terrain rendering settings to max detail by default 2024-03-17 22:38:44 +01:00
smallmodel 25418b7857 Ammo name must be case-insensitive
This fixes some maps like t1l3 where the player would have a pistol with 6 bullets and no ammo
2024-03-06 23:49:37 +01:00
smallmodel b4de0b53e4 Special items must not be archived in persistent data 2024-03-06 19:43:37 +01:00
smallmodel cacf1ca1b7 Set the unarmed flag when archiving persistent data 2024-03-06 19:35:15 +01:00
smallmodel 98c61529b9 Archive the weapon clip amount in persistent data 2024-03-06 19:33:48 +01:00
smallmodel 6675a491be Fixed the model name when archiving persistant data
This fixes a crash when the next mission map is loaded and then saving/loading afterwards (fixes #237)
2024-03-06 19:29:07 +01:00
smallmodel b6485ad7db Configstring optimization so that there is only one occurence of a configstring index in pending server commands
This fixes configstring overflow in big maps like t1l2 (fixes #289)
2024-03-06 18:54:32 +01:00
smallmodel 9f5df368d1 Fixed infinite player team spectate 2024-03-05 23:30:25 +01:00
smallmodel e970e29953 Use a constant expression for clarity 2024-03-05 22:59:12 +01:00
smallmodel 9fb559bdb1 Added an assertion check for lastRadarTime 2024-03-05 22:52:19 +01:00
smallmodel 61e9146385 Moved con_set entry to the header file
This fixes compilation issue with GCC (fixes #288)
2024-03-05 18:30:31 +01:00
smallmodel 897c2322b9 Archive the target list
This fixes crashes related to scripts using entities by target name
2024-03-04 23:35:22 +01:00
smallmodel 7b8be9fed1 Added ArchiveObject() that accepts a SafePtr 2024-03-04 23:34:31 +01:00
smallmodel cebb351505 Added and implemented TargetList 2024-03-04 23:08:22 +01:00
smallmodel b4bce3431b Archive LightClass object pointer instead of a Class object pointer 2024-03-04 22:51:29 +01:00
smallmodel c6e3dfdbe6 Fixed velocity clip (sliding along plane)
This fixes the issue where vehicles would not be moving precisely where it should be moving (incorrect clipping of the velocity). For example, the minesweeper tank in e1l2 kept getting stuck because it didn't move appropriately (fixes #261)
2024-03-04 22:40:49 +01:00
smallmodel 22d2790735 Fixed vehicle stepping 2024-03-04 22:27:00 +01:00
smallmodel 5d3b76b249 Cleaned up SetMoveInfo() / SetCEMoveInfo() 2024-03-04 22:26:56 +01:00
smallmodel 7b07be1502 use double instead of float 2024-03-04 22:25:31 +01:00
smallmodel 3acb796b59 Call VectorNormalize() directly in Vector::normalize() 2024-03-04 20:07:06 +01:00
smallmodel 25bbc1793d Fixed AngleNormalize360 2024-03-04 20:06:35 +01:00
smallmodel 63456beeb0 Code clarity 2024-03-03 22:47:31 +01:00
smallmodel 2e32395cf2 VectorNormalize optimization 2024-03-03 19:51:56 +01:00
smallmodel d04ed0aace Made M_PI double 2024-03-03 19:46:32 +01:00
smallmodel 302f06f8d2 Clear the variable if the field cannot be found 2024-03-03 18:54:22 +01:00
smallmodel 4cf4ca2943 Fixed crash on pSoundAlias 2024-03-03 18:53:22 +01:00
smallmodel fe35e02ed4 Fixed weapon pickup logic, like player picking up the weapon indefinitely when reaching max ammo 2024-03-03 18:09:19 +01:00
smallmodel 5fa1b98d34 Fixed vert Z coord not matching average height
This caused issue where verts would never be merged. This should fix #232
2024-03-03 17:52:29 +01:00
smallmodel bebe117487 Formatted document 2024-03-03 17:34:01 +01:00
smallmodel 26495fe0f8 Refactored R_TerraTriNeighbor 2024-03-03 17:33:35 +01:00
smallmodel 4c4ac9f90e Added more assertions for consistency 2024-03-03 16:24:09 +01:00
smallmodel bf5fdb8f06 Fixed improper fence masks
This fixes #284, fixes #280
2024-03-02 15:29:25 +01:00
smallmodel 01e68fd5ee Fixed turret gun never being killed
This fixes #231
2024-03-02 15:29:08 +01:00
smallmodel e930b5481a Mark the trigger as dead after kill 2024-03-02 15:27:35 +01:00
smallmodel 9bd4d40f09 Formatted document 2024-03-02 15:00:56 +01:00
smallmodel 40035f4df3 Fixed multi-shaders snow 2024-03-02 14:23:32 +01:00
smallmodel a7b3fdd70b Added getConfigStringIdNormalized client game import to normalize config strings 2024-03-02 14:06:32 +01:00
smallmodel b77af7fced Implemented R_GetLightingForDecal 2024-03-01 22:59:06 +01:00
smallmodel 52c89f1de3 Fixed comparison operator 2024-03-01 22:31:33 +01:00
smallmodel e7cd70b8ee Enable cg_rain by default 2024-03-01 22:19:18 +01:00
smallmodel e06ee0f26a Bounce backwards check 2024-02-28 23:40:41 +01:00
smallmodel 76c9e4e048 Fixed pickup message appearing twice 2024-02-28 23:33:10 +01:00
smallmodel 06d8ddbfc7 Fixed AI firing multiple bullets when it should fire one
This fixes AI killing the player almost instantly
2024-02-28 22:56:05 +01:00
smallmodel 8b9840d37f Implemented Game::Archive() 2024-02-28 22:52:44 +01:00
smallmodel 960469be77 Implemented MakePrimitive() 2024-02-28 22:52:25 +01:00
smallmodel 77ef0f3579 Implemented game.detail and game.skill 2024-02-28 22:21:53 +01:00
smallmodel 07c840a4a9 Don't assert for NULL owner 2024-02-28 22:10:18 +01:00
smallmodel 35a8c4edfa g_droppeditemlife: make sure the value is non-null 2024-02-28 22:10:07 +01:00
smallmodel 36af9e6589 Fixed a very boring mistake ignored by MSVC 2024-02-27 00:02:20 +01:00
smallmodel ea14ab5664 Implemented special func 2024-02-26 23:25:39 +01:00
smallmodel 1ed8538745 Bounds check clarity 2024-02-26 20:23:31 +01:00
smallmodel 12e36b987a Use G_DebugRotatedBBox when drawing the entity's bounding box 2024-02-26 19:56:35 +01:00
smallmodel 8324c599de Implemented G_DebugRotatedBBox 2024-02-26 19:56:23 +01:00
smallmodel d972c85fba Formatted debuglines source file 2024-02-26 19:33:52 +01:00
smallmodel d8b9abe7f5 Fixed call to GunTarget()
It was specifying the position in the boolean parameter which lead to wrong results
2024-02-26 19:21:12 +01:00
smallmodel 4f868d9585 Fixed a collision bug with fence masks 2024-02-26 19:19:38 +01:00
smallmodel e27ac45f44 Don't load TGA without alpha for collision 2024-02-26 19:08:21 +01:00
smallmodel 58d0e43f78 Use MASK_USE instead of MASK_SOLID 2024-02-26 17:37:38 +01:00
smallmodel a6c1cbfd50 Added MASK_USE 2024-02-26 16:34:31 +01:00
smallmodel e32222884d Fixed DisguiseSalute never finishing animation 2024-02-26 15:53:38 +01:00
smallmodel 49a7a1f8ff minimum visibility is 0.999 and not 1.0 2024-02-26 15:53:17 +01:00
smallmodel e5275c0f05 Fixed MASK_TRANSITION being wrong 2024-02-25 21:26:08 +01:00
smallmodel c391605f61 Fixed AI attacking the disguised player
This fixes #203
2024-02-25 20:10:02 +01:00
smallmodel 73c9e6f1d8 Ignore disabled ennemies 2024-02-25 19:16:07 +01:00
smallmodel 2d6ac6f0be Fixed weapon melee AI broadcast 2024-02-25 19:15:41 +01:00
smallmodel 57870103a6 Fixed TriggerVehicle not responding to VehicleCollisionEntity 2024-02-25 18:54:42 +01:00
smallmodel 64604b5c44 Disable non-pvs sound in single-player
This fixes #267 where configstrings are full
2024-02-25 18:43:42 +01:00
smallmodel 9960884e3c Initialize watchFadeTime 2024-02-23 23:53:27 +01:00
smallmodel 593982d586 Added assertion test 2024-02-23 23:53:18 +01:00
smallmodel f229c1c5a8 Fixed player health in SP 2024-02-23 23:21:44 +01:00
smallmodel 35e9f9982c Preallocate arguments for sp/dm commands 2024-02-23 23:19:59 +01:00
smallmodel a0cb46d4a1 Formatting 2024-02-23 23:09:57 +01:00
smallmodel e8a48184b9 Set the ground entity number to the glue master 2024-02-23 23:09:29 +01:00
smallmodel d2aa26248f Don't allow ducking when physics are off
This fixes #251
2024-02-23 23:02:29 +01:00
smallmodel 0f1de72ae6 Initialize the ground entity number 2024-02-23 22:51:08 +01:00
smallmodel efaea69c09 Don't evaluate state when immobile 2024-02-23 21:12:38 +01:00
smallmodel a67dbff603 Reset state to STAND when the player has no physics 2024-02-23 21:12:23 +01:00
smallmodel 35e6435382 Reimplemented DropInventoryItems from 2.30 2024-02-22 23:12:04 +01:00
smallmodel 7a2735885f Send information about sentient's team
This fixes #259
2024-02-22 22:50:36 +01:00
smallmodel cc721a3db6 Lexer fixes for integer
This fixes map loading issues (fixes #258)
2024-02-22 21:36:31 +01:00
smallmodel 1a5cac2c6a Implemented all parm methods
This fixes, #249 and fixes #217
2024-02-22 20:44:15 +01:00
smallmodel ef08f1c8f3 Fixed turret fire issues 2024-02-22 20:21:53 +01:00
smallmodel 8919890dbe Fixed entity collision for vehicles
This fixes vehicle not properly handling damage triggers (fixes #223, fixes #240)
2024-02-22 19:59:28 +01:00
smallmodel cf6335d180 Fixed VehicleTouched not handling damage properly if there is no driver 2024-02-22 18:29:31 +01:00
smallmodel a86a707e4a Added more variables to initialize 2024-02-22 18:29:16 +01:00
smallmodel 9d61993878 Archive name_index 2024-02-21 20:59:41 +01:00
smallmodel 6eb20a3524 Added PostSpawn for ammo
This fixed ammo being spawned in the air without falling (fixes #244)
2024-02-21 20:59:28 +01:00
smallmodel 7314543c88 Fixed snow bullet hit effect
This fixes #246
2024-02-21 20:17:01 +01:00
smallmodel bb4b10d752 Use result from Cvar_InfoString_Big for CS_SYSTEMINFO 2024-02-21 20:13:24 +01:00
smallmodel 416c568c51 Make CVAR_ROM variables appear first in info strings 2024-02-21 20:13:08 +01:00
smallmodel 65d3a51a17 Use '\n' instead of 10 2024-02-21 20:12:14 +01:00
smallmodel e55f5902d5 Avoid using constant values 2024-02-21 20:12:05 +01:00
smallmodel b0180383df Fixed FFA scores
This fixes #242
2024-02-21 19:37:49 +01:00
smallmodel 61f0fc665f Fixed MG42 reload anim name 2024-02-20 23:29:47 +01:00
smallmodel b0c1d79132 Fixed AI mg42 fire delay 2024-02-20 23:29:38 +01:00
smallmodel 7945c2ca66 Fixed target's m_Team accidentally being overwritten
This causes NPC to look invulnerable (fixes #238)
2024-02-20 22:57:02 +01:00
smallmodel 8b2b1a9a47 S_AddLoopingSound: ignore null sfx handle 2024-02-20 22:42:54 +01:00
smallmodel b76f9a9a6c Fixed skel_entity_cache initialization 2024-02-20 22:42:34 +01:00
smallmodel 8af5da5fca tiki assert check 2024-02-20 20:45:05 +01:00
smallmodel cbe6d85bcd Added multiple cache per entity 2024-02-20 20:44:55 +01:00
smallmodel 6b6e2c947c Fixed vNorm not being initializing causing crashes on rare occasions
This should fix #169
2024-02-20 19:53:08 +01:00
smallmodel 66fcc2cd14 Cleaned up VSS_AddRepulsion 2024-02-20 19:52:11 +01:00
smallmodel af829772f9 Cleaned up VSS_CalcRepulsionForces and fixed vss index 2024-02-20 18:54:59 +01:00
smallmodel 7b6a558fe5 Check for valid turret gun in P_UserAim
When the player dies, it gets detached from turret can would cause crash (#216)
2024-02-19 23:41:57 +01:00
smallmodel 4122ee4168 Fixed RunAndShoot state crash due to NULL moving patrol node
(#214)
2024-02-19 23:25:39 +01:00
smallmodel b77f62ab58 Load/Save SimpleArchivedEntity
This fixes #213 where elevator wouldn't go up because of missing waypoint
2024-02-19 23:23:15 +01:00
smallmodel 783bf1b63c Archive ignorevelocity member 2024-02-19 23:22:53 +01:00
smallmodel a0728b4a8a Using MASK_CLICKITEM mask for ClickItemAttack 2024-02-19 23:10:14 +01:00
smallmodel ea6e865cc8 Added MASK_CLICKITEM 2024-02-19 19:59:14 +01:00
smallmodel 1da4113110 Added FuncLadder archive method
This fixes bug where ladder would get unusable after loading from save game (see #211)
2024-02-19 19:36:46 +01:00
smallmodel 7956746b65 Fixed inward sphere argument: the argument should be optional
See #209
2024-02-19 19:34:11 +01:00
smallmodel 10a8d13ade Added missing variables to archive 2024-02-18 23:27:15 +01:00
smallmodel 65b47a2b3a Fixed AnimDone never being called
This fixes maps like e1l2 never starting because it waits for an anim to finish
2024-02-18 21:54:18 +01:00
smallmodel 46cc00d669 Set m_fMaxSpeed 2024-02-18 21:53:33 +01:00
smallmodel 5521cf9ab3 Fixed m_fMaxSpeed being always set to 250 2024-02-18 20:10:18 +01:00
smallmodel a770df1e0b Fixed path not found spam 2024-02-18 15:47:07 +01:00
smallmodel 03943a23ac Fixed badplace and run and shoot think never working 2024-02-17 20:10:00 +01:00
smallmodel 685dc0336a Corrected loop ordering 2024-02-17 00:05:39 +01:00
smallmodel 776012fedf Health must have a targetname by default in 2.0 and above 2024-02-16 23:52:25 +01:00
smallmodel 6ba9f2655c Call PostSpawn after constructing the health instance 2024-02-16 23:51:34 +01:00
smallmodel 8a3b62e93f Fixed targetname error 2024-02-16 23:50:57 +01:00
smallmodel bd999a6d9c Fixed Trace's pass_entities parameter (didn't properly ignore entities) 2024-02-15 23:48:23 +01:00
smallmodel f46078965d info_null must inherits from Listener instead of Entity
This fixes Level::AllocEdict issues on some maps that use it a lot (like t2l4) #206
2024-02-15 21:15:37 +01:00
smallmodel 60f6bb17e3 Fixed AI parameters not fixing AI parameters 2024-02-15 20:40:55 +01:00
smallmodel fdf1dac618 Wrong condition for SetDesiredYawDest (should set only if values are non-zero) 2024-02-15 20:23:50 +01:00
smallmodel 373a35acf0 Fixed target trigger being triggered by itself 2024-02-15 20:23:17 +01:00
smallmodel abfdac59ba Make aiMaxDeviation only supported on 2.0 and above 2024-02-15 00:21:01 +01:00
smallmodel efc1354dcb Fixed entity monitoring always used 2024-02-14 20:58:19 +01:00
smallmodel c9f2603692 Don't suppress below 2.0 2024-02-14 20:48:11 +01:00
smallmodel aab24260e2 FriendlyInLineOfFire should return false below 2.0 2024-02-14 20:47:54 +01:00
smallmodel e450156bf7 Fixed path goal movement 2024-02-14 20:46:43 +01:00
smallmodel 1533c02a41 Fixed cover hide 2024-02-14 20:32:57 +01:00
smallmodel c4855029a9 Fixed motion facing 2024-02-14 20:32:40 +01:00
smallmodel 4fa457118f Fixed CanMovePathWithLeash() not returning the correct result 2024-02-14 20:06:35 +01:00
smallmodel 33b403d6eb Fixed MASK_CANSEE 2024-02-14 19:58:29 +01:00
smallmodel a5c6654dcb Fixed m_fMaxDistanceSquared initialization value 2024-02-14 19:22:19 +01:00
smallmodel 07ec6adecb Fixed ViewJitter never being removed 2024-02-14 18:40:34 +01:00
smallmodel ceb901e9ca Fixed disconnected menu not being pushed properly 2024-02-14 18:32:06 +01:00
smallmodel 651b86b066 Added comment for more clarity 2024-02-13 18:23:23 +01:00
smallmodel a4003dd61c Only execute anim/suppress.scr if targeting 2.0 and above 2024-02-13 18:16:52 +01:00
smallmodel 5e461786f9 Added a comment about FriendlyInLineOfFire 2024-02-13 18:15:54 +01:00
smallmodel 45108c6f4b Fixed curious' finished animation global function
This fixes AI being permanently stuck in a curious animation
2024-02-13 17:38:11 +01:00
smallmodel bc0d373dcd Fixed AI getting blocked because of an obstacle 2024-02-13 17:37:28 +01:00
smallmodel 0f37a8f6ea Fixed m_fLeashSquared initialization 2024-02-13 16:42:54 +01:00
smallmodel 03ceaf82ce Fixed AngleMod() being inaccurate
This caused issues with Actor never finishing turning (because it expected the desired yaw to be at the exact same angle rounded by 0.001)
2024-02-13 16:23:47 +01:00
smallmodel 1e5e5e24f6 Fixed entity monitoring never printing 2024-02-13 16:23:06 +01:00
smallmodel eb993dbd43 Fixed grenade toss location and wall facing 2024-02-13 16:22:56 +01:00
smallmodel 4f5abb3412 Fixed int conversion when printing the awareness 2024-02-13 16:22:39 +01:00
smallmodel 6418d79d76 Call PostThink() in Think_Alarm() 2024-02-13 16:22:18 +01:00
smallmodel 796a3a711f Fixed animation delta over time 2024-02-13 01:01:51 +01:00
smallmodel 0ef743d945 Forgot newline 2024-02-13 01:01:39 +01:00
smallmodel 7c33f98ae9 Use m_fFollowRelativeYaw 2024-02-13 00:57:37 +01:00
smallmodel 51ba1e2951 Properly use identity / identitylighting when cgen isn't explicitly specified 2024-02-12 23:47:07 +01:00
smallmodel 0b16d599d5 Added UseCount for image_t 2024-02-12 22:11:15 +01:00
smallmodel 3b2223ad22 image validity check 2024-02-12 22:11:00 +01:00
smallmodel 186583148a Use proper values for GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T 2024-02-12 22:10:00 +01:00
smallmodel 5475624b7f Added DDS support + handle compressed textures correctly 2024-02-12 20:19:33 +01:00
smallmodel d5be69239a Added GL 1.3 functions 2024-02-12 20:18:52 +01:00
smallmodel 304645d720 Ignore CGEN_BAD stages 2024-02-12 19:50:32 +01:00
smallmodel 0591152f99 Added ifCvar / ifCvarnot support 2024-02-12 17:18:51 +01:00
smallmodel 74e8a38c00 When idle, limit the turret's pitch to the max idle pitch 2024-02-12 16:59:20 +01:00
smallmodel 5cadab46ab Fixed fence mask being incorrectly specified as transparent rather than opaque 2024-02-12 16:49:27 +01:00
smallmodel 1577927d99 Ignore collision if the brush has a trace content and the trace content wasn't specified in the trace flags 2024-02-12 16:48:58 +01:00
smallmodel 5a0aeb2f88 Fixed last fire time being incorrectly set in the future 2024-02-12 15:12:55 +01:00
smallmodel 7a1f7773bf Use sin/cos instead of sinf/cosf (accuracy) 2024-02-12 15:05:33 +01:00
smallmodel b0e597cf55 Fixed vehicle collision orientation 2024-02-12 15:02:55 +01:00
smallmodel c40d073d7a Refactored CM_CheckTerrainTriSphere 2024-02-12 14:17:04 +01:00
smallmodel dd8b3f607a Fixed terrain tri sphere collision not returning correct results with small objects 2024-02-12 13:36:56 +01:00
smallmodel 5cc599984d Fixed bullet hit effect for glass 2024-02-12 00:29:52 +01:00
smallmodel b95b8c4c20 Fixed water bullet effect 2024-02-12 00:17:30 +01:00
smallmodel 3e190ca4b3 Added MASK_SHOT_FLUID (there are so many masks) 2024-02-12 00:02:28 +01:00
smallmodel 3853d1ef39 Properly map the CGM message depending on the protocol version 2024-02-11 23:38:24 +01:00
smallmodel bf700186d0 Fixed bounce velocity reduction 2024-02-11 23:31:26 +01:00
smallmodel ca7cacfdcc Add a debug line when bouncing if enabled (for AI) 2024-02-11 23:27:21 +01:00
smallmodel b893f4f89f Properly stop if on ground 2024-02-11 23:20:52 +01:00
smallmodel 109686aca2 Reduce the velocity when bouncing 2024-02-11 23:14:08 +01:00
smallmodel 6840df4eca backoff value should be 1.4 for bounce and 1.6 for Gib 2024-02-11 23:11:11 +01:00
smallmodel ed3f212bd8 Also check for slide with bounce movetype 2024-02-11 23:10:21 +01:00
smallmodel e1f2a51f2b Only move angles if there is an angular velocity 2024-02-11 23:07:32 +01:00
smallmodel d3870309fb Fixed MASK_MONSTERSOLID 2024-02-11 22:56:44 +01:00
smallmodel 1fa2031f11 When a player is inside a vehicle, use the vehicle's health for the health stat 2024-02-08 20:41:33 +01:00
smallmodel 1d765125c7 Fixed facets and planes being badly initialized 2024-02-08 20:35:11 +01:00
smallmodel 5aa70d91f3 Fixed patch subdivisions 2024-02-07 23:44:59 +01:00
smallmodel f018c2c15a Ignore shaders for surface starting with the name "material" 2024-02-07 23:36:04 +01:00
smallmodel 1b8ad12b25 Call RefreshMaterial() instead of ReregisterMaterial() 2024-02-07 23:33:12 +01:00
smallmodel 078aa01895 Reimplemented RefreshMaterial() 2024-02-07 23:33:02 +01:00
smallmodel f0aad4bb21 Don't mark the driver slot as unused by default 2024-02-07 22:51:50 +01:00
smallmodel 8fe054b063 Fixed door open direction 2024-02-06 23:32:33 +01:00
smallmodel ac63e6c627 Rotate the client when blocked, and make sure the checked's velocity doesn't reach the push move speed 2024-02-06 23:31:48 +01:00
smallmodel 434a48af7d Initialize m_iNumShotsFired 2024-02-06 22:57:37 +01:00
smallmodel c5dcf96717 Implemented all RB_Calc functions 2024-02-06 22:54:48 +01:00
smallmodel 84791c42bc Implemented RB_CalcSunReflectionTexCoords 2024-02-06 22:23:26 +01:00
smallmodel e032a1a627 Implemented all tcMod values 2024-02-06 22:16:20 +01:00
smallmodel 1f2b5dcc86 Added and fixed all missing tcMod parameters 2024-02-06 20:07:39 +01:00
smallmodel 8bd30ffb22 Added rate tmod variable 2024-02-06 19:59:14 +01:00
smallmodel fbf67fccc3 Added TMOD enum values from AA 1.11 2024-02-06 19:55:21 +01:00
smallmodel b848ee0fac Added rotateStart and rotateCoef for rotate tcMod 2024-02-06 19:48:55 +01:00
smallmodel 4a39e5411f Fixed patch collision in position test 2024-02-05 23:46:43 +01:00
smallmodel 336ba6181e Don't allocate planes / facets if there are none 2024-02-05 23:25:41 +01:00
smallmodel c9aedf242d Fixed scoreboard sending incorrect data for spectators 2024-02-05 21:03:10 +01:00
smallmodel 500c70016f Don't crossblend with new weapons 2024-02-05 20:13:23 +01:00
smallmodel cf1dbf07c7 Corrected MASK_CLICK tracemask (especially for patches surface) 2024-02-04 20:46:05 +01:00
smallmodel 13ec3435b4 Fixed rain num shaders 2024-02-04 19:36:56 +01:00
smallmodel fce0f7b357 Better rain handlijng 2024-02-04 19:36:34 +01:00
smallmodel 0fabdc8c44 Added current objective index 2024-02-04 19:25:03 +01:00
smallmodel 2174f2ff85 For "delete" and "remove", use Listener::ScriptRemove 2024-02-04 19:09:08 +01:00
smallmodel ac40373c09 Use RemoveVehicleSoundEntities() to remove sound entities 2024-02-04 19:08:37 +01:00
smallmodel d5908bd75c Fixed frag grenade spelling in SP 2024-02-04 16:30:31 +01:00
smallmodel 8cf3be3526 If in thinks, don't delete the object immediately 2024-02-04 16:30:22 +01:00
smallmodel 0290fa3351 Set default animation on the attached model if the tag was not found 2024-02-04 16:30:02 +01:00
smallmodel 937f3993ec Removed unusable FX in 1.11 and below 2024-02-04 16:10:49 +01:00
smallmodel d501285057 Play pain animation only in 2.0 and above 2024-02-04 15:47:48 +01:00
smallmodel 0ed92943de Fixed commands not being executed properly on a specific type of array of listeners 2024-02-03 23:22:06 +01:00
smallmodel 56044dd8f8 HideMouse doesn't take parameters 2024-02-03 23:19:55 +01:00
smallmodel e8109076f4 Assign shaders to surfaces that don't have a shader assigned 2024-02-03 23:03:41 +01:00
smallmodel 0a31ab7558 Use the correct view model animation for the kar98 mortar 2024-02-03 21:23:59 +01:00
smallmodel e73be7ef5c Smoke grenades don't exist in vanilla Allied Assault 2024-02-03 21:19:04 +01:00
smallmodel aa209e0aaf Fixed plane distance not being copied correctly with terrain square mode 5 or 6 2024-02-03 21:09:26 +01:00
smallmodel 570dddddd8 Formatted cm_terrain source files 2024-02-03 21:07:49 +01:00
smallmodel 534176423e Fixed trace error with Vehicle Hit(MV2) 2024-02-02 23:05:55 +01:00
smallmodel ca2c2fb8fe Use floating-point operation in CalculateBoxPoints() 2024-02-02 23:05:18 +01:00
smallmodel 4388b7b187 AI_ThinkActive() must be used if the owner is an Actor 2024-02-02 19:26:11 +01:00
smallmodel 368f94ce3b Fixed spline improperly returning the number of points when appending 2024-02-02 19:23:09 +01:00
smallmodel e7fd0f7419 Merge pull request #138 from ysdragon/dev
Fixed compilation using Clang 16+
2024-01-31 20:43:30 +01:00
DraGoN 92f7c3633f Fixed compilation using Clang 16+ 2024-01-30 22:54:13 +00:00
smallmodel bf27caa61e Fixed vehicle lacking gravity 2024-01-29 22:55:48 +01:00
smallmodel 808916029e Formatted scriptthread source file 2024-01-29 00:03:51 +01:00
smallmodel 5f3ee10bc0 Fixed Linux compilation error because of stupid CL accepting anything 2024-01-29 00:01:39 +01:00
smallmodel 45f50cfe25 Fixed array variable being case-sensitive 2024-01-28 23:53:02 +01:00
smallmodel 42c0605abf Fixed game message printing possible random characters if the string is empty 2024-01-28 23:33:59 +01:00
smallmodel f83839e01b Fixed crash with WhatIs command if the entity doesn't have a model 2024-01-28 23:32:43 +01:00
smallmodel 24dbc1ce4e Use C vectors 2024-01-28 23:29:56 +01:00
smallmodel d8505eff2b Fixed label parameters being incorrectly case-sensitive 2024-01-28 23:17:00 +01:00
smallmodel bca71ade85 Added automatic addition of idle animation when there is none (from 2.30 code) 2024-01-28 23:16:47 +01:00
smallmodel 7518d7b418 Reworked FS_CanonicalFilename 2024-01-28 20:41:17 +01:00
smallmodel 3f8aeac7e6 Exported WriteSkelmodel 2024-01-28 20:27:58 +01:00
smallmodel c4a9a87929 Added TIKI_AddDefaultIdleAnim 2024-01-28 20:24:17 +01:00
smallmodel 7eca455795 Set the idle skelmodel and increase the number of skels 2024-01-28 20:24:04 +01:00
smallmodel cb9ac23b23 Added TIKI_AllocAnim 2024-01-28 20:23:05 +01:00
smallmodel 4a66a41f91 Added idle skel and number of skeletons 2024-01-28 20:19:14 +01:00
smallmodel 665c35d089 Added TIKI array max values 2024-01-28 20:18:09 +01:00
smallmodel 0a634c633b Fixed crash when loading MP3 in OpenAL 2024-01-28 19:41:31 +01:00
smallmodel eb70b30e7a Fixed an issue with the lexer (space before thhe dot) 2024-01-28 19:40:32 +01:00
smallmodel 8d188073b4 When pushing a menu, the max motion time must be taken from the head menu 2024-01-27 21:26:37 +01:00
smallmodel ceea855c6f Also play Widget motion if there is a fade sequence 2024-01-27 21:26:11 +01:00
smallmodel 9b7f192dce Corrected marks not working on entities like doors 2024-01-27 21:14:13 +01:00
smallmodel 23a866f6f8 Implemented R_GetInlineModelBounds 2024-01-27 20:53:17 +01:00
smallmodel 946a7a406c Fixed client not quitting when dedicated is set to 1 2024-01-27 20:45:56 +01:00
smallmodel e209290073 Fixed cSpline using wrong positions 2024-01-25 21:55:21 +01:00
smallmodel 2c441ee541 Fixed vehicle sound entity using bad sound prefix 2024-01-25 21:55:03 +01:00
smallmodel dd768ec9ef Formatted VehicleSoundEntity source files 2024-01-25 21:54:44 +01:00
smallmodel adaeaea596 Fixed other code that makes the game crash when length is 0 2024-01-25 19:48:34 +01:00
smallmodel 5a44740592 Fixed invalid event name causing crashes 2024-01-24 21:52:22 +01:00
smallmodel 97a0bd90ec Set default values for sv_invulnerabletime and sv_team_spawn_interval depending on the target protocol 2024-01-24 20:37:43 +01:00
smallmodel 92ee1d9caf Reset location print after sending it 2024-01-24 20:19:22 +01:00
smallmodel 9ab28dc7da Fixed objective maps appearing twice 2024-01-23 22:42:27 +01:00
smallmodel 840501c8dd Fixed waffenss skin name 2024-01-23 00:04:41 +01:00
smallmodel ef4b79b1f5 Fixed pm_flags being wrong on Allied Assault 2024-01-22 23:53:25 +01:00
smallmodel b6b35079ef Fixed crouch height bounding box 2024-01-22 23:53:13 +01:00
smallmodel b8e8aead93 Fixed issues with multiple consecutive dollars
This fixes the issue with scripts, like `m6l1c` that accidentally use double dollars for targetnames, like `$$player`
2024-01-22 22:20:25 +01:00
smallmodel dd378db4d0 Avoid the use of fabs() for dot product 2024-01-22 00:08:27 +01:00
smallmodel cc048f5099 Fixed some sounds being improperly replaced 2024-01-21 23:50:15 +01:00
smallmodel ac02afaae6 Don't spam the console with OpenAL errors 2024-01-21 23:48:49 +01:00
smallmodel bff58ae615 Removed trace.startsolid check 2024-01-21 23:30:48 +01:00
smallmodel 748934edcd Fixed incorrect box in brush testing 2024-01-21 23:30:38 +01:00
smallmodel d9fb375812 Fixed collision issues due to steps 2024-01-21 20:46:15 +01:00
smallmodel 55582a85ab Fixed entityNum callback 2024-01-18 20:39:04 +01:00
smallmodel 9255c5259d Fixed spawnpoint issues 2024-01-18 20:23:41 +01:00
smallmodel f1e2a45520 Don't crash if the length is 0 2024-01-18 20:05:57 +01:00
smallmodel cb9e69238c Initialize buffer to 0 (integer) 2024-01-17 23:15:38 +01:00
smallmodel 56b2971dee Fixed AL positioning and volume 2024-01-17 20:44:32 +01:00
smallmodel ad917d96c8 Use roundf() for more clarity 2024-01-17 19:33:07 +01:00
smallmodel 1fd7bd3fa5 Fixed MP3 loading and improperly configured channels 2024-01-16 20:54:41 +01:00
smallmodel 1234bd89c7 Fixed wrong configstring for the soundtrack 2024-01-16 20:54:10 +01:00
smallmodel 187ee87f10 Make sure to initialize new sound system 2024-01-16 20:28:13 +01:00
smallmodel 5ae88b816d Initialize pSoundAlias to NULL 2024-01-16 20:27:56 +01:00
smallmodel 3418691f88 Added S_NeedFullRestart and S_ReLoad 2024-01-16 20:27:43 +01:00
smallmodel 4e8a51db81 Fixed Wav not loading properly 2024-01-16 20:27:32 +01:00
smallmodel 2629ef17c3 Made snd_codec c++ aware 2024-01-16 20:27:20 +01:00
smallmodel 9b63625c2b Add snd_codec 2024-01-16 20:27:10 +01:00
smallmodel 970d72cf07 Implemented snd_openal_new.cpp 2024-01-15 23:04:25 +01:00
smallmodel d88870bc04 Added more exports 2024-01-15 23:04:13 +01:00
smallmodel 9b35e13923 Added qalGetSourceiv / qalGetBufferfv 2024-01-15 23:04:01 +01:00
smallmodel 032eb11cfb Implemented various methods 2024-01-12 00:04:36 +01:00
smallmodel 9ea7b77231 Added channel flags and loopsound flags 2024-01-12 00:04:20 +01:00
smallmodel 318dc18891 Added MAX_OPENAL_POSITION_CHANNELS 2024-01-10 23:03:03 +01:00
smallmodel 8d327cd0a0 Added more SFX flags and exports 2024-01-10 23:02:30 +01:00
smallmodel d3de937ee0 Added FS_CorrectCase 2024-01-10 19:45:53 +01:00
smallmodel 3be1673eb9 Added boolean sound DMA variables 2024-01-10 19:32:44 +01:00
smallmodel 13f23ace76 Added macros for more clarity 2024-01-09 23:30:29 +01:00
smallmodel 26c50f15dc Added s_volume and sfx exports + added load_sfx_info() declaration 2024-01-09 23:28:28 +01:00
smallmodel 46aa58d0cd Made qal.h C++ aware 2024-01-09 23:28:01 +01:00
smallmodel aac9dd40de Add USE_OPENAL=1 definition when USE_SOUND_NEW is defined 2024-01-09 23:27:51 +01:00
smallmodel 71dba1b7dc Added snd_info.cpp 2024-01-08 23:25:48 +01:00
smallmodel 8b85e4e075 Export number_of_sfx_infos and sfx_infos 2024-01-08 23:25:41 +01:00
smallmodel 028489d673 Implemented snd_mem_new.c 2024-01-08 23:15:12 +01:00
smallmodel 5c4c14a17d Added SFX flags 2024-01-08 23:15:09 +01:00
smallmodel 2e10a96d11 Crosshair must always be shown in 1.11 and below regardless of the property 2024-01-08 23:05:21 +01:00
smallmodel 09ad42ba47 Fixed players not being able to use while firing, below 2.0 2024-01-08 22:56:26 +01:00
smallmodel 88ccaee5cc Implemented C++ sound DMA 2024-01-08 20:07:26 +01:00
smallmodel e936a0b995 Added more declarations 2024-01-08 20:03:25 +01:00
smallmodel ff5b0b7607 Added snd_mem_new.c 2024-01-08 19:43:47 +01:00
smallmodel edd2fd5e63 Renamed aarch64 to arm64 2024-01-08 18:37:33 +01:00
smallmodel 08d97e0277 Added snd_miles source files 2024-01-07 23:50:02 +01:00
smallmodel 21d0675035 Using vec3_t instead of a pointer to float 2024-01-07 23:42:32 +01:00
smallmodel 1dfb81917c Added public driver functions 2024-01-07 23:38:57 +01:00
smallmodel af8c92f090 Added public OPENAL driver declarations 2024-01-07 23:36:32 +01:00
smallmodel 04e0242422 Added source files for OpenAL FAKK (unimplemented) 2024-01-07 20:10:53 +01:00
pryon 110ffc3a01 Implement UIField (#90)
* Implement UIField

* Formatting and naming fixes

- Ran clang-format on previously modified files
- Replaced ifdef guards with `#pragma once`
- Changed wording in comments above OPM-only changes for easier searchability
2024-01-04 23:51:16 +01:00
smallmodel 6b4a8bd627 Fixed jumpstart modheight not working on AA 2024-01-02 23:32:06 +01:00
smallmodel 0d851fdb68 Players now get correct weapons depending on the target game version 2024-01-02 18:38:21 +01:00
smallmodel 5064f2c16d Added g_target_game 2024-01-02 18:30:46 +01:00
smallmodel ac46d0eef0 Added sv_minplayers variable 2024-01-02 18:14:13 +01:00
smallmodel 70c71b69ee Added a feature to let each team have their own objective location 2024-01-02 00:52:25 +01:00
smallmodel 4487113c58 Fixed dlight image name 2024-01-01 23:52:38 +01:00
smallmodel 983f5b9ca4 Fixed UI sounds 2024-01-01 23:17:09 +01:00
smallmodel 13612d3de9 r_fastdlights is not a cheat-protected cvar 2024-01-01 22:52:08 +01:00
smallmodel 6317ca7183 Fixed the origin of cone emitters 2024-01-01 22:33:05 +01:00
smallmodel 2b96aac1c8 PointToSelectionPoint: the p parameter must be a constant 2024-01-01 21:57:49 +01:00
smallmodel a6b75aefa4 Implemented UIMultiLineEdit 2024-01-01 20:34:50 +01:00
smallmodel 7dc72b435e Formatted multiline edit source file 2024-01-01 15:57:44 +01:00
smallmodel 5a586f4700 Implemented UIHorizScroll 2024-01-01 15:45:40 +01:00
smallmodel ef50a5f2cd Prepared UIHorizScroll for implementation 2024-01-01 15:01:23 +01:00
smallmodel c2c3f6aa1b Implemented miniconsole 2024-01-01 14:53:16 +01:00
smallmodel 9c8ca98e68 Added anisotropic filtering 2024-01-01 14:25:02 +01:00
smallmodel 3a18c9f327 Fixed PrintJustified virtual parameter 2024-01-01 01:53:23 +01:00
smallmodel 9438f6497d Added partial implementations 2024-01-01 01:50:10 +01:00
smallmodel 5c3c3f8e70 Finished View3D implementation (implemented PrintSound, LocationPrint, DrawSubtitleOverlay, and CenterPrint) 2024-01-01 01:42:44 +01:00
smallmodel 3d3c99cd22 Formatted cl_uiview3d source files 2024-01-01 00:32:31 +01:00
smallmodel b3464e620e Updated features implementation 2023-12-31 23:43:30 +01:00
smallmodel 72a38b0b68 Implemented UIDialog 2023-12-31 23:43:22 +01:00
smallmodel 46e7f29820 Fixed dialog bad cancel command 2023-12-31 23:43:05 +01:00
smallmodel cb36015a38 Updated features implementation 2023-12-31 23:15:22 +01:00
smallmodel 66cb10a3bf Added a fix that reset the viewangles if it is NaN 2023-12-31 23:14:22 +01:00
smallmodel bfdd99a028 Added m_parent to get values from parent 2023-12-31 23:13:24 +01:00
smallmodel 63ef75222e Added isVirtual and getVirtualScale 2023-12-31 23:12:40 +01:00
smallmodel 072ba0a38f Fixed fullbright light not setting the colors correctly 2023-12-31 22:15:19 +01:00
smallmodel 576869bda0 Fixed UIFakkLabel::Draw() implementation 2023-12-31 22:02:59 +01:00
smallmodel 0d556b1b40 Implemented cl_invrender 2023-12-31 22:02:47 +01:00
smallmodel 0cd217b484 Fixed RB_Sphere_SetupGlobals() setting up sphere in leafs when there is no world loaded 2023-12-31 21:53:13 +01:00
smallmodel 907255837e Added INV_ALIGN_NONE 2023-12-31 15:35:00 +01:00
smallmodel ebf33349a3 Added EV_ClearInvItemReference declaration 2023-12-31 15:34:53 +01:00
smallmodel ea6920b711 Added CL_Key_ForceCommand 2023-12-31 15:34:45 +01:00
smallmodel 53a47d470a Implemented cl_inv 2023-12-31 14:19:57 +01:00
smallmodel 7fe7b6ce79 Formatted cl_inv* source files 2023-12-31 13:32:46 +01:00
smallmodel 0110704abd Fixed after a map change when setting sv_maxclients 2023-12-31 01:17:16 +01:00
smallmodel aca23fc62f Fixed call vote button not working 2023-12-31 01:01:38 +01:00
smallmodel c0a284927e Fixed vote item name being empty 2023-12-31 00:53:26 +01:00
smallmodel 2d911c37a4 Added vote commands for cgame 2023-12-31 00:39:43 +01:00
smallmodel 1e7af27227 Fixed DM map selection having the incorrect map path 2023-12-31 00:38:41 +01:00
smallmodel 06678a8b0a Added UI_MultiplayerMainMenuWidgetsUpdate from mohaas/mohaab 2023-12-31 00:38:22 +01:00
smallmodel e1706610c4 Fixed versions for mohaas server 2023-12-30 23:52:25 +01:00
smallmodel 7bb940d819 Implemented LAN game list 2023-12-30 23:03:56 +01:00
smallmodel b4e0120428 Using ioquake3 code for IPv6 support and network fixes 2023-12-30 23:03:49 +01:00
smallmodel db1013d926 Use clc.connectStartTime instead of clc.connectTime 2023-12-30 22:59:57 +01:00
smallmodel 759dacd345 Added com_gamename 2023-12-30 21:36:54 +01:00
smallmodel 903fd28953 set cls.bNewLocalServerInfo to tell when there are new local servers 2023-12-30 21:10:27 +01:00
smallmodel 6c520babf0 Make sure to register the material for each GetMaterial() call 2023-12-30 21:09:23 +01:00
smallmodel 9bb2fda6df Fixed events declaration 2023-12-30 19:50:15 +01:00
smallmodel d48b37ece1 Implemented UIGlobalGameList 2023-12-30 19:18:59 +01:00
smallmodel f4164e84e1 Made fields and methods protected instead of private 2023-12-30 19:18:54 +01:00
smallmodel 33aabadaf5 Implemented FAKK Load game class 2023-12-30 19:09:48 +01:00
smallmodel e815fda908 Fixed save's comment being set to the filename 2023-12-30 19:09:31 +01:00
smallmodel fe04adee1d Formatted source files 2023-12-30 17:36:01 +01:00
smallmodel 115647a8c0 Use ApplyPlayerModel/GetPlayerModel from mohaab 2.40 2023-12-30 17:23:30 +01:00
smallmodel ddd70eadf6 Exported PM_FilenameToDisplayname and PM_DisplaynameT 2023-12-30 17:23:11 +01:00
smallmodel 319e00214e Refactored DeactivateCurrentSmart 2023-12-30 17:11:25 +01:00
smallmodel 6bdcfc2b6f Fixed PassEventToWidget improperly passing events to widgets not matching the name 2023-12-30 17:11:12 +01:00
smallmodel ae0a2238da Set mouse position with player model 2023-12-30 16:55:06 +01:00
smallmodel a69f9fe88b Implemented UI player model picker 2023-12-30 16:54:57 +01:00
smallmodel 696b57f990 Formatted uWinMan source file 2023-12-30 16:54:46 +01:00
smallmodel 998c1b78c7 Added all picker models from mohaa 1.0 up to mohaab 2.40 2023-12-30 14:10:06 +01:00
smallmodel 8c207f094d Implemented PMPickerItem and added name parameter to FileSelected/FileChosen methods 2023-12-30 02:22:41 +01:00
smallmodel 09c9c0ef51 Added UI map rotation from BT 2.40 2023-12-30 01:59:03 +01:00
smallmodel 8cd571c96c Implemented all UIListBox methods and implemented Draw() from BT 2.40 2023-12-30 01:50:12 +01:00
smallmodel 979af2925d Fixed hide commands and show commands not executing properly 2023-12-30 01:09:11 +01:00
smallmodel f092eab842 Added InsertItem() and setCurrentItem() for UIListBox 2023-12-30 00:03:21 +01:00
smallmodel 3d4832ca85 Formatted uilistbox source files 2023-12-30 00:01:14 +01:00
smallmodel b120fc6f2f Fixed sorting being wrong 2023-12-29 23:03:08 +01:00
smallmodel c299ad92aa Improver UI_DMMapSelect_f for SH/BT 2023-12-29 22:06:49 +01:00
smallmodel 956cd59385 Implemented MP map picker 2023-12-29 22:06:36 +01:00
smallmodel acbd802790 Make COM_IsMapValid always return true from now 2023-12-29 21:59:23 +01:00
smallmodel c4bcecf5e0 Added COM_IsMapValid 2023-12-29 21:24:23 +01:00
smallmodel 09949251ac Implemented cl_uisoundpicker 2023-12-29 20:23:42 +01:00
smallmodel 43218f1685 Use a const str& reference 2023-12-29 20:19:28 +01:00
smallmodel eb7d01b3e7 Implemented cl_uimaprunner 2023-12-29 20:18:04 +01:00
smallmodel c58e6d58b4 Filter "_sml" maps for maplist 2023-12-29 20:05:36 +01:00
smallmodel 3a892e1a47 Implemented file picker class 2023-12-29 20:05:29 +01:00
smallmodel 5bb487e1fa Set default parameter for fontname 2023-12-29 20:04:57 +01:00
smallmodel 4ae091be4b Added a slash at the end of the scripts folder name 2023-12-29 19:56:34 +01:00
smallmodel 7654ab6be6 FS_ListFilteredFiles: Fixed subdirectory listing and added support for searching multiple extensions 2023-12-29 19:56:23 +01:00
smallmodel 193cc9dc10 Added FS_FileTime (unimplemented) 2023-12-29 18:59:06 +01:00
smallmodel a6d268e1a1 Added subdirectory and directory search support for FS_ListFilteredFiles 2023-12-29 18:27:41 +01:00
smallmodel 7822e94e61 Formatted picker source files 2023-12-29 14:38:55 +01:00
smallmodel eb663fdbc1 Fixed a crash due to subtitle when there is no player 2023-12-28 21:08:07 +01:00
smallmodel c738a40c05 Fixed links 2023-12-28 21:03:58 +01:00
smallmodel 2ca3443b7f Moved Playing with bots section to getting_started_running.md doc 2023-12-28 21:02:05 +01:00
smallmodel 06be4c03fa Use htmlpreview to open the g_allclasses.html file 2023-12-28 20:59:43 +01:00
smallmodel 32d77f4a7d Split README into multiple docs 2023-12-28 20:54:05 +01:00
smallmodel d217b1d561 Fixed some events having wrong parameters for documentation 2023-12-28 20:50:47 +01:00
smallmodel 0167f0a3a4 Using Added in OPM comments 2023-12-28 20:35:33 +01:00
smallmodel 4304ad0faa Fixed weapon attachment not correcting properly 2023-12-28 19:16:54 +01:00
smallmodel 3be17376e4 Fixed wrong landmine defuse direction 2023-12-28 18:55:43 +01:00
smallmodel 0b4fd4c17e Fixed isabandoned returning 1 if the player has a landmine 2023-12-28 18:53:32 +01:00
smallmodel 66c4499b2e Fixed ScriptThreadLabel::Execute with other/owner param 2023-12-28 18:30:15 +01:00
smallmodel cde13177a4 Don't set the ground entity in Entity::droptofloor 2023-12-28 18:22:10 +01:00
smallmodel 9fce2575ab Commented out the code that makes triggers only respond to killed/activate messages 2023-12-28 18:21:58 +01:00
smallmodel 8f8e92c8c3 Don't cound the number of shots if the owner is the world 2023-12-28 17:47:18 +01:00
smallmodel 8683d317fe Set origin2 and player's num shots fired when placing landmine 2023-12-28 17:45:53 +01:00
smallmodel 1178c619bc Fixed variables not being restored properly 2023-12-28 17:31:36 +01:00
smallmodel 2fa568eb01 CL_KeyEvent must not handle GUI mouse events, as it's the job of the UIWindowManager 2023-12-28 17:26:32 +01:00
smallmodel d62242d653 use PRINT_WARNING instead of PRINT_DEVELOPER when an image couldn't be found 2023-12-28 17:25:51 +01:00
smallmodel 991bf2f1f5 Fixed m_firstResponder being nulled out in UIWindowManager::getFirstResponder() 2023-12-28 17:21:56 +01:00
smallmodel 2f241343ff Don't accept the bind for null and pause keys 2023-12-28 17:21:32 +01:00
smallmodel 035de09c15 Formatted cl_keys.cpp source file 2023-12-28 17:21:02 +01:00
smallmodel d3a4407391 Make sure to not service a view event if the first responder is NULL 2023-12-28 13:04:29 +01:00
smallmodel 395c16ce24 Fixed bind label selection 2023-12-28 12:50:40 +01:00
smallmodel f7accc01ad Fixed bind selection and highlight 2023-12-28 12:47:27 +01:00
smallmodel 3733154e63 Fixed alternate binding not working properly 2023-12-28 01:29:46 +01:00
smallmodel 2ef95ddba9 Fixed improper binding and text location 2023-12-28 01:29:33 +01:00
smallmodel 043f8cba22 Implemented UIFakkBindList and UIFakkBindListLabel 2023-12-28 01:12:43 +01:00
smallmodel 09ab172630 Added UIBindButton events 2023-12-28 01:12:19 +01:00
smallmodel c23a182bec Added bindlistener events 2023-12-28 01:11:17 +01:00
smallmodel c321470382 Implemented CL_LoadBind 2023-12-27 22:53:49 +01:00
smallmodel 932bdd402c Implemented UIBindButton 2023-12-27 22:47:01 +01:00
smallmodel 3692671f49 Implemented bind_t and bindlistener 2023-12-27 20:19:58 +01:00
smallmodel 1cd4c35a79 Bumped version number 2023-12-27 18:54:57 +01:00
smallmodel c0f7a48649 Formatted ui source files 2023-12-27 18:54:20 +01:00
smallmodel c1258f160b Do not clear sv_fps cvar when restarting/switching map 2023-12-27 18:43:37 +01:00
smallmodel bdb9feb7c5 Updated README 2023-12-27 18:18:45 +01:00
smallmodel 830cbe7af2 Fixed issues with animation when sv_fps was above 20 2023-12-27 18:04:41 +01:00
smallmodel 4eb83c0766 Fixed weapon attachments not being detached 2023-12-27 16:29:00 +01:00
smallmodel 210f2fef77 Formatted source file 2023-12-27 16:28:28 +01:00
smallmodel d19a6160d2 Call SetWeaponAnim() instead of NewAnim() for weapon animation 2023-12-27 16:25:37 +01:00
smallmodel cd773cf73f Set last active weapon only if the weapon is not an inventory item 2023-12-27 16:13:12 +01:00
smallmodel f3b9a10f7a Detach weapons already attached to the attach tag only if the current weapon attach tag is valid 2023-12-27 15:54:55 +01:00
smallmodel 709283ff33 Fixed MAX_ACTIVE_WEAPONS check (out of bounds) 2023-12-27 15:49:33 +01:00
smallmodel fae261d7da UI game message fix 2023-12-27 15:43:28 +01:00
smallmodel 6b5e527b6b Fixed callvote line breaks 2023-12-27 15:38:17 +01:00
smallmodel b7005a310e Fixed callvote still executing kick with an invalid player 2023-12-27 15:14:08 +01:00
smallmodel edd25b9264 Readded support for supporting configstrings in multiple chunks 2023-12-27 15:13:42 +01:00
smallmodel 65a8b03ee4 Fixed infinite loop in SV_SendConfigstring when sending multiple chunks 2023-12-27 15:13:17 +01:00
smallmodel 0044ec0ac0 Increased MAX_CMD_LINE for testing purposes 2023-12-27 15:11:17 +01:00
smallmodel 73111d854d Fixed an infinite loop bug when selecting the previous/next weapon 2023-12-27 14:07:57 +01:00
smallmodel 065ab98175 Added a comment in CondMinChargeTime about the crash fix 2023-12-27 14:07:34 +01:00
smallmodel cbeaeba828 Use IsSubclassOfWeapon() and IsSubclassOfPlayer() 2023-12-27 14:06:22 +01:00
smallmodel 7af2a9444e Updated paragraph about bug reports 2023-12-26 18:40:54 +01:00
smallmodel f476f3690a Another README update 2023-12-26 12:22:37 +01:00
smallmodel fae02da4b1 Updated README 2023-12-26 12:14:38 +01:00
smallmodel b0e4e29ce3 Merge pull request #88 from pryon/misc-fixes
Misc fixes
2023-12-20 19:34:26 +01:00
pryon 11f7728b9d Move strdup'd string cleanup to uipopup_describe's dtor 2023-12-20 17:52:02 +01:00
pryon 7510b05d25 Properly free memory allocated by strdup calls 2023-12-18 19:56:26 +01:00
pryon e467f91262 Fix pulldown menu labels showing raw cvar values 2023-12-18 17:49:01 +01:00
pryon b03afb899d Add thirdparties dir and generated parser/lexer files to .gitignore 2023-12-18 17:46:52 +01:00
pryon ec71ff3c3c Implement UIPopupMenu (#87)
* Implement UIPopupMenu

* Use `std::fmax` for floats
2023-12-17 22:51:18 +01:00
smallmodel 02ce50ace2 Treat "not all control paths return a value" warning as an error 2023-12-07 18:32:10 +01:00
smallmodel 4a4a552a05 Fixed crash due to corrupted stack values 2023-12-07 18:04:57 +01:00
pryon 5b3615d262 Implement UIPulldownMenuContainer (#86)
* Implement UIPulldownMenuContainer

* Review suggestions:
 - remove unnecessary extern declarations
 - add comment about a possible memleak
2023-12-05 23:27:27 +01:00
pryon 2821488c93 Implement UIPulldownMenu (#85)
* Implement UIPulldownMenu

* Remove unnecessary value-type member initialization
2023-12-05 19:50:41 +01:00
smallmodel 9814887b10 Don't execute Git if the source directory is not a working Git repo 2023-11-29 19:04:24 +01:00
smallmodel 3f86381541 Only allow builds on branches (and not tags), as tags are built during the deployment 2023-11-29 18:18:30 +01:00
smallmodel 7736966dc1 Fixed the README 2023-11-29 18:17:14 +01:00
smallmodel 60faa9dd9b Updated the version number 2023-11-29 17:57:47 +01:00
smallmodel 75f8f86f86 Fixed compilation error on some compilers 2023-11-29 00:08:35 +01:00
smallmodel 0ee1307e75 Fixed missing m_Thread archive 2023-11-28 20:26:40 +01:00
smallmodel f0c38305b5 Fixed defaultEntry having a NULL value even if there are elements 2023-11-28 20:13:55 +01:00
smallmodel e07dda6991 Fixed defaultEntry not being initialized after archiving 2023-11-28 20:10:23 +01:00
smallmodel b10ce9a426 Added GetKey() / SetKey() in con_set's Entry, so ScriptVariable can override it and set the key appropriately 2023-11-28 19:50:19 +01:00
smallmodel 2ac2800ecb Only archive used variables on the local VM stack 2023-11-28 19:14:09 +01:00
smallmodel e59200a7de Fixed cSpline archiving bad values 2023-11-27 20:35:23 +01:00
smallmodel a7902a8837 Added FollowPathRelativeYaw and NormalAngles 2023-11-27 20:30:36 +01:00
smallmodel 615726cc75 Added FollowPathRelativeYaw 2023-11-27 20:22:37 +01:00
smallmodel 839abf6076 Added missing variables to archive 2023-11-27 20:20:00 +01:00
smallmodel c7c8d4580d Added missed archived variables and using a ScriptThreadLabel instead of an event for the killed handler 2023-11-27 20:07:57 +01:00
smallmodel 2cc47e10f9 Added missing iNextLandTime archived variable 2023-11-27 20:06:19 +01:00
smallmodel 8fc5dacebf Removed bBindChilds unused variable + added more variables to archive 2023-11-27 20:06:05 +01:00
smallmodel cb23f3bb70 Added missing weapon_class archived variable 2023-11-27 20:05:36 +01:00
smallmodel d7350d8629 Added Clear() method in ScriptThreadLabel 2023-11-27 20:05:21 +01:00
smallmodel ac6b5ef1f7 Fixed wrong area portal writing 2023-11-27 19:37:29 +01:00
smallmodel 7fdd26c59e Added m_fHealRate archived variable 2023-11-27 19:37:26 +01:00
smallmodel fad555308b Archive ScriptVM and ScriptThread appropriately 2023-11-27 19:30:40 +01:00
smallmodel 969255c48e Fixed areaPortals being broken after reading from archive 2023-11-26 20:44:21 +01:00
smallmodel 433305617c IsAlive: check if the given listener is an actual entity 2023-11-26 20:38:14 +01:00
smallmodel 5418d84c7e Fixed m_fpsTiki being uninitialized when archiving 2023-11-26 20:36:23 +01:00
smallmodel cca37e3dfe Added and using SAVEGAME_STRUCT_VERSION 2023-11-26 20:33:07 +01:00
smallmodel 0e9d83ee14 Added a check to debug the total of archived items 2023-11-26 20:31:58 +01:00
smallmodel ecbf7f6caa Fixed Archive method not calling parent class archive method 2023-11-26 20:00:12 +01:00
smallmodel 5a3638fa68 Better for loop clarity 2023-11-26 19:55:07 +01:00
smallmodel 111088b540 Formatted document 2023-11-26 19:54:07 +01:00
smallmodel ba1703ebf0 When loading an entity from archive, set the model only if the entity allows model to be archived 2023-11-26 19:49:51 +01:00
smallmodel 825df20a72 Fixed game being stuck on mission stats screen in single-player 2023-11-26 19:30:54 +01:00
smallmodel 0a42fd79d2 Clear radar on cgame shutdown 2023-11-26 19:30:28 +01:00
smallmodel e50a041c12 SimpleEntity subclass flags name now starts with ECF_ prefix 2023-11-16 23:17:06 +01:00
smallmodel ce0e9fe77e Added portable turret anim blends + fixed anim blends 2023-11-16 23:03:04 +01:00
smallmodel 5105dcce04 Updated version patch number 2023-11-15 23:17:37 +01:00
smallmodel 58b4a9a676 Added bullet alpha (from moh 2.0 and above) 2023-11-15 21:02:34 +01:00
smallmodel 1146c834fb Fixed bad bullet coords being sent 2023-11-15 21:02:23 +01:00
smallmodel 9068264132 Make sure to remove the view model and detach the player when the turret gun is being removed 2023-11-15 20:42:16 +01:00
smallmodel 59ac8ea437 Clear the partial immobile flag when initializing the player's physics 2023-11-15 20:41:41 +01:00
smallmodel afafacaeec Fixed bullet tracer issues with multiple bullets 2023-11-15 20:41:35 +01:00
smallmodel baf451d2a2 Cleaned up bg_public 2023-11-15 20:39:09 +01:00
smallmodel d588012168 Don't use ANIM_MASK 2023-11-15 19:45:58 +01:00
smallmodel a3ed25cb2e Use WEAPON_CLASS_ITEM1 instead of raw 256 constant value 2023-11-15 19:36:29 +01:00
smallmodel c399f45841 Weapon::SetItemSlot() fixed missing bitwise negate 2023-11-15 19:36:09 +01:00
smallmodel 6a6eeae4ee Updated README 2023-11-14 18:53:40 +01:00
smallmodel 65f36505d1 Updated README 2023-11-14 18:05:50 +01:00
smallmodel b852980842 Fixed bullet tracer speed 2023-11-14 17:55:08 +01:00
smallmodel d351ced78b Added comment for sv_pure 2023-11-14 17:54:53 +01:00
smallmodel 4cd45c63c4 Return fs_gamedir in FS_GetCurrentGameDir() 2023-11-14 17:39:12 +01:00
smallmodel de16a72aed Using droperror instead of print 2023-11-14 17:31:49 +01:00
smallmodel 4b29c63fc9 Added ioq3 features like bans 2023-11-14 17:30:17 +01:00
smallmodel 770e832592 Added Com_strCompare and player name completion 2023-11-14 17:17:36 +01:00
smallmodel 14f9acdb57 Fixed "spin" event name 2023-11-14 14:09:52 +01:00
smallmodel 573a6f5bd5 Updated README 2023-11-14 14:06:57 +01:00
smallmodel 8c64b7aa89 Clear charge start time on respawn 2023-11-14 14:06:39 +01:00
smallmodel 8d49f8935c Added mode parm for IS_WEAPONCLASS_READY_TO_FIRE
This fixes issues with animation being stuck on secondary grenade charge
2023-11-14 14:04:37 +01:00
smallmodel ff8ec63e95 Call IsRepeatType() instead of checking the animFlags 2023-11-14 14:03:23 +01:00
smallmodel 771ee1b5a9 Forward-declare Event and Listener to omit some warnings 2023-11-14 01:08:09 +01:00
smallmodel 096692fec8 Fixed usage of 2D vector array 2023-11-14 01:07:23 +01:00
smallmodel d29454b44d Use %zu instead of %d 2023-11-14 01:06:52 +01:00
smallmodel 30a1ccb2e2 Made stateString const char* 2023-11-14 01:04:22 +01:00
smallmodel ea1b411cc0 Forward-declare skelHeaderGame_s and skelAnimFrame_s to omit some warnings 2023-11-14 01:02:27 +01:00
smallmodel 7794ee8aea Mark Archive() method 'override' 2023-11-14 00:54:20 +01:00
smallmodel 99a9022b53 Fixed Italian player not switching to the Breda weapon after spawning 2023-11-14 00:50:35 +01:00
smallmodel 1255964e6b Added a fix that prevent players from equipping weapons from the other team 2023-11-14 00:49:32 +01:00
smallmodel 37de859bee Fixed field var breaking code position on exception 2023-11-14 00:16:09 +01:00
smallmodel 990aa5cdb2 Initialize m_iBadPlaceIndex to 0 2023-11-14 00:06:26 +01:00
smallmodel befcedcf58 Fixed OPCODE_STORE_FIELD_REF incorrectly not skipping field on exception
It would cause invalid opcode afterwards.
2023-11-14 00:06:23 +01:00
smallmodel eeb697570d Fixed collapse index still being processed with SKB files (would cause crashes) 2023-11-14 00:04:42 +01:00
smallmodel 6410567e9a Initialize obfuscation mapping (still unimplemented) 2023-11-13 23:44:04 +01:00
smallmodel bde7242cc7 Added more screenshots 2023-11-13 23:31:22 +01:00
smallmodel e8aad97975 Fixed alignment issue on ARM CPUs 2023-11-13 23:28:42 +01:00
smallmodel 0662359776 Implemented DamageEvent() / EventGetActivator()
For example, the script in the training map waittill damage on the crate's trigger for bullets, DamageEvent() will unregister the damage event
2023-11-13 22:20:16 +01:00
smallmodel 5568d160ab Fixed uninitialized shader variable in CG_DrawCrosshair() 2023-11-13 22:18:38 +01:00
smallmodel defa297a56 Fixed debug lines being always drawn 2023-11-13 20:39:03 +01:00
smallmodel 782c37c4fe Updated version number 2023-11-13 20:38:49 +01:00
smallmodel 6f03c88ad5 Formatted playerbot source file 2023-11-13 20:33:06 +01:00
smallmodel 3ec980c8ec Fixed bots being blocked 2023-11-13 20:31:50 +01:00
smallmodel c0a50eb2ff Fixed infinite spectator switch loop 2023-11-13 20:31:41 +01:00
smallmodel f73e4b6f22 Check if the turret is valid before detaching remote owner 2023-11-13 20:30:51 +01:00
smallmodel 096972827e Fixed half of archived entities being deleted during restart 2023-11-13 19:35:46 +01:00
smallmodel 08c040d4ea Reset smoke sprites during restart 2023-11-13 19:34:13 +01:00
smallmodel 6d8b6b5f29 Fixed objectives text 2023-11-13 19:25:52 +01:00
smallmodel 410f1c0ed8 Only include listener.h when compiling C++ 2023-11-13 18:36:20 +01:00
smallmodel cb73cfd57b Fixed "unknown game mode" error 2023-11-13 18:23:26 +01:00
smallmodel 8cb8a7f370 Fixed objectives being wrong 2023-11-13 18:23:15 +01:00
smallmodel 8c893acfff Don't spawn the initial player if the game isn't single-player 2023-11-13 18:23:01 +01:00
smallmodel e453d1fa17 Added "none" for teamwin argument 2023-11-13 18:22:35 +01:00
smallmodel a7301ed7b6 Fixed teamwin not working on TOW and Liberation 2023-11-13 18:21:08 +01:00
smallmodel 42ebfd5394 Added ScriptSimpleStrafingGunfire and ScriptAimedStrafingGunfire from moh 2.0 and above 2023-11-13 17:46:33 +01:00
smallmodel cdf2f84b14 Added ScriptModelRealDamage class 2023-11-13 16:33:11 +01:00
smallmodel 2592aeab8b Fixed improper bullet path on wood and metal 2023-11-13 01:21:08 +01:00
smallmodel 34d4225ea0 Trigger must have CONTENTS_CLAYPIDGEON content mask set if it has DAMAGE spawnflag set when setting the model 2023-11-13 01:20:19 +01:00
smallmodel 17dcb4b00e Entity's clipmask must be MASK_SOLID 2023-11-13 00:58:33 +01:00
smallmodel eb1d096539 Fixed vehicle turret gun indefinitely shaking 2023-11-13 00:35:55 +01:00
smallmodel 05c74655be Fixed SimpleActor::SetPath not setting path correctly 2023-11-13 00:35:32 +01:00
smallmodel 3e0e0ba3b1 Fixed FindCover() wrong algorithm 2023-11-13 00:35:11 +01:00
smallmodel f90b6cd18c Fixed State_Turret_Wait() not checking if enemy can shoot, and fixed last enemy visible time not being set 2023-11-13 00:34:26 +01:00
smallmodel f0ecfcb708 Updated README 2023-11-12 21:51:09 +01:00
pryon 177702d027 Implement UISlider (#79)
* Implement UISlider

* Use proper enum type for the left and right arrow key constants
2023-11-12 16:39:22 +00:00
pryon 64429232f8 Add missing virtual calls to UIList methods (#80)
* Add missing virtual calls to UIList methods

* Add missing virtual call in UICheckBox::Draw
2023-11-12 16:39:04 +00:00
smallmodel d6b7fecb69 Refactored navigation with moh 2.0 features 2023-11-09 23:44:53 +01:00
smallmodel 51a0ee56aa Refactored FindNearestSniperNode() 2023-11-09 21:55:28 +01:00
smallmodel 2ed369568c Fixed AllocPathNode() and FreePathNode() not working as intended 2023-11-09 21:10:43 +01:00
smallmodel e5b7e16d1a Added AI_CONCEALMENT_MASK and use AI_LOW_WALL_ARC 2023-11-09 21:10:20 +01:00
smallmodel 4a9f676d5d Tidied up FindPathX methods 2023-11-09 21:01:30 +01:00
smallmodel 0e0da3d767 Added MASK_CORNER_NODE 2023-11-09 21:01:03 +01:00
smallmodel 343ce4a6a7 Using vec3_t type for start/end/position 2023-11-09 19:58:46 +01:00
smallmodel df8b854cb7 Cleaned up GeneratePath methods 2023-11-09 19:52:53 +01:00
smallmodel 831dc770d8 Added droptofloor() 2023-11-09 19:37:25 +01:00
smallmodel 8a9285c64f Cleaned up navigate source files and added low-wall arc 2023-11-09 19:31:20 +01:00
smallmodel 7e4e06b09d Fixed FinishReloading not working properly 2023-11-08 22:24:07 +01:00
smallmodel 96748b3fbc Fixed vote's last text position 2023-11-07 23:06:11 +01:00
smallmodel f1325048e9 Fixed crosshair's endpos friend test 2023-11-07 23:05:54 +01:00
smallmodel deee21eb68 Fixed vote string alignment position 2023-11-07 23:02:07 +01:00
smallmodel 2f43e5c5ea Fixed crosshair friend icon on mohaa 1.11 2023-11-07 23:01:49 +01:00
smallmodel 4766067edb Fixed crosshair incorrectly hiding 2023-11-07 22:54:05 +01:00
smallmodel bc54f22639 Crosshair is now handled by the cgame module 2023-11-07 22:44:13 +01:00
smallmodel 20c8c87e79 Draw vote and crosshair 2023-11-07 22:43:13 +01:00
smallmodel 3a5dcd6a3c Increased MAX_BUFFERS 2023-11-07 22:34:04 +01:00
smallmodel a5ba02c2bb Added crosshair variables 2023-11-07 19:30:46 +01:00
smallmodel e1554efc08 Fixed paused icon location 2023-11-07 19:20:52 +01:00
smallmodel 9d652dd41b Unpause if the game module doesn't allow pausing 2023-11-07 19:20:40 +01:00
smallmodel 22eadf2c08 Removed code that prevent pausing in debug builds 2023-11-07 19:20:26 +01:00
smallmodel d3f1b62208 Added pause command 2023-11-07 19:20:07 +01:00
smallmodel affc28ab79 Removed win32/unix folders (unused) 2023-11-07 18:57:34 +01:00
smallmodel 41be7f44ab Added comment 2023-11-06 20:45:57 +01:00
smallmodel 646c1f0f16 Fixed lightorigin and attach offset being badly calculated 2023-11-06 19:58:36 +01:00
smallmodel 3cea097b48 Added EV_Turret_SetMaxUseAngle and EV_Turret_SetStartYaw to TurretGun's event responses 2023-11-06 19:41:34 +01:00
smallmodel 786d72575e Fixed buggy sky rendering 2023-11-06 19:32:49 +01:00
smallmodel 6d9a794aaf Fixed assertion failed when numskins equals MAX_TIKI_SHADER 2023-11-06 19:17:03 +01:00
smallmodel 9e69df1e94 Check for valid model and anim num in **TIKI_Anim_NameForNum()** 2023-11-06 19:09:06 +01:00
smallmodel 72d4bb0206 Added more checks to avoid crashes 2023-11-06 18:59:18 +01:00
smallmodel f68e06a949 Use MAX_TIKI_ALIASES instead of the constant number (4095) 2023-11-06 18:30:11 +01:00
smallmodel f4da539d95 Use vec3_t type for coordinates/angles 2023-11-06 18:11:12 +01:00
smallmodel 17af75a9bb Formatted TIKI source files 2023-11-06 18:08:53 +01:00
smallmodel dcbb39d640 Formatted skeletor source files 2023-11-06 17:58:58 +01:00
smallmodel d0ba1df4e0 G_BroadcastAIEvent: ignore non-actor and non-bots 2023-11-05 21:02:07 +01:00
smallmodel 2b92869683 Moved eAIEvent enum to entity.h 2023-11-05 21:00:41 +01:00
smallmodel 379a4b0ce4 Fixed AI not being able to open doors 2023-11-05 20:58:37 +01:00
smallmodel d4c7d4a7e1 Avoid broadcasting to AI if the entity has notarget set 2023-11-05 20:58:25 +01:00
smallmodel dcac24c9e2 Fixed EventStopAtEnd() incorrectly stopping the vehicle 2023-11-05 20:39:04 +01:00
smallmodel 753589d840 Made TriggerSave only trigger once 2023-11-05 20:37:37 +01:00
smallmodel 382903c9e1 Added cSpline() constructor (sets points to 0) 2023-11-05 20:09:39 +01:00
smallmodel f29fec0b31 Formatted spline source file 2023-11-05 19:09:29 +01:00
smallmodel f9dc37d60a Fixed HudPrint using argument 0 instead of 1 for the message 2023-11-04 19:02:24 +01:00
smallmodel c5e48c67bb Return "unarmed" for item prefix/name that cannot be found 2023-11-04 19:02:08 +01:00
smallmodel cc62ebcffc Don't display an error for viewmodelanim fps tiki 2023-11-04 19:01:48 +01:00
smallmodel 0f36504959 Implemented vote options for cgame module 2023-11-04 18:43:10 +01:00
smallmodel 1fb8e25209 Use PRId64 and PRIu64 format specifier for sprintf in str with 64-bit int constructor 2023-11-04 00:41:06 +01:00
smallmodel 260876b1a2 Always print messages to console regardless of whether or not it's a game message / death message 2023-11-04 00:23:49 +01:00
smallmodel e4fc074f09 Formatted cl_ui source files 2023-11-04 00:22:35 +01:00
smallmodel 7899e5161e Add a newline at the end of dmmessage errors 2023-11-04 00:20:27 +01:00
smallmodel 95603b1142 Convert chat prefix for localization 2023-11-04 00:08:53 +01:00
smallmodel bf8e0eb812 Other player was not receiving the private message 2023-11-04 00:05:18 +01:00
smallmodel 0c04ffc1e8 Added and implemented InfoLandmark 2023-11-03 22:10:14 +01:00
smallmodel bd86acf118 EV_REMOVE should be -9.0 2023-11-03 22:07:43 +01:00
smallmodel 6caa16444e Return an str for battle language instead of const char* 2023-11-03 22:00:49 +01:00
smallmodel 94d4cbeb82 Enhanced Player's dmmessage implementation (say + voice) 2023-11-03 21:56:31 +01:00
smallmodel b31f4bc00c Added and implemented CG_xxxVote functions 2023-11-03 21:28:46 +01:00
smallmodel cf0808e119 Added client vote options code (partially implemented) 2023-11-03 21:09:18 +01:00
smallmodel 92333909fd Fixed commands being executed twice 2023-11-03 20:40:45 +01:00
smallmodel 9c68af92be Added more console commands to initialize 2023-11-02 20:23:45 +01:00
smallmodel bc5d7f5e93 Added "reloadmap" console command from moh 2.0 and above 2023-11-02 20:20:58 +01:00
smallmodel f2ba9a88be Reimplemented G_ScriptCmd() 2023-11-02 20:15:08 +01:00
smallmodel 81b711364e Use Event::Exists() instead of getting it, to see if an event exists 2023-11-02 20:14:34 +01:00
smallmodel 554e0c7fac Formatted gamecmds source files 2023-11-02 20:07:29 +01:00
smallmodel bd2c1c387b Added Event::Exists() to check if a given command name exists 2023-11-02 20:05:59 +01:00
smallmodel f19edac9ca Fixed audio spatialization
The yaw was inverted specifically for the Miles Sound System. But as the engine was never using Miles, the yaw mustn't be inverted
2023-11-02 19:57:46 +01:00
smallmodel 1698f6d1bf The return value of an event must be the first value 2023-11-02 19:53:26 +01:00
smallmodel 2c3180813a Fixed improper path lookahead 2023-11-02 19:33:10 +01:00
smallmodel a262fe5d9d Removed pAnimThread assert as it can be NULL 2023-11-02 19:11:44 +01:00
smallmodel a69249ee22 Fixed an issue where PathAvoidsSquadMates() would set bad coordinates for path 2023-11-02 19:11:29 +01:00
smallmodel 393c2a81d1 Check for indice bounds 2023-11-01 23:06:14 +01:00
smallmodel 3a6be342ce Added new ScriptModel functions from mohaas 2.0 and above 2023-11-01 22:35:07 +01:00
smallmodel 6616bfe53e Formatted document 2023-11-01 22:21:09 +01:00
smallmodel bafe60f48f Move must fail if the Actor wants to become a runner but the idle think state is neither Runner nor Patrol 2023-11-01 20:16:44 +01:00
smallmodel e306c415f0 Only move the client if there is no turret or if the turret doesn't allow user's aim 2023-11-01 20:15:44 +01:00
smallmodel 56a8c8d48d Set parm.owner, prevent to trigger non-use trigger with EV_USE, set projectile owner 2023-11-01 20:10:57 +01:00
smallmodel 421f1d39a4 SV_HitEntity must return true if something was hit 2023-11-01 20:09:46 +01:00
smallmodel 7c655944a5 Convert fields name to lower 2023-11-01 19:16:01 +01:00
smallmodel 0a27f37dc0 Set the last entity network time
This fixes Actor sometimes stuck on idle state
2023-11-01 18:03:29 +01:00
smallmodel 4695932ea1 Added StoppedNotify()
This fixes scripts waiting for another executing script which fixes Actor being stuck on some animations
2023-11-01 17:31:46 +01:00
smallmodel 7fe7a12167 In CreateThreadInternal and CreateScriptInternal, use GetScriptClass() directly from ScriptThread 2023-11-01 16:53:31 +01:00
smallmodel f9487b0ba3 Ignore CR in source line 2023-11-01 16:53:09 +01:00
smallmodel 7c5c34741c Added more script trace and initialize state to STATE_EXECUTION in ScriptVM constructor 2023-11-01 16:52:30 +01:00
smallmodel d09459f4bf Made Unpause() more explicit 2023-10-31 23:24:11 +01:00
smallmodel c0c6598151 Actor::WeaponSound() was not properly working 2023-10-31 23:23:29 +01:00
smallmodel f52fcc6f0e Process the parent of each entity correctly 2023-10-31 23:22:43 +01:00
smallmodel 2e9ef64bd2 g_timescripts misspell 2023-10-31 23:21:55 +01:00
smallmodel ff3ee39830 Fixed field name not showing in the exception message 2023-10-31 20:39:28 +01:00
smallmodel abd757f3bc Actor health must be above to 0 for NPC to count 2023-10-30 23:01:43 +01:00
smallmodel c741591a36 Syntax clarity 2023-10-30 23:00:21 +01:00
smallmodel 78c481d725 Added g_shownpc support 2023-10-30 23:00:07 +01:00
smallmodel b2ece37819 Added G_ClientDrawTags() 2023-10-30 22:59:39 +01:00
smallmodel a557b29ecf Removed useless SetDirty() call in ScriptMaster::SetTime() 2023-10-30 22:59:25 +01:00
smallmodel 1184843318 Set dirty timer in SetTime() 2023-10-30 22:59:04 +01:00
smallmodel dd1f8bd92a Compare with STATE_RUNNING instead 2023-10-30 22:46:59 +01:00
smallmodel 220c82954c Don't execute script thread now if paused 2023-10-30 22:46:50 +01:00
smallmodel 8879bacb1d Fixed Think_Curious() and LookAtCuriosity() small mistakes 2023-10-30 22:04:09 +01:00
smallmodel 5824022745 Added ScriptRemove 2023-10-30 22:03:37 +01:00
smallmodel 3ecb5bd06a Fixed WaitExecuteThreadInternal() waiting on the group instead of the thread 2023-10-30 21:59:47 +01:00
smallmodel 7de31a776b Added a check to avoid freeing a model that is used more than once 2023-10-29 20:40:37 +01:00
smallmodel 503320d13f Added modelOnly parameter to CG_ProcessConfigString + added votes 2023-10-29 20:40:07 +01:00
smallmodel bd263c5d22 Added condition to check for null model/animation and for out of bound animnum in TIKI_Frame_Commands() 2023-10-29 20:21:58 +01:00
smallmodel b0201aef5d Set number of arguments when constructing a new Event 2023-10-29 20:20:56 +01:00
smallmodel 31014808c8 Added and using AI_COVER_MASK 2023-10-29 20:20:19 +01:00
smallmodel 0906124867 Use CurrentThink() to get the current think 2023-10-28 00:01:57 +02:00
smallmodel 43bb5ce653 Fixed BroadcastEvent not returning true with 1 processed listener + Fixed UnregisterTarget not removing the name 2023-10-27 21:03:07 +02:00
smallmodel 7e66483b1a Added g_timescripts var 2023-10-27 21:02:25 +02:00
smallmodel f96b606a1a Fixed ScriptThread timing 2023-10-27 21:02:18 +02:00
smallmodel 30d26c3e44 Fixed register/unregistration 2023-10-27 20:42:01 +02:00
smallmodel 57e450a745 Thread state fix 2023-10-27 20:41:47 +02:00
smallmodel 24297bf396 Added timescript in ScriptMaster::ExecuteRunning() 2023-10-27 20:02:21 +02:00
smallmodel 481cd760a9 Added ScriptTrace/GetSourcePos 2023-10-27 20:00:48 +02:00
smallmodel 6d6043775e Use const unsigned char* for sourcepos 2023-10-27 19:59:29 +02:00
smallmodel bb97ec8933 Added GetSourceAt() with code pos 2023-10-27 19:59:15 +02:00
smallmodel dc028b87e4 Added const unsigned char* hashcode 2023-10-27 19:58:38 +02:00
smallmodel 0d1b7a9c8a Added int64 support 2023-10-27 19:58:29 +02:00
smallmodel a6e602af1d Renamed variables in ScriptClass::RemoveThread for more clarification 2023-10-26 20:18:50 +02:00
smallmodel 04a6012e5d Renamed thread parameters 2023-10-26 20:17:53 +02:00
smallmodel 0f7691c722 Reordered NotifyDelete switch statement for more clarity 2023-10-26 20:17:42 +02:00
smallmodel f01a0a17c1 Added script traces 2023-10-26 20:13:07 +02:00
smallmodel b291ab92b6 Fixed script class being always created even when a thread was started in the same group 2023-10-26 20:08:09 +02:00
smallmodel fb4bf4fcaa Fixed wrong value() for GetGameScript in CreateScriptInternal() 2023-10-26 20:07:49 +02:00
smallmodel 98816156d7 Delete created scriptclass / thread when there is an exception, in ScriptThreadLabel::Create() 2023-10-26 19:58:26 +02:00
smallmodel 92bfb4c426 Fixed clarity of conditions in Animate::UseSyncTime() 2023-10-26 19:57:39 +02:00
smallmodel cac883c4a0 Drop error to main menu if an hard script exception was encountered while executing running scripts 2023-10-24 23:18:44 +02:00
smallmodel 5a4fb90c96 Fixed THINKSTATE_ATTACK animation inside ChangeAnim() + weight should be 2.0 for ChangeMotionAnim() 2023-10-24 23:16:45 +02:00
smallmodel c4f9eb65ae Use SetWeight() and SetOnceType() instead of setting the frameinfo directly 2023-10-24 22:55:46 +02:00
smallmodel 9f5557b33c Initialize bHasThrowTarget 2023-10-24 22:55:22 +02:00
smallmodel 4d876fdf5d Fixed wrong state being ended in EndState() 2023-10-24 21:35:49 +02:00
smallmodel 978666c946 AssertValidSquad() in DisbandSquadMate() 2023-10-24 21:35:16 +02:00
smallmodel 9b9fa696e8 Added Waypoint and TempWaypoint constructor to set the SimpleEntity subclass type 2023-10-24 20:37:41 +02:00
smallmodel 088b22073c Formatted document 2023-10-24 20:36:53 +02:00
smallmodel 4f9831faa4 Formatted document 2023-10-24 20:27:18 +02:00
smallmodel 3373caa939 DebugNearestStartNode() should return a node only if node_count is higher than 0 2023-10-24 19:37:48 +02:00
smallmodel dc1be17b2a Added badPlaceTeam 2023-10-24 19:35:42 +02:00
smallmodel 64a3b04181 Fixed CM_SightTraceThroughBrush() implementation 2023-10-24 19:29:38 +02:00
smallmodel 57e1920b9c G_SightTrace: only return true if the result is true 2023-10-24 19:29:20 +02:00
smallmodel ddb6236eb9 simplified delta subtraction 2023-10-23 22:55:35 +02:00
smallmodel 4e4af590e5 Added m_pAnimThread assertion check 2023-10-23 22:55:09 +02:00
smallmodel a249f6b29b Fixed parm.previousthread not being actually set to the previous executing thread 2023-10-23 19:31:01 +02:00
smallmodel 7787729b24 Fixed standidentify scr file 2023-10-23 19:26:57 +02:00
smallmodel 45c8c704af Fixed ai_debugpath having an infinite line 2023-10-23 18:58:16 +02:00
smallmodel 31fde1ad94 Unreachable node fix 2023-10-23 18:57:56 +02:00
smallmodel bfb0fbd656 Fixed vision_distance being used even if it's 0 2023-10-23 18:57:44 +02:00
smallmodel 8afb7457c2 Fixed FindPotentialCover never setting found nodes 2023-10-23 17:28:52 +02:00
smallmodel 0ae1c8f771 Fixed origin_ratio uninitialized 2023-10-23 17:28:36 +02:00
smallmodel 6ff046ae29 When spawning pathnodes, use archived instance of pathnodes 2023-10-23 17:17:56 +02:00
smallmodel 6f9f845bb2 Set m_LoadIndex to 0 when loading archived nodes 2023-10-23 17:16:54 +02:00
smallmodel 00033c3a70 SPAWNFLAG_DETAIL must be 0x1000 2023-10-23 15:56:27 +02:00
smallmodel acf71610df Don't inhibit pathnodes 2023-10-23 15:56:14 +02:00
smallmodel 86e9ae343a Don't move to patorl current node with m_bPatrolWaitTrigger 2023-10-23 15:55:58 +02:00
smallmodel 9bbd546d4c Replaced glbs with g_local 2023-10-23 15:54:48 +02:00
smallmodel 31f2573b28 Fixed animations not playing correctly 2023-10-23 14:46:44 +02:00
smallmodel 4d7fcb77c2 Use ANIM_WEIGHT_MOTION enum 2023-10-23 14:46:17 +02:00
smallmodel da02a8c73a Fixed frame delta being wrong 2023-10-23 14:46:01 +02:00
smallmodel dd0b4505a6 Fixed bad pathing 2023-10-23 12:39:09 +02:00
smallmodel eaff26216a Added MASK_ACTORPATH 2023-10-23 12:23:47 +02:00
smallmodel e850dd1963 Make sure to prevent to transition to curious if curious isn't enabled (moh 2.30 feature) 2023-10-23 11:59:06 +02:00
smallmodel cf61ae0332 Fixed crash when driver's client is null 2023-10-22 21:16:07 +02:00
smallmodel 5cffe3fb05 Fixed infinite loop with ai_debugpath 2023-10-22 21:15:58 +02:00
smallmodel b996918d3b Formatted navigate source files 2023-10-22 21:06:43 +02:00
smallmodel 4a9f9a45c2 Fixed infinite loop in SimpleActor::ShortenPathToAvoidSquadMates() 2023-10-22 21:03:39 +02:00
smallmodel 3a75772005 Fixed g_mmove algorithm 2023-10-22 21:03:25 +02:00
smallmodel c196e31c6c Formatted g_mmove.cpp 2023-10-22 20:25:54 +02:00
smallmodel 60ceff5ae0 Initialize is_paused member variable 2023-10-22 20:16:46 +02:00
smallmodel 34a4a0c892 HandleKilled() didn't handle the last param 2023-10-22 20:16:36 +02:00
smallmodel 2a3c42d47b Fixed MINS/MAXS bounding box (especially for Actor) 2023-10-22 20:16:22 +02:00
smallmodel 0b1f796e0a Fixed format string 2023-10-22 20:16:10 +02:00
smallmodel 766d4d23bf Incremented MAX_LOOPBACK otherwise the client would drop the gamestate while loading 2023-10-22 19:47:43 +02:00
smallmodel 6860a1e992 Crash fix 2023-10-22 19:45:48 +02:00
smallmodel 70c628d759 Finalized actor_turret 2023-10-22 17:30:37 +02:00
smallmodel 6eff8bc273 Finalized actor_weaponless 2023-10-22 16:34:15 +02:00
smallmodel 0b1e8cdbf3 Finalized actor_runner 2023-10-22 16:28:06 +02:00
smallmodel 6f58b34f87 Finalized actor_patrol 2023-10-22 16:26:28 +02:00
smallmodel adf081ba3c Finalized actor_pain 2023-10-22 16:23:33 +02:00
smallmodel 6d4a9fde3f Finalized actor_noclip 2023-10-22 16:20:29 +02:00
smallmodel 5a5cc4ea17 Finalized actor_machinegunner 2023-10-22 16:14:52 +02:00
smallmodel 69df583508 Finalized actor_killed 2023-10-22 15:45:08 +02:00
smallmodel 18506d9932 Finalized actor_idle 2023-10-22 15:42:36 +02:00
smallmodel f076e7609e Finalized actor_grenade 2023-10-22 15:41:19 +02:00
smallmodel 0b0d053044 Implemented Projectile::SetMartyr 2023-10-22 15:41:13 +02:00
smallmodel ce7dfdd986 Fixed/finalized actor_dog 2023-10-22 15:03:12 +02:00
smallmodel 50e589f27c Finalized actor_disguise 2023-10-22 14:56:41 +02:00
smallmodel e904dafa38 Finalized actor_curious 2023-10-22 14:29:02 +02:00
smallmodel 6a210fa212 Finalized actor_cover source file 2023-10-21 17:18:49 +02:00
smallmodel ae33155ed3 Added cover states 2023-10-21 17:18:03 +02:00
smallmodel d3d44001ef Fixed CanSee implementation 2023-10-21 16:50:26 +02:00
smallmodel c2aec1ff57 Use named enums for actor states 2023-10-20 23:28:01 +02:00
smallmodel d5f08fe950 Added more states for turret 2023-10-20 23:25:39 +02:00
smallmodel bdf4df9fd0 Finished actor_curious 2023-10-20 23:03:27 +02:00
smallmodel 7481b0939e Finished actor_balcony 2023-10-20 23:03:17 +02:00
smallmodel 346e59f18a Finished actor_animcurious 2023-10-20 23:03:10 +02:00
smallmodel 4725aad3e9 Added more states 2023-10-20 23:02:53 +02:00
smallmodel 59fd1bfdb2 Fixed anim API 2023-10-19 23:15:57 +02:00
smallmodel 7546d91580 Fixed anim state 2023-10-19 23:15:45 +02:00
smallmodel c81df27470 Fixed alarm state 2023-10-19 23:15:36 +02:00
smallmodel bd6232d913 Added more actor state enums 2023-10-19 23:15:23 +02:00
smallmodel 7f6b73e60f Set client's server id acknowledge 2023-10-19 20:20:40 +02:00
smallmodel e3562f9e56 Added serverIdAcknowledge 2023-10-19 20:20:07 +02:00
smallmodel 40141c55de Fixed infinite loop in ShortenPathToAvoidSquadMates 2023-10-19 20:19:52 +02:00
smallmodel a6f6cbd9b5 Fixed a crash in FindCornerNodeForExactPath 2023-10-19 20:19:43 +02:00
smallmodel e9ffb4b9b5 Removed print code that causes crash 2023-10-19 20:19:33 +02:00
smallmodel 1f0418a9cd Fixed TIKI_LoadSetupCaseHeader() not using case value properly 2023-10-19 19:47:06 +02:00
smallmodel e76837b42c Fixed TIKI_GetHeadSkin() wrongly using headmodels 2023-10-19 19:46:12 +02:00
smallmodel 87be7068c9 Added MAX_SKELMODELS 2023-10-19 19:45:56 +02:00
smallmodel 49cb5af265 Shortened GetRandomHeadModel() and GetRandomHeadSkin() 2023-10-19 19:36:32 +02:00
smallmodel f0fe93429f Fixed headmodels/headskins never working 2023-10-19 19:36:07 +02:00
smallmodel c2461f1219 tiki nullity check 2023-10-19 19:35:48 +02:00
smallmodel f82b6b75ff Fixed DetectSmokeGrenades and LookAt crash 2023-10-18 20:00:32 +02:00
smallmodel 3486b590eb Fixed division by zero error when getting a random smoke sprite 2023-10-18 19:57:31 +02:00
smallmodel 5730af672c Fixed event return type 2023-10-18 19:53:04 +02:00
smallmodel 4daff05142 Fixed some methods not working as intended 2023-10-18 19:45:31 +02:00
smallmodel e930768c67 Implemented OpenActorStats and WriteActorStats 2023-10-18 19:34:35 +02:00
smallmodel 6f03e388bf Finished actor source file implementation from moh 2.0 and above 2023-10-18 19:23:55 +02:00
smallmodel 9b340e03c5 Added MASK_LOOK trace mask 2023-10-18 19:20:53 +02:00
smallmodel d5b61fe5cc Pathing fixes, leash fixes 2023-10-17 23:38:33 +02:00
smallmodel 5b46e48a17 Fixed grenade code (path, give), path leash, gun target 2023-10-17 20:38:58 +02:00
smallmodel 585221f7cc Added more eActorState_Turret values 2023-10-17 20:38:03 +02:00
smallmodel 77eb7a5259 Added position and forward parameters to Sentient::GunTarget() 2023-10-17 19:45:22 +02:00
smallmodel 77bfc4b599 Added bDesperate parameter to DecideToThrowGrenade 2023-10-17 19:44:48 +02:00
smallmodel 95bbfba1b8 Added MASK_GRENADEPATH 2023-10-17 18:03:29 +02:00
smallmodel 844a50dfd8 Added more comments in DoUse 2023-10-17 17:51:29 +02:00
smallmodel cd2fea5262 Implemented some but not all features from mohaas and mohaab + lighter implementations + fixed implementations 2023-10-16 23:42:30 +02:00
smallmodel 79d8b4bb0b Fixed wrong value for THINKSTATE_BADPLACE 2023-10-16 23:32:59 +02:00
smallmodel 531825545d Added MASK_AI_CANSEE 2023-10-16 23:32:46 +02:00
smallmodel daab5b9238 Fixed compile error 2023-10-16 00:31:50 +02:00
smallmodel ce59e5e6a7 Fixed mismatched anim methods up to Actor::EventSetSayAnim 2023-10-16 00:29:41 +02:00
smallmodel ea0c4b5060 Implemented actor_runandshoot 2023-10-15 21:53:40 +02:00
smallmodel 9b9908b660 Formatted actor_badplace source file 2023-10-15 20:53:20 +02:00
smallmodel 101894be37 Renamed THINKLEVEL_NORMAL to THINKLEVEL_IDLE 2023-10-15 20:52:06 +02:00
smallmodel 3e314251f2 Implemented actor_badplace 2023-10-15 20:51:11 +02:00
smallmodel 1995c75006 Added eActorState with reserved enums for m_State values 2023-10-15 20:44:44 +02:00
pryon ff85986c44 Fully implement UIList (#78) 2023-10-15 20:23:58 +02:00
smallmodel 9131297d43 Implemented Actor::Archive from mohaas/mohaab 2023-10-15 20:06:37 +02:00
smallmodel 301f3091d1 Fixed whole SimpleActor implementation 2023-10-15 19:52:19 +02:00
smallmodel b59bd449d4 Removed useless Clear() in GetScriptValue() 2023-10-15 19:52:02 +02:00
smallmodel 5e510ef0e2 Fixed ActorPath algorithm 2023-10-15 17:52:00 +02:00
smallmodel c7c3fcd0e0 Use a const float* for PathDelta() 2023-10-15 17:50:28 +02:00
smallmodel a5532ad67b Fixed Actor Enemy system 2023-10-15 17:11:20 +02:00
smallmodel 290cd5501c Obfuscation should be 0 by default 2023-10-15 16:12:01 +02:00
smallmodel 8d1b1410cd Fixed EventSetAimTarget, MoveXX methods and implemented DetectSmokeGrenades 2023-10-15 15:08:01 +02:00
smallmodel df9aead324 In EventSetMood, check for Bored/Nervous/Curious/Alert 2023-10-15 14:03:44 +02:00
smallmodel 851fd240d3 Fixed StartAnimation() constant value 2023-10-15 14:01:48 +02:00
smallmodel 2da03c89d1 Fixed MovePath/MovePathGoal 2023-10-15 14:01:13 +02:00
smallmodel 89cd12d2c1 Fixed CurrentPathDir and CurrentPathGoal return value 2023-10-15 13:43:49 +02:00
smallmodel e21d2a0adb Fixed compile errors 2023-10-14 21:53:17 +02:00
smallmodel 2fad64b08a Reimplemented some methods, added some flags and moved methods to the correct source file 2023-10-14 21:21:45 +02:00
smallmodel 97fd147fbe Fixed SetDesiredYawDir/SetDesiredYawDest 2023-10-14 21:20:59 +02:00
smallmodel 0f01f6af11 Reimplemented actor CanSee/CanShoot/EnemyInFOV 2023-10-14 20:33:50 +02:00
smallmodel a9892c88be Fixed WithinDistance/DistanceTo const and implemented AreasConnected 2023-10-14 20:26:38 +02:00
smallmodel f1d76a042d Added WithinFarplaneDistance 2023-10-14 20:23:35 +02:00
smallmodel 77d4e5d051 Fixed MASK_CANSEE value 2023-10-14 20:23:24 +02:00
smallmodel 7041acfd51 Added visual obfuscation feature (not implemented yet) 2023-10-14 19:56:06 +02:00
smallmodel b27bfbe189 Formatted g_public source file 2023-10-14 19:12:57 +02:00
smallmodel 1c10e7a63d Fixed G_ObfuscationForSmokeSprites parameters 2023-10-14 19:11:48 +02:00
smallmodel 0a7c324d48 setOriginEvent: clear 4th origin history and update bad places. + handle ANIM_MODE_ATTACHED when moving 2023-10-14 18:59:35 +02:00
smallmodel c81d247fbb Reimplemented Actor::UpdateBoneControllers 2023-10-14 18:40:53 +02:00
smallmodel 82294b7b2e Correctly implemented GetMoveInfo 2023-10-14 15:02:07 +02:00
smallmodel d80f55d5bf Added MASK_MOVEINFO 2023-10-14 14:33:55 +02:00
smallmodel 7930cda277 Added and use eAnimMode enum 2023-10-14 14:18:56 +02:00
smallmodel 7870db7202 Made m_groundPlaneNormal a vec3_t 2023-10-14 14:08:52 +02:00
smallmodel 407538fd85 Moved MINS/MAXS to bg_pmove 2023-10-14 13:31:19 +02:00
smallmodel 1a293420c0 Fixed voicetype event 2023-10-14 13:30:35 +02:00
smallmodel 1e94cdd8ca Added AI_EVENT_BADPLACE 2023-10-14 01:16:50 +02:00
smallmodel 7a2311d6e6 Added BadPlace and RunAndShoot state initialization 2023-10-14 01:06:47 +02:00
smallmodel e686937ae9 Added actor_runandshoot source file 2023-10-14 00:54:52 +02:00
smallmodel 8dca8988fe InitRunAndShoot spelling 2023-10-14 00:54:47 +02:00
smallmodel c890ac5944 Added actor_badplace source file 2023-10-14 00:45:51 +02:00
smallmodel 56e52fda80 Implemented Actor::Landed 2023-10-14 00:44:59 +02:00
smallmodel e7786b3192 Added DBCS methods for UIFont 2023-10-13 23:22:13 +02:00
smallmodel 4cc3a84e98 Make the driver non-solid instead of the tank if it's a player 2023-10-13 21:31:47 +02:00
smallmodel 6e0b048ae7 End remote control for all linked turrets (this removes the user camera) 2023-10-13 21:16:56 +02:00
smallmodel 115786798d Remove the user camera when ending the remote control 2023-10-13 21:16:37 +02:00
smallmodel 376db9e9e6 Fixed turret's user camera not being removed when the turret is removed 2023-10-13 21:15:40 +02:00
smallmodel 8abdb80e85 Fixed crashes when spectating, and fixed spectate not working properly under some conditions 2023-10-13 21:15:02 +02:00
smallmodel 656f212608 Fixed tank's driver not being able to remote control the turret under some circumstances 2023-10-13 21:09:47 +02:00
smallmodel 60e07cc4ff Fixed wrong const string values 2023-10-13 19:57:21 +02:00
smallmodel e132c0a015 Player camera view fix
- Add PMF_DAMAGE_ANGLES when camera show quakes
- Fixed spectating angles
- Fixed a crash that can occur if current_torso is NULL
2023-10-13 19:52:12 +02:00
smallmodel 8e63526f2a Camera must calculate m_bShowquakes manually, only if protocol is below version 15 2023-10-13 19:33:32 +02:00
smallmodel a5b7c774c1 Added more clarity for PMF_DAMAGE_ANGLES 2023-10-13 19:33:03 +02:00
smallmodel 130a5bb8c4 Fixed indentation 2023-10-13 19:14:42 +02:00
smallmodel 3802dd9984 Added Camera::ShowQuakes() 2023-10-13 19:14:37 +02:00
smallmodel 7d37397222 Formatted camera source files 2023-10-13 19:11:51 +02:00
smallmodel 932454d7b2 Removed MASK_DAMAGEMODEL, using MASK_SOLID instead 2023-10-13 19:11:14 +02:00
smallmodel 5d2e6c46aa Use MASK_SOLID instead of MASK_DAMAGEMODEL 2023-10-13 19:07:44 +02:00
smallmodel 38089195be Set default fov to 80 and initialize fov fadetime, follow fade time and showquakes fields 2023-10-13 19:07:23 +02:00
smallmodel 85a6c1d145 Implemented Get/SetNationality, IsOnFloor, EventAnimScript_Attached, VirtualEyePosition and FriendlyInLineOfFire 2023-10-12 23:20:57 +02:00
smallmodel 85d034b7fb Added eActorNationality enum from mohaab 2023-10-12 23:16:18 +02:00
smallmodel 82b5468fb4 Implemented Actor destructor 2023-10-12 21:31:22 +02:00
smallmodel 89759c44af Moved some methods to inline + added EV_NoAnimLerp 2023-10-12 21:30:53 +02:00
smallmodel 6f66a1d1c3 Moved Container::Archive to archive.h source file to avoid compilation errors 2023-10-12 20:45:49 +02:00
smallmodel d4bac185f6 Added next enemy time field from moh 2.0 and above 2023-10-12 20:36:08 +02:00
smallmodel 658bba576e Moved methods 2023-10-12 20:35:57 +02:00
smallmodel 31f3c25b18 Implemented Archive with only arc parameter 2023-10-12 20:30:17 +02:00
smallmodel 4a1f149051 Formatted actor source files 2023-10-12 20:18:22 +02:00
smallmodel c55a78b8b4 Moved location of actor methods 2023-10-12 20:17:18 +02:00
smallmodel 3dbf957304 Include scriptthread 2023-10-12 20:06:00 +02:00
smallmodel 8f98f49f1b Renamed source file 2023-10-12 20:05:10 +02:00
smallmodel 0a8322960b Added methods from moh 2.0 and above 2023-10-12 19:57:46 +02:00
smallmodel 63d73c6f86 Added EF_NO_LERP entity flag 2023-10-12 19:57:41 +02:00
smallmodel f8cbbe78a2 Reordered methods 2023-10-12 19:54:00 +02:00
smallmodel 2bb09503c6 Added SimpleActor destructor (it deletes the anim thread) 2023-10-12 19:45:16 +02:00
smallmodel ba313decd1 Formatted simpleactor source files 2023-10-12 19:44:17 +02:00
smallmodel 0d6847c76c Initialize new member fields 2023-10-12 19:42:20 +02:00
smallmodel 7b721c7849 Added fields and methods from mohaas and mohaab 2023-10-12 19:21:41 +02:00
smallmodel 1fb073fd6a Added IsDisabled() 2023-10-12 19:04:47 +02:00
smallmodel 484272aed4 Added OpenActorStats and WriteActorStats (unimplemented) 2023-10-12 18:58:04 +02:00
smallmodel 57422ce793 Formatted actor source files 2023-10-12 18:19:22 +02:00
smallmodel ba855cd064 Added events moved actor methods to the correct source files 2023-10-11 22:49:06 +02:00
smallmodel 39ac9f7de6 Added more const strings from 2.0 and above 2023-10-11 19:31:31 +02:00
smallmodel 4368035da4 Remove the weapon from owner when being destroyed 2023-10-09 19:32:08 +02:00
smallmodel 4391912ee3 Implemented Door::ShowInfo, correctly implemented Door::FieldTouched + minor fixes 2023-10-08 20:56:15 +02:00
smallmodel fc17536f55 Use CONTENTS_WEAPONCLIP for stickybomb when using it 2023-10-08 20:45:34 +02:00
smallmodel 3bae4338c3 Updated README 2023-10-08 20:22:10 +02:00
smallmodel f59bdd6b9f Fully implemented ProjectileGenerator classes + Fixed ThrobbingBox code 2023-10-08 20:21:00 +02:00
smallmodel 03f3676b00 Use correct values for fields 2023-10-08 19:13:16 +02:00
smallmodel e0d7079745 Implemented VehicleWheelsX4 2023-10-08 19:11:23 +02:00
smallmodel b7f421481f Implemented VehicleWheelsX2 2023-10-08 18:52:09 +02:00
smallmodel 3506cb3f94 Fixed vlink's origin being incorrectly set 2023-10-08 18:28:01 +02:00
pryon 7280acee42 Implement UICheckBox (#77)
* Implement UICheckBox

* Remove UICheckBox destructor and unnecessary `str` initializations
2023-10-08 18:03:14 +02:00
smallmodel d757fa6306 Renamed world.cpp and world.h to worldspawn.cpp and worldspawn.h 2023-10-08 00:08:47 +02:00
smallmodel 475fc92629 Fixed str() being passed as an instance for variadic arguments 2023-10-07 23:50:16 +02:00
smallmodel f24303dd78 Use a correct implementation for fSign() 2023-10-07 23:49:49 +02:00
smallmodel 180a20f561 Made wheel_s a struct 2023-10-07 21:56:43 +02:00
smallmodel 2e5ca5b9dc Return an empty string if the item name is not in the prefix list 2023-10-07 14:19:42 +02:00
smallmodel decee20fd8 Fixed GetSentientOwner() not returning the owner if not remote controlled 2023-10-06 22:33:59 +02:00
smallmodel 3d9a60c415 Turn off vehicle sound entities when the tank is idle 2023-10-06 22:12:19 +02:00
smallmodel a4a7002867 ScriptSlave::SetModelEvent: Corrected the case where the model is invalid 2023-10-06 20:18:18 +02:00
smallmodel 96c9a014e6 When getting string from event, store it in an str to avoid potential undefined behavior due to str destruction 2023-10-06 20:13:31 +02:00
smallmodel 11b4471be9 Remove linked turrets of the tandem turret being destroyed 2023-10-06 19:55:36 +02:00
smallmodel 17aea205f7 m_HeadTurret must be initialized to self, fixed SwitchToLinkedTurret() never working, and made IsActiveTurret() return correctly 2023-10-06 19:47:59 +02:00
smallmodel 739f54ed87 Use EV_TakeDamage on pTurret instead, and process all pending events 2023-10-06 19:46:47 +02:00
smallmodel 01be5bee72 Ignore user control when in autopilot 2023-10-04 20:13:00 +02:00
smallmodel dfcf0da710 Added vehicle waittills 2023-10-04 19:17:57 +02:00
smallmodel f47fb87d1b Fixed vehicle path not working properly 2023-10-04 19:17:48 +02:00
smallmodel bd639ba936 Added "info_vehiclepoint" class ID for VehiclePoint 2023-10-04 19:17:26 +02:00
smallmodel e784e62a4e Fixed damage event method
- Don't damage if health is already 0 or below
- Check for immunity
- Error if attacker or inflictor is NULL
- Don't apply velocity for vehicles
- Set the minimum mass to 20 and momentum to 1000
- Still process pain when in godmode
2023-10-04 00:33:27 +02:00
smallmodel e4425dcbf8 Make sure to check if vehicle or turret is valid before locking 2023-10-04 00:25:55 +02:00
smallmodel 0dcffe8771 Fixed means of death strings 2023-10-03 18:40:38 +02:00
smallmodel 2b27f6c452 Formatted document 2023-10-03 18:35:06 +02:00
smallmodel 3ba3c728bc By default, a Vehicle must be removed on death 2023-10-03 18:32:31 +02:00
smallmodel 7193198af2 Set the owner for SmokeGrenades 2023-10-03 18:32:09 +02:00
smallmodel 6691afd160 Use the correct clipmask for VehicleCollisionEntity 2023-10-03 18:30:35 +02:00
smallmodel 59fb220197 Added setOwner/getOwner 2023-10-03 18:30:19 +02:00
smallmodel ff7651d4c8 Fixed a crash when a window breaks on mohaa mode 2023-10-03 18:04:12 +02:00
smallmodel b02abb1f18 Fixed issue when the string is escaped with a newline 2023-10-03 17:54:23 +02:00
smallmodel 9f42da4686 Hide tempmodel when it is outside of the min/max distance range 2023-10-03 17:04:26 +02:00
smallmodel 58e3056374 Fixed coordinates displaying twice in the console 2023-10-03 17:02:36 +02:00
smallmodel 3142865fef Added MacOS support 2023-10-03 17:02:23 +02:00
smallmodel 06e3497a57 Fixed issues with tempmodel origin 2023-10-03 17:02:07 +02:00
smallmodel e49833737d Fixed label showing when stat alpha is 0 2023-10-03 12:21:24 +02:00
smallmodel 7eedc5fef8 Fixed Rend_SetColor() with m_local_alpha 2023-10-03 01:51:31 +02:00
smallmodel c442942022 Using text outlines 2023-10-03 01:49:59 +02:00
smallmodel 2c2652ed1d Fixed outline color 2023-10-03 01:41:35 +02:00
smallmodel 97bcc07aab Made m_bOutlinedText a protected member 2023-10-03 00:54:45 +02:00
smallmodel 001704b22e Implemented LayoutPlayerStatAlpha and LayoutStatbarShader_Marker 2023-10-03 00:48:41 +02:00
smallmodel f1d9cd93ce Added events from moh 2.0 and above 2023-10-02 21:13:48 +02:00
smallmodel 49aa2aa858 Implemented UILabel from moh 2.0 and above 2023-10-02 21:11:48 +02:00
smallmodel 6274d9a1e9 Added UI_StartLocalSoundDialog, UI_FadeSound and UI_StopAll imports 2023-10-02 21:11:32 +02:00
smallmodel 5fa9d91401 Added S_StartLocalSoundChannel 2023-10-02 21:11:16 +02:00
smallmodel 9acb803ffe Implemented getMaxWidthIndex and PrintOutlinedJustified from moh 2.0 2023-10-02 20:38:48 +02:00
smallmodel 105924bca3 Formatted document 2023-10-02 20:18:24 +02:00
smallmodel 5f12be2037 Formatted source files 2023-10-02 19:18:25 +02:00
smallmodel 13931c40cb Added playerstatalpha and statbar_shader_marker from 2.0 2023-10-02 19:16:12 +02:00
smallmodel ada5d614c5 Added comments about versions 2023-10-02 18:49:46 +02:00
smallmodel 7323d51219 Emitter fixes 2023-10-02 18:47:02 +02:00
smallmodel f5071f2667 Fixed out of temp model warning spam 2023-10-02 18:46:45 +02:00
smallmodel 0ca0a81644 Fixed DriverUse and FindExitPosition 2023-10-02 18:46:31 +02:00
smallmodel e1bd69b467 Added SetVehicle / GetTurret / SetTurret 2023-10-02 18:09:55 +02:00
smallmodel b17494519e Tempmodel fixes 2023-10-02 13:41:00 +02:00
smallmodel 13555f505c newEnt's parent entity must be ENTITYNUM_NONE in AddTempModels() 2023-10-02 12:45:51 +02:00
smallmodel 2a65f53084 TagSpawnLinked must initialize the spawnthing origin to the entity's origin 2023-10-02 12:45:34 +02:00
smallmodel 71fe83083e Fixed crash when trying to play non pvs sound with a null alias 2023-10-02 12:13:22 +02:00
smallmodel 0ddb5c859f Fixed CalculateAnimationData using wrong angles for vehicle suspension movement 2023-10-02 12:07:59 +02:00
smallmodel f7b12d5108 Removed unused events 2023-10-02 12:07:26 +02:00
smallmodel baa8f4334b Implemented CG_ClientCommands 2023-10-02 12:07:12 +02:00
smallmodel 24a211b190 Formatted document 2023-10-02 11:56:35 +02:00
smallmodel 6e82f254b7 Formatted document 2023-10-02 11:51:08 +02:00
smallmodel fbfedcf8d6 Fixed vehicle suspensions 2023-10-02 02:15:56 +02:00
smallmodel 5b06a0c2a4 Small code reduction 2023-10-02 02:15:12 +02:00
smallmodel f3204b0845 Fixed animation playing sometimes not being correct 2023-10-02 02:13:42 +02:00
smallmodel 334314a137 Fixed crash when the owner is NULL 2023-10-02 01:45:19 +02:00
smallmodel 8ecc8122b8 Fixed tank turning too fast 2023-10-02 01:11:09 +02:00
smallmodel eb9a119dfe Fixed MoveVehicle not moving correctly 2023-10-02 00:46:37 +02:00
smallmodel 313ece62f7 Fixed turret not turning properly 2023-10-02 00:16:12 +02:00
smallmodel 5799bcceb2 Fixed buffer overflow for szBlah 2023-10-02 00:07:54 +02:00
smallmodel 61e7571388 Added a crash fix in AttachDriverSlot() 2023-10-02 00:07:44 +02:00
smallmodel 6cfd99e40a Fixed AttachPassengerSlot not attaching correctly and call DriverAdded() after attaching the driver 2023-10-02 00:07:30 +02:00
smallmodel b3bdd9d563 Enabled UpdateNormals() 2023-10-01 23:09:55 +02:00
smallmodel 5bec3d8471 sv_maxclients must be initialized to 1 by default 2023-10-01 23:09:26 +02:00
smallmodel 711e46ecfb Added commented code that prevent playing mohaa maps in mohaas/mohaab 2023-10-01 23:08:07 +02:00
smallmodel ddd127352f Initialize svs.numSnapshotEntities in SV_ChangeMaxClients 2023-10-01 23:07:38 +02:00
smallmodel 784fd825bb Formatted level source file 2023-10-01 22:49:10 +02:00
smallmodel 673a42242d Formatted source files 2023-10-01 22:47:25 +02:00
smallmodel 3317345d92 Use a const string for target name 2023-10-01 22:45:41 +02:00
smallmodel 7958ba38d8 Fixed angles being wrong when the vehicle starts + fixed turret slot initial angles, use MAX_CORNERS instead of MAX_SOUND_ENTITIES and fixed UpdateNormals() angles 2023-10-01 21:16:50 +02:00
smallmodel 2dd7e0c03f use a vec3_t for VehicleTurretGun::SetBaseOrientation and use GetTagBarrel() for m_iBarrelTag 2023-10-01 21:15:37 +02:00
smallmodel b94f021567 Refactored setModel() 2023-10-01 21:00:32 +02:00
smallmodel cf50c5b535 Measure SpawnInternal time 2023-10-01 21:00:11 +02:00
smallmodel 1b71169565 Removed non-fgame module code (as g_spawn is only used for fgame) 2023-10-01 20:57:28 +02:00
smallmodel 30f2b9d5ed Formatted document 2023-10-01 20:56:51 +02:00
smallmodel 999d6a449b Fixed toPitch() with zero coordinates 2023-10-01 14:46:06 +02:00
smallmodel a65aa2a0d0 Fixed CrossProduct being wrong due to parameters being modified while doing the operation 2023-10-01 14:45:24 +02:00
smallmodel 36fc0b6e8a Formatted document 2023-10-01 14:21:23 +02:00
smallmodel f97362cdb1 Added MASK_VEHICLE_TIRES 2023-10-01 14:11:49 +02:00
smallmodel 6398484459 Fixed Vehicle::Postthink ignoring g_vehicle 2023-10-01 13:43:42 +02:00
smallmodel 07e8c6feaa Fully implemented cMoveGrid 2023-10-01 13:42:16 +02:00
smallmodel faf351a496 SurfIsOffScreen must only process faces + removed assertion 2023-10-01 11:36:54 +02:00
smallmodel cd9315852e Fixed num not being set when writing to memory archiver in commandthing_t::ArchiveToMemory 2023-09-30 11:57:04 +02:00
smallmodel 8c8487231a Fixed P_DeleteViewModel when the viewmodel is NULL 2023-09-27 23:55:27 +02:00
smallmodel 65ebdf0862 Commented out UpdateNormals() till a solution is found 2023-09-27 23:51:12 +02:00
smallmodel 9704362501 Initialize m_bAnimMove 2023-09-27 23:49:23 +02:00
smallmodel f0e87cd85a Prefixed TIKI import functions 2023-09-27 23:21:34 +02:00
smallmodel f6e6bf1d6b Implemented SlidePush, MoveVehicle and Postthink 2023-09-27 23:20:09 +02:00
smallmodel 4b4e8f806b Fixed vlink angles in Postthink 2023-09-27 23:17:14 +02:00
smallmodel 4141cee13f Added MASK_MOVEVEHICLE 2023-09-27 20:22:33 +02:00
smallmodel b2ee346f68 Formatted documents 2023-09-27 20:10:16 +02:00
smallmodel 2220f1ff05 Fixed vehicle move code 2023-09-27 20:01:08 +02:00
smallmodel 7ba48dd666 Made code lighter 2023-09-27 19:35:24 +02:00
smallmodel 2a48e2fd27 Formatted document 2023-09-27 19:24:41 +02:00
smallmodel 63a24c4448 Reimplemented a few methods (from moh 2.0 and above) 2023-09-26 23:51:12 +02:00
smallmodel 787df3362b Fixed v_angle not being set in SetViewAngles + floor view angles 2023-09-26 20:51:25 +02:00
smallmodel 5ad0f60ee3 G_TestEntityPosition must check for sentient instead of player 2023-09-26 20:50:00 +02:00
smallmodel d42f92361a Fixed slot notsolid/solid for bound entities, for player and for weapons 2023-09-26 20:49:00 +02:00
smallmodel 0693db3ef5 Fixed Vehicle::VehicleDestroyed 2023-09-26 20:33:23 +02:00
smallmodel fafb0e2793 Initialize max speed in EventDriveInternal and use cVehicleSpline instead of cSpline<4, 512> 2023-09-26 20:31:13 +02:00
smallmodel 0a4819d172 Using FindExitPosition() when detaching from driver, turret or passenger 2023-09-26 20:27:59 +02:00
smallmodel ee03f32a3e FindExitPosition() must return a boolean value 2023-09-26 20:14:39 +02:00
smallmodel f4e01917a2 Set turrets target name on initialization + Fixed DetachTurretSlot exit angles + use FindExitPosition() in AttachTurretSlot() 2023-09-26 20:08:25 +02:00
smallmodel eed9b36c9f Added GetRawRemoteOwner() 2023-09-26 20:06:31 +02:00
smallmodel 055192c2a8 Implemented Vehicle::AutoPilot from moh >= 2.0 and above 2023-09-26 19:44:03 +02:00
smallmodel cca39108dc Added cVehicleSpline as an alias to cSpline<4, 512> 2023-09-26 19:43:42 +02:00
smallmodel b1bbd5e366 Implemented mohaas/mohaab methods 2023-09-25 23:17:20 +02:00
smallmodel afb718f01f Removed vm, using m_bAnimMove instead 2023-09-25 21:18:43 +02:00
smallmodel 653b4e0ab7 Added methods, events and fields from moh 2.0 and above 2023-09-24 23:47:28 +02:00
smallmodel c3d228a9f5 Fixed float vote options 2023-09-24 23:37:26 +02:00
smallmodel 15e10caca0 Fixed useless statement 2023-09-24 23:37:18 +02:00
smallmodel 46efa85441 Fixed switch/case no default value 2023-09-24 23:37:03 +02:00
smallmodel bb42456653 Marked overridden methods as "override" 2023-09-24 23:36:30 +02:00
smallmodel 38bf80aa52 Export EV_Turret_SetMaxUseAngle 2023-09-24 23:20:43 +02:00
smallmodel c5c2aa5348 Fully implemented VehicleTank 2023-09-24 19:14:50 +02:00
smallmodel 1e67aeb667 Added AnimMoveVehicle 2023-09-24 18:42:23 +02:00
smallmodel 9ac7bccba5 Added GetUserViewAngles / SetUserViewAngles 2023-09-24 18:42:13 +02:00
smallmodel 610b82cfb7 Added Vehicle::DriverAdded and NUM_VEHICLE_TIRES 2023-09-24 17:47:31 +02:00
smallmodel c8144539d0 Fully implemented VehicleTurretGun 2023-09-24 17:19:23 +02:00
smallmodel 60f83597ee Added HasVehicle() virtual method 2023-09-24 16:38:06 +02:00
smallmodel 46c0c6085d Fixed GetMuzzlePosition using wrong parameters 2023-09-24 16:37:50 +02:00
smallmodel 36d4c4af61 Added MASK_TRANSPARENT 2023-09-24 16:37:36 +02:00
smallmodel 7406c3dc23 Implemented basic VehicleTurretGun methods 2023-09-24 01:14:35 +02:00
smallmodel 24bb15ce29 Renamed SOUND_STATE to SOUND_STATE_TURRET to avoid conflict with Vehicle's SOUND_STATE 2023-09-24 01:07:22 +02:00
smallmodel f3ad05dc85 Added GetVehicle 2023-09-24 00:27:51 +02:00
smallmodel bbae3223cb Fixed virtual methods 2023-09-23 23:13:34 +02:00
smallmodel 8cedb24d31 Using m_SwitchLabel 2023-09-23 23:13:21 +02:00
smallmodel 528414dfef Added new fields from moh >= 2.0 2023-09-23 22:34:08 +02:00
smallmodel 6e1c58e343 Implemented VehicleTurretGunTandem 2023-09-23 21:42:40 +02:00
smallmodel 002e935193 Fixed match start time being wrong and fixed AllowRespawn() 2023-09-23 19:49:44 +02:00
smallmodel e26d7d346a IsReady() should also check for dead 2023-09-23 19:38:17 +02:00
smallmodel 5d917f2578 Made IsDead() const 2023-09-23 19:38:04 +02:00
smallmodel 8aecff1879 Added CTeamSpawnClock and ported fixes from moh >= 2.0 2023-09-23 19:37:55 +02:00
smallmodel 718672119e Fixed roundactive being wrongly set to false 2023-09-23 18:37:33 +02:00
smallmodel 6ec7482662 Implemented FixedTurret 2023-09-23 18:30:59 +02:00
smallmodel 5f3ea7c634 Removed m_countdown 2023-09-23 18:30:45 +02:00
smallmodel 1c813a59d0 Added m_bRoundActive and RoundActive() 2023-09-23 18:30:19 +02:00
smallmodel a66236fc3d Added QUAKED sections 2023-09-23 17:58:14 +02:00
smallmodel ef9b7022df Added World::Archive 2023-09-22 21:04:18 +02:00
smallmodel ad7efce855 VehicleTankTandem 2023-09-20 20:57:58 +02:00
smallmodel 78a9990c3a Implemented DrivableVehicleTandem 2023-09-20 20:57:35 +02:00
smallmodel 422b9eb6c0 Added DamageModel from moh 2.0 2023-09-20 00:02:38 +02:00
smallmodel 703eb271f9 Added MASK_DAMAGEMODEL 2023-09-20 00:01:12 +02:00
smallmodel 2aca32c44a Added "isopen" door event + Renamed Door's class ID to "NormalDoor" 2023-09-19 21:24:00 +02:00
smallmodel 56c30bddb1 Added DrivableVehicleTandem 2023-09-19 21:15:55 +02:00
smallmodel 1179b50ad1 Added VehicleTankTandem 2023-09-19 21:12:57 +02:00
smallmodel 6ad44441a6 Made UpdateTurretSlot a virtual method 2023-09-19 21:12:31 +02:00
smallmodel 2455c09475 Added VehicleTurretGunTandem + more methods from moh 2.40 2023-09-19 21:02:22 +02:00
smallmodel 7a1e07e72a Made ApplyFireKickback() and ReadyToFire() virtual 2023-09-19 21:01:41 +02:00
smallmodel aa8e95885a Formatted document 2023-09-19 21:01:18 +02:00
smallmodel 54bae94ad9 Use Weapon::SetItemSlot when updating stats, instead of setting weapon_class manually 2023-09-19 20:18:27 +02:00
smallmodel 98b7e01069 Implemented Weapon::SetItemSlot 2023-09-19 20:18:13 +02:00
smallmodel 12c7707bc3 Unused variable removal 2023-09-19 20:08:53 +02:00
smallmodel a8a2c7e345 Use result from GetVAngles() in Player::GetViewangles() event 2023-09-19 20:08:35 +02:00
smallmodel 6c7542ec0c Fixed weapon muzzle position 2023-09-18 23:45:17 +02:00
smallmodel 5ec56cbe77 Implemented turret code from mohaas/mohaab 2.40 2023-09-18 23:36:03 +02:00
smallmodel 6b79770783 Fixed HashCode for command_t (must be case-insensitive) 2023-09-18 23:35:11 +02:00
smallmodel e125a83625 Added MASK_GUNTARGET 2023-09-18 23:34:46 +02:00
smallmodel d05b47e996 Fixed SetupVoteOptions not checking length for -1 2023-09-18 23:34:24 +02:00
smallmodel e1093d0c0c Using vec3_t instead of Vector for Weapon::GetMuzzlePosition() 2023-09-18 21:19:08 +02:00
smallmodel 25690648d6 Fixed inventory item having wrong weapon class set, and added support for portable turret 2023-09-17 19:54:45 +02:00
smallmodel 5c3c4f6288 Added and implemented CarryableTurret and PortableTurret 2023-09-17 19:48:20 +02:00
smallmodel 9dec5e9e54 Added fields from mohaas/mohaab 2023-09-17 19:47:02 +02:00
smallmodel ae1fa808da Export DPrintf2 and DebugPrintf for server 2023-09-17 19:34:19 +02:00
smallmodel ed6839dc99 Export DebugPrintf for client 2023-09-17 19:34:10 +02:00
smallmodel e95d71da0d Added Com_DPrintf2 and Com_DebugPrintf 2023-09-17 19:33:17 +02:00
smallmodel 128c8f3c06 Added Sys_DebugPrint 2023-09-17 19:31:37 +02:00
smallmodel 04f61a1af7 Added UI_PrintConsole() and UI_PrintDeveloperConsole() declarations 2023-09-17 19:29:59 +02:00
smallmodel 974e86b698 Fixed weapon being detached even if the holster tag is an empty string 2023-09-17 19:08:11 +02:00
smallmodel 12c03384b2 Fixed item being removed incorrectly 2023-09-17 19:07:46 +02:00
smallmodel 99ba912d7b Fixed radius in Level::GetNearestBadPlace() 2023-09-17 17:12:04 +02:00
smallmodel 7607932216 Added MASK_CARRYABLETURRET 2023-09-17 17:11:44 +02:00
smallmodel acc9c241a3 Added const specifier for Weapon::IsCarryableTurret() 2023-09-17 16:27:58 +02:00
smallmodel 5f5055f4fc Added Sentient::SetHolsteredByCode 2023-09-17 16:27:18 +02:00
smallmodel fc3749e008 Added Event() constructor that accepts another event and the number of arguments 2023-09-17 16:26:48 +02:00
smallmodel 155734370c Using Archive algorithm from mohaas/mohaab 2023-09-14 00:19:55 +02:00
smallmodel 1095e3d509 call arc.Close() after checking if it was Loading 2023-09-14 00:19:17 +02:00
smallmodel f7bfa47f2e Made ScriptVariable classes part of LightClass 2023-09-13 23:51:33 +02:00
smallmodel 9f6ef14ea1 GetCompiledScript should remain unused 2023-09-13 21:32:58 +02:00
smallmodel 15de08556e Formatted document 2023-09-13 19:46:39 +02:00
smallmodel e7dfa8fcfe Fixed command buffer not being able to hold the last character 2023-09-13 00:07:51 +02:00
smallmodel 7a67dc5dfd Implemented bad places 2023-09-13 00:00:42 +02:00
smallmodel 7eb8ef42b7 Update smoke sprites and bad places every frame 2023-09-12 23:59:51 +02:00
smallmodel c9c7a4beed Implemented PathSearch::UpdatePathwaysForBadPlace 2023-09-12 23:59:38 +02:00
smallmodel bcf3aad1b2 Added PointToSegmentDistanceSquared 2023-09-12 23:35:22 +02:00
smallmodel ad75363028 Added more variables to archive for Level 2023-09-12 21:48:08 +02:00
smallmodel f4ec3939a5 Weapon::Shoot(): process default value in switch/case for firemode 2023-09-12 21:47:51 +02:00
smallmodel aead97d29d Implemented landmarks from mohaab 2023-09-12 21:39:19 +02:00
smallmodel f468305a2c Level::Init(): Remove archived entities, reset health queue, initialize vote and free landmarks 2023-09-12 20:37:01 +02:00
smallmodel a962f469eb Added health queue 2023-09-12 20:33:49 +02:00
smallmodel 63e025cc02 Fixed 1022 characters command limit for SV_SendServerCommand (must be MAX_STRING_CHARS) 2023-09-12 20:14:58 +02:00
smallmodel b2d332f152 SV_GameSendServerCommand: Allocate the buffer dynamically on stack
This fixes long commands not being sent
2023-09-12 20:13:37 +02:00
smallmodel e160cf240c Fixed vote not working properly 2023-09-12 20:12:09 +02:00
smallmodel 19a4f70c44 Made ExecuteConsoleCommand accept a const char* instead 2023-09-12 00:19:08 +02:00
smallmodel dcca3901d5 Initialize more Level variables 2023-09-12 00:18:09 +02:00
smallmodel 0ee4ffbfbc Implemented vote system (from mohaas/mohaab) 2023-09-12 00:07:10 +02:00
smallmodel 776bc781cd Added ExecuteConsoleCommand() game import 2023-09-11 21:41:39 +02:00
smallmodel b1bb79e19f Added Player::HasVotedYes() and Player::HasVotedNo() 2023-09-11 21:28:05 +02:00
smallmodel 76c69b7bd1 Implemented Player::CallVote from mohaas/mohaab 2023-09-11 20:45:30 +02:00
smallmodel 15a25a412f Removed m_voteCommand and added m_nextVoteTime 2023-09-11 20:45:07 +02:00
smallmodel b511d89dcc Fixed farplane entity dist check when it is 0 2023-09-11 00:06:21 +02:00
smallmodel 9512ae7aeb Added TurretGun methods from mohaas/mohaab 2023-09-11 00:02:10 +02:00
smallmodel 5db086e470 Made GetMuzzlePosition a virtual method 2023-09-10 23:54:30 +02:00
smallmodel d63f668291 Updated README 2023-09-09 23:24:29 +02:00
smallmodel 35c72a9570 Added more packages to install in docker images 2023-09-09 23:14:16 +02:00
smallmodel b29f62ddd4 Fixed EventSetTurret crashing when the listener is NULL 2023-09-09 20:58:58 +02:00
smallmodel 525dc17573 Ignore NULL tiki
This fixes frequent crashes with NULL models
2023-09-09 20:53:59 +02:00
smallmodel 4d8ed24833 Fixed TIKI_ParseAnimations incorrectly returning 2023-09-09 20:49:08 +02:00
smallmodel aa15d996e0 Removed AnimOnce 2023-09-09 20:41:36 +02:00
smallmodel 0ec846945d Use edict->tiki instead of calling gi.modeltiki (which can crash because of an empty model string) 2023-09-09 20:41:03 +02:00
smallmodel 03ff158e76 Fixed crash when setting actor's patrol node 2023-09-09 20:02:02 +02:00
smallmodel b3371b2d63 Fixed static models collapse array being wrong
This would cause static models to disappear
2023-09-09 17:56:47 +02:00
smallmodel ed64d03bf5 Fixed dlclose() not working when compiled by GCC 2023-09-09 17:54:04 +02:00
smallmodel 3d936dede1 Don't change the protocol when in special game 2023-09-09 16:46:51 +02:00
smallmodel 33e9c5b1ea Formatted source files 2023-09-09 16:46:42 +02:00
smallmodel 078c90bbc9 Create a ScriptThread directly rather than calling Director.CreateScriptThread
This avoids exception when called by ScriptThreadLabel::Execute(). Because Execute() doesn't have try/catch, the program would crash.
2023-09-09 16:42:15 +02:00
smallmodel 2caf2cad5a Fixed improper usage of alloca()
alloca() can cause a stack overflow when it is called multiple times
2023-09-07 20:20:18 +02:00
smallmodel 5dec21dd43 Include <utility> for std::move 2023-09-07 20:01:07 +02:00
smallmodel 36aa9bd802 Don't replace Z_Malloc, Z_TagMalloc and Z_Free in debug memory mode 2023-09-07 19:48:08 +02:00
smallmodel bed2f15a72 Initialize more members for UIWidget
m_scaleCvar was not initialized to NULL, which could cause crashes
fadeSequence was not initialized
2023-09-07 19:32:35 +02:00
smallmodel f949f1e88d Fixed offset of block in Free() with _DEBUG_MEMBLOCK 2023-09-07 19:31:17 +02:00
smallmodel 8af202bd5f Fixed compilation errors with DEBUG_MEMORY on Linux because of CRT 2023-09-07 19:29:24 +02:00
smallmodel 67556a88f1 Fixed errors when compiling with DEBUG_MEMORY 2023-09-07 19:06:06 +02:00
smallmodel 4f8573784d Removed con_set inheritance from con_arrayset 2023-09-07 18:58:27 +02:00
smallmodel c5a46be23e Optimized calls to Event() (avoid allocating a new Event when it can be reused) 2023-09-07 18:22:07 +02:00
smallmodel 47a3c0bf55 Optimized event name
Use a static char*, instead of an allocated str
2023-09-07 18:05:49 +02:00
smallmodel e8d2a2a461 Instantiate AnimationEvent on stack rather than dynamically allocating it. Optimized cmd name for client commands 2023-09-07 17:33:35 +02:00
smallmodel 7b72a3fba4 Fixed MemArchiver improperly working 2023-09-06 23:34:16 +02:00
smallmodel dda79e7f27 Moved some tempmodels code to cg_tempmodels.cpp and implemented FreeSomeTempModels() 2023-09-06 23:25:48 +02:00
smallmodel 9a104566ba Added MemArchive feature from mohaas/mohaab 2023-09-06 23:11:43 +02:00
smallmodel b4d8982341 Implemented CG_ArchiveVSSGlobals() 2023-09-06 20:54:58 +02:00
smallmodel 5ea3fc28f7 Added FS_ListFilteredFiles, FS_FreeFileList, R_GetModelName and R_GetShaderName to client game imports 2023-09-06 20:31:50 +02:00
smallmodel 0bbf39660e Added R_GetShaderName and R_GetModelName 2023-09-06 20:31:28 +02:00
smallmodel 791f38762b Added MemArchiver::ArchiveSize 2023-09-06 19:58:19 +02:00
smallmodel c296b909c7 Fixed iTagR initialization 2023-09-06 00:00:50 +02:00
smallmodel 9c7a54f8fc Added and implemented MemArchiver class 2023-09-05 23:57:51 +02:00
smallmodel 4289eab72b Don't define MemArchiver in cg_archive.h 2023-09-05 23:57:18 +02:00
smallmodel 7b0dbc7445 Save the client game state in SV_ArchiveLevelFile 2023-09-05 20:33:02 +02:00
smallmodel 02db904336 Made CG_SaveStateToBuffer and CG_LoadStateToBuffer use a size_t 2023-09-05 20:31:24 +02:00
smallmodel 55140fee3a Replaced #ifdef CLIENT with #ifndef DEDICATED 2023-09-05 20:22:01 +02:00
smallmodel 96d881a1f1 Made ui_public.h compilable to C code 2023-09-05 20:18:05 +02:00
smallmodel 260a95c05e Added S_SaveData (unimplemented) 2023-09-05 20:17:51 +02:00
smallmodel 99d633587f Renamed S_StopAllSounds to S_StopAllSounds2 2023-09-05 20:17:38 +02:00
smallmodel cf2f0256a2 Moved UI_SetupFiles to ui_public.h 2023-09-05 20:00:54 +02:00
smallmodel dae8e8dfbd Fixed archive not always archiving soundsystemsavegame_t 2023-09-05 19:53:57 +02:00
smallmodel 6d2d35e82d Fixed compile errors on newer versions of clang 2023-09-05 19:39:57 +02:00
smallmodel 5e23a6b640 Added DEBUG_MEM_BLOCK cmake definition to debug MEM_BlockAlloc code 2023-09-04 22:19:01 +02:00
smallmodel f2ec502dc2 Fixed str allocation 2023-09-04 22:06:13 +02:00
smallmodel be04f31256 Replaced eventInfo_t with DataNode
DataNode is now used only at initialization time and is destroyed after initialization
2023-09-04 21:38:58 +02:00
smallmodel 85dd881c97 Removed usage of HeapAlloc/HeapFree 2023-09-04 21:24:48 +02:00
smallmodel 0ef2dccd90 Don't replace cgi.Malloc and cgi.Free with malloc/free 2023-09-04 21:24:17 +02:00
smallmodel 000ec39c81 Added non-pvs landing sound 2023-09-03 22:13:03 +02:00
smallmodel 3160c6ee0b Added _client_sound
Replaced SoundThisFrame by ClientSound
Process client commands with animation events that start with `_client_`
2023-09-03 22:12:45 +02:00
smallmodel 9da403e534 Increased MAX_NONPVS_SOUNDS 2023-09-03 22:11:26 +02:00
smallmodel f19c3408e1 Fixed footonground using right foot 2023-09-03 00:07:40 +02:00
smallmodel 38c0e09e8a Call UpdateFootsteps() even on multiplayer 2023-09-03 00:07:17 +02:00
smallmodel 2be4f7cdaf Fixed EV_Client_Landing event name 2023-09-03 00:07:06 +02:00
smallmodel cd48272fbb Implemented server-side footstep simulation 2023-09-02 23:53:46 +02:00
smallmodel a5a146bb02 Added and using Entity::PlayNonPvsSound 2023-09-02 23:51:37 +02:00
smallmodel c901bcf321 Call Sys_PrintBackTrace() directly from Sys_SigHandler() 2023-09-01 22:53:08 +02:00
smallmodel 8f3142e532 Display the header/footer before printing the backtrace 2023-09-01 22:52:52 +02:00
smallmodel 88438d6db4 Removed signal handlers from g_main.cpp as it's handled by the main app directly 2023-09-01 22:49:58 +02:00
smallmodel 7348734070 Fixed m_bFootOnGround values being set incorrectly 2023-09-01 22:49:53 +02:00
smallmodel a99a4a3a2b Clear the top value of a return command, if the listener is NULL 2023-08-30 23:34:29 +02:00
smallmodel 7bc8c3ab5b Fixed crate overlapping warning (when crates are actually not overlapping) 2023-08-30 23:33:42 +02:00
smallmodel 2a58fbdd22 Formatted document 2023-08-30 23:33:00 +02:00
smallmodel d102f5a88a set EV_LINKDOORS to -6.0f instead of -5.0f 2023-08-30 23:32:36 +02:00
smallmodel 8227f7125b Added SetDoorType and ShowInfo 2023-08-30 23:29:23 +02:00
smallmodel 673535dc08 Clear aliases in CL_Vid_Restart_f 2023-08-30 21:54:15 +02:00
smallmodel 9750489d07 Don't play sound if current_entity is NULL 2023-08-30 21:54:01 +02:00
smallmodel 53c6224ed0 Set ENGINE_VERSION to 3.0 2023-08-30 21:53:40 +02:00
smallmodel f84794acbe Added sv_pure support from ioq3 and mohaas/mohaab 2023-08-30 20:35:47 +02:00
smallmodel 9e535e509a Fixed snapshot ignoring "snaps" value from client 2023-08-30 19:59:45 +02:00
smallmodel 489210424f Fixed SVC_Status infinite loop with names longer than 16 2023-08-30 19:36:38 +02:00
smallmodel 394abbdb6f Fixed IPv6 not working with connect command 2023-08-30 19:36:17 +02:00
smallmodel 5fdeb92429 Readded openmohaa to version string 2023-08-30 01:08:09 +02:00
smallmodel 11cc39e41b Fixed pain animation playing indefinitely 2023-08-30 01:07:52 +02:00
smallmodel b3d5851fdc Fixed optimization not working when a player is visible near a wall 2023-08-30 01:07:32 +02:00
smallmodel 5c25839bab Added a feature that plays sound to clients not seeing entities (like not seeing other players) 2023-08-29 22:05:48 +02:00
smallmodel fbd314b447 Fixed pitch being used instead of volume 2023-08-29 22:04:18 +02:00
smallmodel 86888a32d4 Added SV_ClientSound 2023-08-29 21:55:24 +02:00
smallmodel 37c2d22b10 Added Frame_Commands_Client 2023-08-29 20:25:11 +02:00
smallmodel 19758ef75d Fixed entity optimization
Added a feature to always optimize players who don't see another player
2023-08-29 20:01:51 +02:00
smallmodel 519ccc90f7 Added sv_netoptimize_vistime 2023-08-29 20:00:27 +02:00
smallmodel b592d15d1f Added netoptimize enum types 2023-08-29 20:00:13 +02:00
smallmodel 78d70a892c Fixed leanAngle being never 0 2023-08-29 20:00:03 +02:00
smallmodel dbcf4c1800 Use GT_SINGLE_PLAYER instead of comparing non-zero 2023-08-29 18:48:36 +02:00
smallmodel cbd4630b3c SV_MasterHeartbeat: Use MAX_HEARTBEAT_TIME instead of the constant 2023-08-29 18:48:09 +02:00
smallmodel 92fdfe3f35 Moved MIN_HEARTBEAT_TIME and MAX_HEARTBEAT_TIME to sv_gqueryreporting.h 2023-08-29 18:45:46 +02:00
smallmodel 8b563e5232 Fixed heartbeat being always sent every frame 2023-08-29 08:17:23 +02:00
smallmodel aeb4875fa5 Commented out call to WSACleanup() (as it is already handled by the engine) 2023-08-29 01:08:33 +02:00
smallmodel 5ebb9c61f9 Removed call to NET_Init (already called from main()) 2023-08-29 01:08:09 +02:00
smallmodel c0e5b8fe15 Entities visibility enhancement
Implemented SV_WorldTrace(), SV_ClientIsVisibleTrace(), EntityDistCheck() and SV_ClientIsVisible()
Entities also will be hidden when:
- Their parent are not sent to clients
- They don't have a model
- They are behind t he farplane
- Clients can't see eachother with sv_netoptimize
2023-08-29 00:44:33 +02:00
smallmodel f852efea7d Added cvars 2023-08-29 00:04:07 +02:00
smallmodel 664ae905bb Fixed lastRadarTime and lastVisCheckTime fields 2023-08-29 00:03:44 +02:00
smallmodel 243b0fd109 Added sv_netprofile, sv_netprofileoverlay, sv_netoptimize and g_netoptimize 2023-08-29 00:03:28 +02:00
smallmodel 43b0944403 Added centroid in entityShared_t and removed currentOrigin 2023-08-29 00:03:07 +02:00
smallmodel ecc3c9f7b4 Renamed SVF_HIDEOWNER to SVF_SENT 2023-08-28 23:00:58 +02:00
smallmodel 296249b203 Fixed wrong SVF flags 2023-08-28 22:13:16 +02:00
smallmodel 8c1145bb9f Clear all unsupported farplane fields in protocol below version 15 2023-08-28 20:59:02 +02:00
smallmodel 7ad18a68f8 Rendering fog fixes
Fixed wrong fog flag being used (must be GLS_FOG) in RB_SetupFog().
R_SetupFrustum():
- Use skybox farplane and farplane bias
- RB_SetupFog() is now the only function who handle fog activation

RE_RenderScene():
- Set renderTerrain, skybox_farplane and farplane_bias parameters
- Set color overrides
- Use farclip when necessary

RB_StageIteratorLightmappedMultitextureUnfogged(): Fixed issue with fog being reset
2023-08-28 20:50:32 +02:00
smallmodel 99ba396c24 Make sure to not error out if the map checksum isn't used. Also fixed cg.farclipOverride, must be -1 if the server is a mohaa server 2023-08-28 20:46:48 +02:00
smallmodel f88e9960f2 Use the map's checksum only if the server has sv_mapChecksum exported 2023-08-28 20:45:10 +02:00
smallmodel b53466ea0d Fixed cheats variable being improperly configured 2023-08-28 20:44:33 +02:00
smallmodel 2afda6a470 Check the map checksum in CG_GameStateReceived 2023-08-28 20:29:18 +02:00
smallmodel acc8081ef2 Added checksum return parameter in CL_CM_LoadMap for cgame 2023-08-28 20:28:59 +02:00
smallmodel 7433677ead CG_Init(): clear fog overrides 2023-08-28 20:22:43 +02:00
smallmodel 4132f7efe6 Fixed farplane
Animated farplane is cleared when setting the farplane
Fixed farclip_override and farplane_color_override being mixed up
2023-08-28 20:22:06 +02:00
smallmodel 56e0f5797e Don't iterate the sky when tr.farclip is set 2023-08-28 19:52:12 +02:00
smallmodel 54c142ce78 Flag mistake, now using GLS_MULTITEXTURE_ENV instead of GLS_FOG_WHITE 2023-08-28 19:46:31 +02:00
smallmodel c106aeef2b Clear fog when drawing 2D window 2023-08-28 19:45:54 +02:00
smallmodel 66bde85807 Added GLS_COLOR_MASK and GLS_FOG_BITS 2023-08-28 19:45:40 +02:00
smallmodel 08363511a7 farclip must be an integer 2023-08-28 18:36:03 +02:00
smallmodel d6b93b712c Fixed sound location when in camera view + subtract refdef viewangles when PMF_DAMAGE_ANGLES is set 2023-08-28 18:35:47 +02:00
smallmodel a85d6d0f4c Added PMF_DAMAGE_ANGLES for mohaas/mohaab 2023-08-28 18:34:50 +02:00
smallmodel 2c1f341099 Initialize cg.farplaneColorOverride values to -1 2023-08-28 17:53:47 +02:00
smallmodel 52bb709ca5 Implemented CG_SetupFog() and CG_SetupPortalSky()
CG_SetupFog() must be called by CG_CalcViewValues()
CG_SetupPortalSky() must be called in CG_DrawActiveFrame()
2023-08-28 17:53:35 +02:00
smallmodel 24ea958748 Added R_ClearRealDlights() declaration 2023-08-28 17:45:11 +02:00
smallmodel b6143ce54c Better fog rendering
Implemented RB_SetupFog()
2023-08-28 17:36:57 +02:00
smallmodel 463ea7d34b Using viewParms.isPortalSky 2023-08-28 17:36:34 +02:00
smallmodel 1015302a7f Remove GLS_FOG_ENABLED if stateBits has GLS_FOG_WHITE 2023-08-28 17:36:19 +02:00
smallmodel c73f5917f8 Removed image->UseCount 2023-08-28 17:36:01 +02:00
smallmodel 9315cfa488 Added mohaas/mohaab variables 2023-08-28 17:35:54 +02:00
smallmodel 0f58b5780a Fixed fall damage on mohaas/mohaab
Use a percentage of the health instead
2023-08-28 15:49:28 +02:00
smallmodel edd5f07d48 Added healrate support (from mohaas) 2023-08-28 15:49:07 +02:00
smallmodel a7f258f2b1 Fixed health not healing with the healrate 2023-08-28 15:48:12 +02:00
smallmodel 65dcb72cba Fixed AmmoPickup not sending a message to the player 2023-08-28 15:41:06 +02:00
smallmodel 4885c536c8 Fixed wrong RB_CHECKOVERFLOW call (maybe #67) 2023-08-28 15:20:31 +02:00
smallmodel b6204dab78 Added LOD support 2023-08-28 02:32:33 +02:00
smallmodel 5b5951483a Added GetLodCutoff() and GetToolLodCutoff() 2023-08-28 02:26:36 +02:00
smallmodel 194d53569f Added foliage AFunc 2023-08-28 00:51:43 +02:00
smallmodel 5e8b54be7e Added new cvars from mohaas/mohaab 2023-08-27 23:24:06 +02:00
smallmodel 8dc91e413e Commented out GLS_MULTITEXTURE_ENV since it was removed in mohaas 2023-08-27 23:18:48 +02:00
smallmodel 57cf513b39 Added $bumpmap and normalmap (from mohaab) 2023-08-27 23:18:32 +02:00
smallmodel bb1326860b Added normalmap fields 2023-08-27 23:18:21 +02:00
smallmodel 136838e40b Fixed R_ColorShiftLightingBytes()
The lighting bytes must use tr.overbrightShift instead of tr.overbrightBits.
This makes the rendering more colorful
2023-08-27 22:18:09 +02:00
smallmodel 30d9483504 Decreased SHADERNUM and STATICMODEL shift values
When the number of shaders reached >1023, some surfaces started to be have random shaders started on them
The number of sorted shaders in a single game can now be up to 2048
2023-08-27 22:17:16 +02:00
smallmodel 05d3c50866 Stage fixes
Initialize animation phase to 0
Made CollapseMultitexture() work for more shaders
2023-08-27 22:15:08 +02:00
smallmodel d5e93d863a Set ps.walking in CG_TransitionSnapshot() instead 2023-08-27 19:53:29 +02:00
smallmodel d3f93aae15 Interpolate fLeanAngle #66 2023-08-27 19:32:38 +02:00
smallmodel 963e4aa7ec Restore saved Cgame state if the server is different (clear it otherwise) 2023-08-27 19:31:45 +02:00
smallmodel 5a250ea247 Fill cent->snapShotTime 2023-08-27 19:30:08 +02:00
smallmodel bc8d8aafc0 Fixed the viewmodel not being normal when no prediction is active 2023-08-27 19:14:23 +02:00
smallmodel f67ab4ec7f Fixed HUD being hidden when in camera (like MG42) 2023-08-27 18:56:37 +02:00
smallmodel cf9af20fbd Console history and wheel scroll
Implemented KeyEvent() for both UIConsole and UIDMConsole
Added a call to AddHistory() in UIConsole::KeyEnter()
2023-08-27 18:55:49 +02:00
smallmodel 3be2a3eb79 Made m_caret a size_t 2023-08-27 18:49:39 +02:00
smallmodel 7dfd18f4fb setTopItem(): don't set value below 0 2023-08-27 18:40:58 +02:00
smallmodel 05fc960338 Implemented getCount(), getPosition() and setPosition()
Fixed IteratePrev() being wrong
2023-08-27 18:40:38 +02:00
smallmodel 21d41ce14b Use facfont-20 for objective font 2023-08-27 17:48:18 +02:00
smallmodel 1562ba3f97 Fixed CG_ImpactMark being wrong with fSScale and fTScale 2023-08-27 17:48:10 +02:00
smallmodel 2798e73707 Fixed CG_CastFootShadow not working if only one of the red/green/blue channels was below 0.01 2023-08-27 17:47:49 +02:00
smallmodel 89aeee4269 TIKI_LoadSetupCase: reworked case integer values 2023-08-27 17:29:04 +02:00
smallmodel d50302fa41 Fixed tiki radius being wrong 2023-08-27 17:28:25 +02:00
smallmodel 8efae54450 Removed zero vectors assert in ProjectPointOnPlane(), it was removed since F.A.K.K 2 2023-08-27 17:13:12 +02:00
smallmodel 2785a72789 Fixed R_GatherLightSources crash 2023-08-27 17:01:53 +02:00
smallmodel ac55a44761 Implemented CG_CastFootShadow, CG_CastSimpleFeetShadow
Reimplemented CG_EntityShadow
2023-08-27 17:01:40 +02:00
smallmodel 42f1a286a8 Added MASK_FOOTSHADOW 2023-08-27 16:33:51 +02:00
smallmodel 241fa5d485 Fixed backtrace always showing 0x0 2023-08-26 21:16:48 +02:00
smallmodel e87f9c5710 Removed calls to NET_Init() as this function is already called from main() 2023-08-26 21:14:35 +02:00
smallmodel c95a6ee3fd Cleaned code up 2023-08-26 21:13:14 +02:00
smallmodel 10b954cb1a Added MAX_KEYVALUES_LENGTH 2023-08-26 21:12:32 +02:00
smallmodel cf7914b6f8 Fixed compiler warning about void* to int 2023-08-26 20:23:00 +02:00
smallmodel e58e048f00 Added comment 2023-08-26 20:22:39 +02:00
smallmodel b92cd8a64f Fixed player info for SVC_Status
Fixed "protocol" always returning 17 for SVC_Info
Fixed server not processing gamespy queries (not appearing in the master list)
2023-08-26 18:18:30 +02:00
smallmodel 317aead26d Replaced 1350 with MAX_INFO_STRING
Fixed wrong gamespy query being processed
2023-08-26 18:17:55 +02:00
smallmodel e93780c66c Fixed players_callback always returning players when there are none
Fixed gcd_think() crashing if it wasn't initialized
2023-08-26 18:17:28 +02:00
smallmodel af8990acf0 Added SV_ProcessGamespyQueries() declaration 2023-08-26 18:16:35 +02:00
smallmodel e41dcf03ad Added CVAR_SERVERINFO flag to "protocol"
Removed CVAR_SERVERINFO flag from "com_protocol" (useless)
2023-08-26 18:15:39 +02:00
smallmodel 0209e8f782 Fixed call to GSICancelAvailableCheck() causing socket 0 (STDIN) to be closed, any read() afterwards would hang 2023-08-26 16:18:57 +02:00
smallmodel 50d935171e Updated README 2023-08-25 23:25:04 +02:00
smallmodel 86ee9089e9 Include cg_radar.h 2023-08-25 23:22:44 +02:00
smallmodel ba6fe112bb Using Sys_LoadDll to load modules. Sys_LoadDll uses the binary path instead of the current working directory 2023-08-25 23:00:05 +02:00
smallmodel 15860a7795 Windows NT and Linux being both multi-user system, the homepath now defaults to %APPDATA%\openmohaa (Windows NT) and ~/openmohaa (unix) 2023-08-25 22:58:55 +02:00
smallmodel 78b3ad8075 As modules concern all 3 versions of the game, they're now installed in the root directory 2023-08-25 22:57:31 +02:00
smallmodel f61bda330e Set homepath to "openmohaa" (win32) and ".openmohaa" (unix) 2023-08-25 22:55:27 +02:00
smallmodel 5c9fceea2c Use sizeof sockaddr_in instead of 16 2023-08-25 22:55:22 +02:00
smallmodel 32cceebc47 Use the Git abbreviated commit hash for the product version 2023-08-24 23:33:29 +02:00
smallmodel 9d921df733 Added Git abbreviated commit hash 2023-08-24 23:33:19 +02:00
smallmodel 428f8c183d Put the extension before the platform string 2023-08-24 23:33:07 +02:00
smallmodel 45aae54b32 Renamed "Base" to "Allied Assault" 2023-08-24 23:32:40 +02:00
smallmodel d9ca73bc4c Updated README 2023-08-24 23:20:01 +02:00
smallmodel c2e24da9bd Initialize tracerspeed to 1 (this fixes turret bullets on mohaas/mohaab) 2023-08-24 23:19:49 +02:00
smallmodel c6ae5ed551 Added gamespy cd key authorization code (mohaas/mohaab only) 2023-08-24 23:19:21 +02:00
smallmodel 0f86a5ee8a Fixed "gamename" on mohaab
Use GS_GetCurrentGameName() and GS_GetCurrentGameVersion() in basic_callback
Using DF_ALLOW_LEAN_MOVEMENT instead of raw dmflags
2023-08-23 23:50:40 +02:00
smallmodel 803e53869b Set qr_custom_handler to NULL instead of 0 2023-08-23 23:49:25 +02:00
smallmodel a4fc25cca8 Increased the version number 2023-08-23 23:48:58 +02:00
smallmodel 28fbcf5628 Removed player printf destructor
Remove EF_PLAYER entflags from the Player destructor
2023-08-21 23:44:33 +02:00
smallmodel 3ea73febe4 Fixed spectate num 2023-08-21 23:33:23 +02:00
smallmodel 9eb3b3e1c3 Fixed infinite loop in SetPlayerSpectate() 2023-08-21 21:38:44 +02:00
smallmodel 48e1c39320 Fixed crash due do bad wrong delete after new[]
Fixed crash in ActorPath::ReFindPath when m_path is renewed
2023-08-21 21:38:32 +02:00
smallmodel fe38c7650f Updated the version number 2023-08-21 00:31:14 +02:00
smallmodel 5e2f5010f8 Fixed demo recording with different protocols 2023-08-21 00:20:04 +02:00
smallmodel efce4703ca Initialize demo_protocols from the com_protocol integer value 2023-08-21 00:19:46 +02:00
smallmodel 94ab4a5ac5 Moved MSG_ReadServerFrameTime and MSG_WriteServerFrameTime to qcommon/msg.cpp 2023-08-21 00:09:00 +02:00
smallmodel 58321be1ce sv_fps must have CVAR_SAVEGAME and CVAR_SERVERINFO 2023-08-21 00:08:08 +02:00
smallmodel 20282ffa56 Fixed +speed having inverted up/down 2023-08-20 14:44:46 +02:00
smallmodel ff4987cc81 Added more screenshots 2023-08-20 14:29:50 +02:00
smallmodel 80a22ca2ed Fixed pm error 2023-08-20 14:13:34 +02:00
smallmodel 51ca0a06a7 Fixed death message color on mohaas/mohaab 2023-08-20 14:11:34 +02:00
smallmodel 010794418c Fixed GetSpectateFollowOrientation using forward rather than right 2023-08-20 14:02:55 +02:00
smallmodel 51b5b2571a Set lean info per game for Pmove 2023-08-20 14:02:33 +02:00
smallmodel 182a677337 Script: use AngleVector rather than AngleVectorsLeft for angles methods 2023-08-20 14:02:04 +02:00
smallmodel 17f6c25bc7 Fixed leaning values in mohaas/mohaab 2023-08-20 13:54:25 +02:00
smallmodel 31d19cb0f6 Fixed score entries on FFA gametype 2023-08-20 13:27:09 +02:00
smallmodel 6c65bba279 Fixed MSG_WritePackedAnimTime not writing the animation time sometimes 2023-08-20 02:33:08 +02:00
smallmodel 8ae15be0de Create AnimationEvent with predefined args 2023-08-20 02:32:10 +02:00
smallmodel 11fb5ee2af Fixed removebot never working 2023-08-20 02:23:49 +02:00
smallmodel b68992e55e Added numArgs parameter 2023-08-20 02:23:41 +02:00
smallmodel 007a7681eb G_ClientDisconnect should print differently on mohaas/mohaab 2023-08-20 02:23:29 +02:00
smallmodel 7d4cdac52c Use WaitTillAllowed for waitTillTimeout, waitTillAny and WaitTillAnyTimeout 2023-08-20 01:46:38 +02:00
smallmodel 916f38e1b2 "roundstart" misspell 2023-08-20 01:43:59 +02:00
smallmodel 39ae88a2ab Remove "roundstart" waittill after the round has started 2023-08-20 01:43:37 +02:00
DJs3000 24f82e8e36 Add new arch (#61)
* Update q_platform.h

add e2k arch

* Update TargetArch.cmake

add e2k arch
2023-08-19 21:59:26 +00:00
smallmodel 247d09a09d Fixed strip on windows 2023-08-19 23:29:23 +02:00
smallmodel 030b291af1 Fixed library locations 2023-08-19 23:29:19 +02:00
smallmodel 9d0a5faed3 Fixed errors 2023-08-19 23:23:36 +02:00
smallmodel 261b15851f Fixed string() when no SDL 2023-08-19 23:10:48 +02:00
smallmodel 2929bd82a5 Removed func_expr as it's not used 2023-08-19 23:08:00 +02:00
smallmodel 4939927975 Fixed length decrease with an higher value 2023-08-19 23:07:47 +02:00
smallmodel f9ef6733b9 Fixed errors on CMake 3.5 2023-08-19 23:07:12 +02:00
smallmodel de08fe7ca3 Fixed linux compile error 2023-08-19 21:21:41 +02:00
smallmodel 482536ff1c Added g_bot.h file 2023-08-19 21:21:32 +02:00
smallmodel 3089cc8bc3 Avoid assigning the token to an str 2023-08-19 21:17:52 +02:00
smallmodel a307450e17 Made sourceLine argument optional to avoid string allocation 2023-08-19 21:12:03 +02:00
smallmodel 50cfc7e5ad Added STRING_VIEWMODELANIM_DONE 2023-08-19 21:06:25 +02:00
smallmodel 5b82cc4f11 Made Event::ErrorInternal const
Fixed ProcessEvent() not handling exceptions
2023-08-19 21:00:04 +02:00
smallmodel a83a76da95 Create an event with the argument count 2023-08-19 20:49:39 +02:00
smallmodel 2e4759ab1f Using m_RunLabel instead of trying to get the game script everytime 2023-08-19 20:49:20 +02:00
smallmodel af056d7646 Create an event with pcmd->num_args 2023-08-19 20:49:03 +02:00
smallmodel 46e57f0a1f Added maxDataSize so the event can be preallocated 2023-08-19 20:48:46 +02:00
smallmodel fe5473bc85 Added Set and SetScript with const_str
Fixed try/catch
2023-08-19 20:48:03 +02:00
smallmodel 1a03288144 SetFastData: Move the ScriptVariable instead of copying it 2023-08-19 20:47:36 +02:00
smallmodel 0c2326480b Avoid reallocation if the assigned ScriptVariable is the same as the other ScriptVariable 2023-08-19 20:47:14 +02:00
smallmodel 24f3b3bc93 Added anyValue union field 2023-08-19 20:46:42 +02:00
smallmodel 459aa89ca2 Check if sourceLength is -1 instead 2023-08-19 20:46:24 +02:00
smallmodel ec8eaacc69 Fixed "vstr" in the nextmap argument 2023-08-19 19:49:28 +02:00
smallmodel 84f55f627e Updated README 2023-08-19 19:41:53 +02:00
smallmodel a30f78e834 Prevent sv_maxbots + sv_maxclients from reaching MAX_CLIENTS 2023-08-19 19:35:20 +02:00
smallmodel d22cda594f Fixed TeamHitScoreLimit() (should use m_teamwins) 2023-08-19 19:34:57 +02:00
smallmodel 8cfa909b73 Reset bots on CleanUp
Fixed issues with WaitTill registration
2023-08-19 18:22:01 +02:00
smallmodel 86a6dd020f Check for WaitTillAllowed instead 2023-08-19 18:21:32 +02:00
smallmodel 556133fa11 Use STRING_ROUNDSTART instead of "roundstart" 2023-08-19 18:20:26 +02:00
smallmodel 4001de1dde Implemented WaitTillAllowed for all classes 2023-08-19 18:10:38 +02:00
smallmodel 7a57a25c58 Reworked the bot system 2023-08-19 17:58:54 +02:00
smallmodel d95cdcc142 Moved bot functions to g_bot.cpp 2023-08-19 16:03:42 +02:00
smallmodel d2a967e577 Don't use the explicit class name to access Entry_allocator 2023-08-19 15:48:50 +02:00
smallmodel 84adaa07e0 Removed reverse_label_list (use label_list enumeration instead) 2023-08-19 15:48:29 +02:00
smallmodel 2efeb7e972 Don't call Unregister with "delete" and "remove" in the destructor as UnregisterAll() will already do it
Don't call CancelPendingEvents() if the event system hasn't started
2023-08-19 15:39:59 +02:00
smallmodel b9655e3f19 Fixed memory leaks: free all memory allocated by the game module 2023-08-19 15:24:37 +02:00
smallmodel dce004ef13 Don't FreeAll() when destructing the block allocator, because it could be executed before containers destruction 2023-08-19 15:24:12 +02:00
smallmodel b9f1530eec G_ShutdownGame: shutdown events and deallocate game data 2023-08-19 15:23:48 +02:00
smallmodel 9b15b27f28 Removed CRT check debug flag 2023-08-19 13:36:54 +02:00
smallmodel ff2e64a742 Fixed a tiny mistake present in all mohaa versions, with a possible overflow in client index in PF_centerprintf and PF_locationprintf 2023-08-19 13:36:12 +02:00
smallmodel 4e38b803fb Fixed G_Random/G_CRandom 2023-08-19 13:32:32 +02:00
smallmodel 9825e1e6f2 Formatted source files 2023-08-19 03:02:30 +02:00
smallmodel b278f2eafa Var integer access fix 2023-08-19 03:00:19 +02:00
smallmodel 25912079db Return NULL for ulist::GetPosition 2023-08-19 03:00:07 +02:00
smallmodel b1753df1ed Reworked con_set and con_arrayset so that they have their own Entry class 2023-08-19 02:56:51 +02:00
smallmodel 03143d1341 Added a compilation flag to debug memory 2023-08-19 02:19:09 +02:00
smallmodel 843b49d56b Allow operator new and operator delete to be called when debugging memory 2023-08-19 02:19:01 +02:00
smallmodel 00644e7605 Alloc() and Free() will call malloc directly when debugging memory 2023-08-19 02:18:41 +02:00
smallmodel 93814bd05b Fixed Skel_Alloc and Skel_Free macros when debugging memory 2023-08-19 02:18:11 +02:00
smallmodel 438ed2c0ea Added a way to debug CRT heap (currently only on Windows with MSVC) 2023-08-19 02:17:45 +02:00
smallmodel 0310475957 Don't make "addbot", "removebot" and "bot" public commands 2023-08-19 02:17:12 +02:00
smallmodel 435bfe1271 Initialize angular_delta to 0 2023-08-19 01:38:38 +02:00
smallmodel 7ca532f0e4 FL_ANIMATE is 0x100000 2023-08-19 01:38:25 +02:00
smallmodel 8c3997f13b Implemented Projectile::Think from mohaas/mohaab 2023-08-19 01:32:54 +02:00
smallmodel d8ae1ce6b9 Added NULL to the end of SmokeGrenade event responses 2023-08-19 01:32:33 +02:00
smallmodel 5cb1e5de84 Fixed Vector_DotProduct returning wrong values 2023-08-19 01:02:18 +02:00
smallmodel 7fd2aff17b Fixed entity trace with no valid trace 2023-08-19 00:58:06 +02:00
smallmodel b9f3ee867b Fixed switch label with "default" case 2023-08-19 00:57:29 +02:00
smallmodel f16b992a97 Fixed assignments with case-insensitive event names 2023-08-19 00:57:19 +02:00
smallmodel 9ba5710412 Fixed variable comparison operators with VARIABLE_CHAR 2023-08-19 00:57:02 +02:00
smallmodel 7e6854f96b Fixed EventPointsWithinDist taking the wrong argument number for the distance 2023-08-19 00:35:48 +02:00
smallmodel aa25ef6c68 Removed EV_Player_UseHeld as there is already EV_GetUseHeld 2023-08-19 00:35:32 +02:00
smallmodel 9db1076603 Fixed VM_StepSlideMove using wrong start/end for gi.trace 2023-08-19 00:35:10 +02:00
smallmodel 7b39218af5 Fixed MASK_VEHICLE 2023-08-19 00:34:56 +02:00
smallmodel ba5b2adf94 Fixed rcon command not working 2023-08-19 00:34:47 +02:00
smallmodel ded7d941ea Call SetAngles(ev) when setting the angles 2023-08-19 00:34:27 +02:00
smallmodel 09ed4e4a1d Fixed grammar priorities of the unuary and complement 2023-08-19 00:34:14 +02:00
smallmodel 9b3aaa0f87 Using string+5 rather than string+(4+1) 2023-08-19 00:33:55 +02:00
smallmodel a274325f43 Fixed wrong bounce sound 2023-08-18 15:30:18 +02:00
smallmodel b0da0b8321 Removed nomonsters
Removed some serverinfo cvars
2023-08-18 15:25:26 +02:00
smallmodel a241ea20fa Removed nomonsters 2023-08-18 15:25:17 +02:00
smallmodel f8d5a5ecd2 Fixed TeamWin with the axis team 2023-08-18 15:13:47 +02:00
smallmodel f20b47ebc0 Fixed newlines when printing the teamwin 2023-08-18 15:10:35 +02:00
smallmodel de10ab8df3 Fixed "is preparing for deployment" message location on mohaas/mohaab 2023-08-18 15:10:23 +02:00
smallmodel 47c7c5a5e3 Renamed centerprint to stringToPrint 2023-08-18 15:10:10 +02:00
smallmodel 80ada3225d Fixed centerprint not working as intended 2023-08-18 15:09:32 +02:00
smallmodel a1745829b2 Added product extension, as breakthrough clients rely on the extension word (like "Spearhead") to set g_servertype variable 2023-08-18 14:54:17 +02:00
smallmodel b2853465ed Capitalize first letter in PRODUCT_EXTENSION 2023-08-18 14:53:39 +02:00
smallmodel c89091b4cd Send gamever and serverType in SVC_Info 2023-08-18 14:53:26 +02:00
smallmodel e5beb0d9b9 Explicitly use GT_SINGLE_PLAYER 2023-08-18 14:53:12 +02:00
smallmodel 80ab513d76 Fixed size() returning 0 when the type is VARIABLE_NONE (must return -1) 2023-08-18 14:14:32 +02:00
smallmodel 854136d85b Fixed spelling mistake 2023-08-18 14:14:11 +02:00
smallmodel 25c417187b Removed flex/bison source files from build
Flex/Bison must be used to generate those files
2023-08-18 01:46:16 +02:00
smallmodel e3e9328ba3 Fixed small mistake when comparing with nextTime 2023-08-18 01:46:00 +02:00
smallmodel 3cc0c41b7b Added ScriptArrayHolder constructor 2023-08-18 01:42:10 +02:00
smallmodel 697013bbbf Fixed grammar priorities with const array 2023-08-18 01:18:18 +02:00
smallmodel 0080d4b9a8 Using ScriptError 2023-08-18 01:18:07 +02:00
smallmodel 8c391ef880 set cvar_modifiedFlags to the difference between flags 2023-08-18 01:09:24 +02:00
smallmodel e6d3ca32f4 In CheckEndMatch, don't put any flag in cvars 2023-08-18 01:09:09 +02:00
smallmodel fab78f933e Using SHORT2ANGLE for ucmd angles 2023-08-17 22:44:27 +02:00
smallmodel 5cd7d89e72 Fixed wrong sv flags being used 2023-08-17 22:38:25 +02:00
smallmodel 15e8146306 Don't hide the HUD when in turret or vehicle 2023-08-17 22:38:09 +02:00
smallmodel 250f1d090e Fixed SanitizeName 2023-08-17 22:37:35 +02:00
smallmodel 03c5864034 Fixed secondarycharge animation 2023-08-17 22:37:09 +02:00
smallmodel 07b7f10912 Fixed UnlimitedAmmo() behavior (use the behavior from mohaas/mohaab) 2023-08-17 21:31:22 +02:00
smallmodel 0e1837db31 Fixed smoke and rifle grenade max ammo 2023-08-17 21:30:57 +02:00
smallmodel 070fe17473 G_PushEntity: use cylinder 2023-08-17 21:30:34 +02:00
smallmodel ba607a0aad Ignore the owner of the passEnt entity 2023-08-17 21:30:21 +02:00
smallmodel 2b38a0f48e Fixed wrong opcode for method event 2023-08-17 21:29:55 +02:00
smallmodel a1fb3b283c Remove clipmask flags for physics_on if it has second parameter specified 2023-08-17 20:13:58 +02:00
smallmodel 12e85aba45 Also check if the groundentity has no movetype 2023-08-17 20:05:30 +02:00
smallmodel 44fe18fef1 Added MASK_SCRIPT_SLAVE 2023-08-17 20:04:58 +02:00
smallmodel 28de2543ec Removed listenerVars as it can cause issues 2023-08-17 19:51:53 +02:00
smallmodel 4435984b81 Renamed label to m_Thread 2023-08-17 19:29:03 +02:00
smallmodel 1435489a43 Fixed floats with negative values 2023-08-17 19:17:16 +02:00
smallmodel 3d20b3a232 Using MASK_SHOT_TRIG for BulletAttack, so it touches triggers 2023-08-17 19:17:02 +02:00
smallmodel 97543622bf Added MASK_SHOT_TRIG
Fixed MASK_SHOT values
2023-08-17 19:16:49 +02:00
smallmodel a9374f068b Added a check to avoid packed from being out of bounds in MSG_PackCoord() 2023-08-17 18:24:50 +02:00
smallmodel d80e9d80e7 Fixed getcvar returning wrong values sometimes 2023-08-17 18:24:30 +02:00
smallmodel 4f757445c4 Set vehicle to be in godmode if the player is in godmode 2023-08-17 18:24:20 +02:00
smallmodel 2749ab92b2 trigger_hurt inherits from Trigger and not TriggerUse 2023-08-17 18:23:53 +02:00
smallmodel 011bee9f33 Implemented MSG_HandleCGMBufferOverflow
Fixed CGM buffer error for non-connected clients
2023-08-17 18:23:24 +02:00
smallmodel 1b86e60548 Implemented all mohaas/mohaab features like animated farplanes, skybox speed/farplane, etc. 2023-08-17 17:39:54 +02:00
smallmodel 23e01fc1a7 Make sure to set m_data.containerValue when copying the value 2023-08-17 17:39:26 +02:00
smallmodel 2c9c80d7bc Don't set the targetname if world doesn't exist
Prevent world from being retargeted
2023-08-17 17:39:12 +02:00
smallmodel 5146b1f36b Made SetTargetName virtual functions 2023-08-17 17:37:43 +02:00
smallmodel bc81fe78b2 Check if the ent is inside the hit entity (this fixes trigger_hurt issues in mp_stadt_dm 2023-08-17 16:10:29 +02:00
smallmodel 4de1b7c73b When showing entities number, add maxs.z offset 2023-08-17 16:09:46 +02:00
smallmodel 3c8c4e9f97 Call SetSize() directly from setModel() 2023-08-17 16:09:29 +02:00
smallmodel c366c10530 Fixed level/parm/game vars being overwritten 2023-08-17 16:09:09 +02:00
smallmodel 6f5106803d Made firstLeafBrush and firstLeafSurface as intptr_t, as sometimes it's an offset to an unrelated memory location (in 64-bit, it could be a very far away memory location) 2023-08-17 16:08:40 +02:00
smallmodel 55a6b7956a Changed event priorities 2023-08-17 16:07:51 +02:00
smallmodel 911d1f1706 Fixed OP_STORE_FIELD and OP_STORE_FIELD_REF 2023-08-17 16:07:38 +02:00
smallmodel 56fba733f3 Always cast targetlist to const array value, so the iteration remains untouched 2023-08-17 03:18:41 +02:00
smallmodel a3c65ef7e4 Fixed containerValue allocation (mustn't allocate a new one) 2023-08-17 03:18:19 +02:00
smallmodel 73bc196592 Fixed cmd execution while iterating over a target list 2023-08-17 03:04:01 +02:00
smallmodel 8487099264 Fixed crash due to improper ScriptPointer usage 2023-08-17 03:03:40 +02:00
smallmodel bdcd0dbd56 Fixed EventEnd copying and adding pointer value 2023-08-17 03:03:26 +02:00
smallmodel 3c2600648c Fixed "immediateremove" wrong spelling 2023-08-17 03:03:08 +02:00
smallmodel f1abfeced6 Fixed grammar for if/while/for statements with a single line and a semi-colon 2023-08-17 02:59:54 +02:00
smallmodel 99bce5a11a Fixed identifiers like "break_formation" being treated as "break" and "_formation" separately 2023-08-17 01:08:37 +02:00
smallmodel ab5a3604bf Fixed grammar like "$(value).field"
Fixed newline in if statements
Fixed if/else being ambiguous
2023-08-17 01:05:55 +02:00
smallmodel fab7d8539c Fixed an extremely nasty bug with libmad: mad.h defines SIZEOF_INT to 4, libmad c files don't include this mad.h file, which mean libmad c files will use 8-bytes int, and snd_codec_mp3.c will use 4-bytes int 2023-08-16 20:53:20 +02:00
smallmodel 0347a5ca0b Renamed MAX_CHANNELS to MAX_SKELETOR_CHANNELS to avoid conflict with sound channels (MAX_CHANNELS) 2023-08-16 20:51:19 +02:00
smallmodel 42ad1cb41c Removed libmad from includes 2023-08-16 20:50:26 +02:00
smallmodel 64e3c18fb9 Removed assertion (not present in mohaa) 2023-08-16 19:22:10 +02:00
smallmodel 7e113359b3 Fixed crash with healrate 2023-08-16 19:14:05 +02:00
smallmodel 467802c466 Fixed crash when loading savegame 2023-08-16 19:13:52 +02:00
smallmodel ce1b3aaee9 Fixed ArchiveAliases
Archive PathSearch
2023-08-16 19:13:38 +02:00
smallmodel 1a53bdd584 Implemented PathSearch::ArchiveDynamic 2023-08-16 18:48:38 +02:00
smallmodel 5521e7654d Fixed number of script classes being replaced by the number of threads, causing archive read to go wrong 2023-08-16 18:29:36 +02:00
smallmodel 73716dd624 Fixed silly mistake in the container archive function 2023-08-16 18:29:06 +02:00
smallmodel 840d23dcac Fixed sizeof(index) 2023-08-16 18:28:50 +02:00
smallmodel 525a0c7c82 Renamed and moved soundSystem_t to snd_local_new.h 2023-08-16 18:14:06 +02:00
smallmodel 46c35057fb Made omohserver an interface 2023-08-16 18:13:47 +02:00
smallmodel 6d03b9763a Using S_LoadData 2023-08-16 18:13:30 +02:00
smallmodel 9eaecb0a2a Fixed a crash when loading a script, on non-MSVC binaries 2023-08-16 16:07:42 +02:00
smallmodel c274af839e Updated README 2023-08-16 13:27:29 +02:00
smallmodel f9232840e4 Fixed sprint not working 2023-08-16 13:17:01 +02:00
smallmodel 3ea40fda82 Fixed runspeed values 2023-08-16 13:16:56 +02:00
smallmodel c357c2614a Added DEBUG_DROP_ASSERT CMake definition 2023-08-16 13:16:04 +02:00
smallmodel efed6d0eac Fixed script developer printf 2023-08-16 02:43:22 +02:00
smallmodel 244220f031 Fixed spawnpoint issues due to trace mask 2023-08-16 02:37:57 +02:00
smallmodel 7ce87575bc Added MASK_PLAYERSTART 2023-08-16 02:37:25 +02:00
smallmodel 401cfeda65 Make sure to not call CanSeeEnemy() if the enemy is NULL 2023-08-16 02:31:30 +02:00
smallmodel a45a8c7742 Fixed sentient linking/unlinking 2023-08-16 02:31:12 +02:00
smallmodel c80b360918 Fixed "ignoreclock" event name 2023-08-16 02:22:39 +02:00
smallmodel 8514ef6ef8 Fixed Objective::SetText event parameter 2023-08-16 02:18:23 +02:00
smallmodel 9b1dc34ea1 Fixed score data for mohaas/mohaab 2023-08-16 02:08:00 +02:00
smallmodel f5490321e7 Set default explosion to "fx/fx_explosion.tik" 2023-08-16 02:04:28 +02:00
smallmodel 1f4393e3b2 Call DM_Team::AddKills when the player got killed 2023-08-16 01:32:53 +02:00
smallmodel 8aa6a16a27 Export g_TOWObjectiveMan 2023-08-16 01:32:07 +02:00
smallmodel 286f553a54 Fixed uninitialized variable 2023-08-16 01:06:51 +02:00
smallmodel f0ec50e37b Implemented UIRadar::Draw() 2023-08-16 00:45:40 +02:00
smallmodel c1ee0332e3 Fixed parameter of Draw_StretchPic2 2023-08-16 00:45:26 +02:00
smallmodel d2737f2b40 Fixed CL_UnpackNonPVSClient not unpacking the clientNum 2023-08-16 00:45:12 +02:00
smallmodel 0d501ec38a Fixed CG_SameTeam always returning true 2023-08-16 00:44:44 +02:00
smallmodel d39e6421fe Call CG_UpdateRadarClient() in CG_AddCEntity 2023-08-16 00:44:30 +02:00
smallmodel c2125947ab Removed R_RegisterSkin 2023-08-16 00:20:16 +02:00
smallmodel 953a33a6ff Call CG_InitRadar and restore saved cgame state 2023-08-16 00:20:10 +02:00
smallmodel 883e7884c4 Updated README 2023-08-16 00:19:30 +02:00
smallmodel 508903c3b1 Moved console_spam_filter to Com_Init 2023-08-16 00:08:35 +02:00
smallmodel 9116063d3f Added CL_RestoreSavedCgameState and CL_RestoreSavedCgameState 2023-08-16 00:08:24 +02:00
smallmodel e2a0d2d01e Fixed function parameter 2023-08-16 00:07:45 +02:00
smallmodel 5343949254 Implemented Draw_StretchPic2 2023-08-15 23:52:22 +02:00
smallmodel c17454b124 Renamed bValid to teamShader 2023-08-15 23:24:23 +02:00
smallmodel 4f8dc5dc2a Added radar variables 2023-08-15 22:47:11 +02:00
smallmodel 0fea47bb69 Added Draw_StretchPic2 2023-08-15 22:44:37 +02:00
smallmodel 47665fcd70 Added CL_ReadNonPVSClient and CL_UnpackNonPVSClient 2023-08-15 22:22:35 +02:00
smallmodel 968b073338 Implemented client-game radar code 2023-08-15 22:21:44 +02:00
smallmodel 03582bb59a Added radars and radarShaders in cg_t 2023-08-15 22:21:24 +02:00
smallmodel 149d3ce2fc Added CL_InitRadar 2023-08-15 22:21:01 +02:00
smallmodel fe5e151d89 Added YawToAxis 2023-08-15 22:20:33 +02:00
smallmodel 06a7341eda Moved radarUnpacked_t from server.h to q_shared.h 2023-08-15 22:20:25 +02:00
smallmodel 456ed42e14 Implemented the radar system for non-pvs clients 2023-08-15 19:29:12 +02:00
smallmodel 2337f93df8 Added console_spam_filter 2023-08-15 19:28:38 +02:00
smallmodel ad675b05ac Better wording 2023-08-15 18:09:22 +02:00
smallmodel 44f6de9524 Added riscv and riscv64 2023-08-15 16:45:13 +02:00
smallmodel e25605b898 Updated README 2023-08-15 16:02:02 +02:00
smallmodel 919d14e329 Fixed README 2023-08-15 15:24:56 +02:00
smallmodel 8fc64cd1b1 Using libsdl-org/setup-sdl Github Actions 2023-08-15 15:16:00 +02:00
smallmodel 028a7d6125 Setup SDL for CodeQL 2023-08-15 13:35:16 +02:00
smallmodel 60b9a6e2e0 renamed to playerstart.h 2023-08-15 13:16:36 +02:00
smallmodel 9ad515335a Added g_utils.h 2023-08-15 13:04:18 +02:00
pryon 7593ea53f9 Fix generated executable/lib names missing the -dbg postfix on Visual Studio (#55)
* Fix generated executable/lib names missing the -dbg postfix on Visual Studio

* Spaces to tabs
2023-08-15 10:57:36 +00:00
smallmodel 07374ba1ed Compilation errors fixes 2023-08-15 12:47:49 +02:00
smallmodel 2deba01a5f Updated the README 2023-08-15 01:42:49 +02:00
smallmodel 3daee90b5b Moved functions from game.cpp/game.h to where they should be (g_main, g_utils) 2023-08-15 01:41:35 +02:00
smallmodel c4ba60afbd Added TRANS_BSP to G_BeginIntermission 2023-08-15 01:38:55 +02:00
smallmodel 81e9ce10cd Fixed warning spam if the default value is different 2023-08-15 01:27:54 +02:00
smallmodel c4738966fe Using g_utils.cpp from fakk 2023-08-15 01:27:35 +02:00
smallmodel 0eedc4e2f8 Fixed compilation warnings 2023-08-15 01:26:58 +02:00
smallmodel 14f9368575 Implemented all setters/getters
7 remaining important methods to implement
2023-08-15 00:24:07 +02:00
smallmodel 394546dee7 Added means of death strings 2023-08-14 23:37:14 +02:00
smallmodel e86e5c0d80 Renamed MOD_MINE to MOD_LANDMINE
Added MOD_AAGUN
2023-08-14 23:37:05 +02:00
smallmodel e0b5a62c4f Allow obj maps to be loaded in any game types 2023-08-14 20:44:46 +02:00
smallmodel 7fb42cf655 Fixed message printing on mohaas/mohaab 2023-08-14 20:44:28 +02:00
smallmodel 819f6bcf71 Using DM_Manager::CheckEndMatch() algorithm from mohaab 2.40 2023-08-14 20:35:23 +02:00
smallmodel ad47f8855b Implemented TOW Entities 2023-08-14 19:54:50 +02:00
smallmodel a50102ef52 Changed CONTROLLER_BOTH to CONTROLLER_DRAW
Added GetObjectiveIndex()
2023-08-14 19:53:35 +02:00
smallmodel 0b2a0634f5 Moved eController to Entities.h 2023-08-14 19:21:17 +02:00
smallmodel 8ea32fee31 Added Entities with all classes, methods and events (unimplemented) 2023-08-14 19:20:53 +02:00
smallmodel f0571385d5 Export events for AISpawnPoint 2023-08-14 19:00:16 +02:00
smallmodel 83318af532 Export EV_Weapon_SetProjectile 2023-08-14 17:43:28 +02:00
smallmodel 860c9b33ef Made AddObjective and SetCurrentObjective static 2023-08-14 15:02:25 +02:00
smallmodel ecbd6ae282 Renamed WITH_CLIENT to BUILD_NO_CLIENT 2023-08-14 13:31:42 +02:00
smallmodel 3ec799d150 Compiled parser 2023-08-14 03:15:48 +02:00
smallmodel 72715c1a85 Fixed CL_Disconnect being passed with arguments 2023-08-14 03:15:42 +02:00
smallmodel 16d262f6ee Fixed floats being interpreted as integers sometimes 2023-08-14 03:09:38 +02:00
smallmodel 49850940d6 Using objective flags enumeration 2023-08-14 02:39:32 +02:00
smallmodel e634fb5022 Using objective flags enum 2023-08-14 02:34:06 +02:00
smallmodel c0726f0634 Added objective status and flags enum 2023-08-14 02:33:59 +02:00
smallmodel 91dc3e5884 Fixed configstring index because of denormalization 2023-08-14 02:24:48 +02:00
smallmodel ba2c3ed5fd Fixed lean on protocols before 2.0 2023-08-14 02:12:30 +02:00
smallmodel 161f7e3313 Fixed wrong current objective
Added support for objective location per team
2023-08-14 02:11:26 +02:00
smallmodel f2f7afadef Don't resend the game state if the serverId is the same as the restarted server Id 2023-08-14 01:57:02 +02:00
smallmodel 0898bffb43 Fixed getboundkey1/getboundkey2 crashing when the key is null 2023-08-14 01:56:43 +02:00
smallmodel 99dc7bf7f2 Fixed CL_MapLoading always flushing 2023-08-14 01:56:25 +02:00
smallmodel 64acea9018 Call SV_CheckSaveGame in Com_Frame 2023-08-14 01:27:25 +02:00
smallmodel 8e05347ba0 Moved CL_FinishedIntro and SV_CheckSaveGame to qcommon.h 2023-08-14 01:27:13 +02:00
smallmodel 07e90d37ee Fixed bad angle 2023-08-14 00:22:25 +02:00
smallmodel 71bd04e5b2 Fixed weapon bullet trace
Fixed projectile being always removed in single-player mode
2023-08-14 00:22:05 +02:00
smallmodel 95510279ed Fixed trigger having no contents when a model is set 2023-08-14 00:21:44 +02:00
smallmodel f1502833b2 Fixed primary/secondary attacks not working 2023-08-13 23:21:11 +02:00
smallmodel e6448697d3 Let cg cleanup temp models
Fixed server restart
2023-08-13 23:20:51 +02:00
smallmodel 5a96d6dd96 Added snd_local_new for new local functions 2023-08-13 23:20:15 +02:00
smallmodel 8d6b3d0bd8 Added cg_archive and cg_radar (unimplemented) 2023-08-13 23:20:00 +02:00
smallmodel 1fd0cd097f Fixed the objective index 2023-08-13 22:08:10 +02:00
smallmodel 421126db38 Optimized ScriptVM::EventGoto 2023-08-13 22:07:33 +02:00
smallmodel 7258a2e972 Fixed CG_DrawObjectives stack overflow 2023-08-13 22:07:19 +02:00
smallmodel df66ab0339 Fixed EmitField bug
Clear the previous opcode when a new label is emitted
2023-08-13 21:55:22 +02:00
smallmodel c49d0c7afa Fixed iprintln(bold) not working properly with multiple arguments 2023-08-13 20:22:39 +02:00
smallmodel 421b3d6375 Fixed crouch on mohaa and mohaas/mohaab 2023-08-13 20:20:36 +02:00
smallmodel 11ef489225 Added basic implementation of sound callback
Implemented S_IsSoundPlaying
2023-08-13 20:20:17 +02:00
smallmodel e1da6797c5 Using S_FLAG_DO_CALLBACK 2023-08-13 20:19:51 +02:00
smallmodel 430c7d1a57 Fixed ScriptCheck always failing regardless of the g_scriptcheck value 2023-08-13 20:19:40 +02:00
smallmodel d3794c0dd9 Fixed bad event when using '$' key 2023-08-13 20:19:26 +02:00
smallmodel eef1368083 using g_gametype variable directly instead of using Cvar_VariableValue 2023-08-13 20:19:03 +02:00
smallmodel 6dfefa04f5 Fixed SV_AllowSaveGame always returning true 2023-08-13 20:18:46 +02:00
smallmodel 8b17d81545 Fixed variables improperly used on stack under some circumstances 2023-08-13 20:17:59 +02:00
smallmodel ec58ca0f13 Added S_FLAG_DO_CALLBACK 2023-08-13 20:17:33 +02:00
smallmodel 3fd87f90a2 Fixed objectives not showing properly 2023-08-13 20:17:23 +02:00
smallmodel 9f268b0f6a Using Director.Pause() instead 2023-08-13 17:59:59 +02:00
smallmodel f857116f75 Fixed script crashes 2023-08-13 17:59:49 +02:00
smallmodel ea78d96bc3 Fixed disabled view model animation
Fixed pmove viewheight
2023-08-13 17:59:41 +02:00
smallmodel 0be9e69833 Added protocol for pmove_t for PM_CheckDuck 2023-08-13 17:59:21 +02:00
smallmodel 8171641e3a Fixed "dmmessage" not being logged (it's a bug in all versions of mohaas/mohaab) 2023-08-13 16:13:08 +02:00
smallmodel ee6014a30f Fixed Player::CondCheckMovementSpeed returning wrong value (expects it to return true if below the weapon's max fire movement) 2023-08-13 16:11:59 +02:00
smallmodel 16c22a3ee5 Added "idle0", "idle1", "idle2" view model animations
Fixed respawn time after death
Fixed Sentient not switching to the primary weapon when spawning
Fixed weapon select not showing
Initialize all Player variables
Remove projectiles when switching teams
Set viewmodelanim to disabled when reaching the weapon's max fire movement
2023-08-13 16:11:25 +02:00
smallmodel 571e48fecf Call Weapon::Charge in Sentient::ChargeWeapon
Don't charge again if sentient is already charging weapon
2023-08-13 16:07:46 +02:00
smallmodel 973d7c5f34 Implemented Weapon::Charge
Cancel overcooked events in Weapon::ReleaseFire
2023-08-13 16:07:11 +02:00
smallmodel a1c5ca288a Renamed m_iOwnerTeam to m_iTeam
Implemented SetFuse, ArcToTarget, BecomeBomb, and DieInwater
Fixed projectile life being wrong when charging
2023-08-13 16:06:49 +02:00
smallmodel e330d00565 Added dmmessage monitoring 2023-08-13 14:19:14 +02:00
smallmodel 6feeb21e21 Fixed uninitialized angular delta variable 2023-08-13 14:19:05 +02:00
smallmodel bb5cf24d5f Fixed "isabandoned" mispelling 2023-08-13 03:34:28 +02:00
smallmodel 0dda70cca1 Fixed event parameters being wrong 2023-08-13 03:34:19 +02:00
smallmodel 5e83e03e33 Major grammar/lexer/compiler fixes 2023-08-13 03:34:09 +02:00
smallmodel d2b3f6c12b Added stub yacc / lex 2023-08-12 20:00:12 +02:00
smallmodel f5af33b181 Major script engine fixes 2023-08-12 19:59:40 +02:00
smallmodel 0da1ed8764 Fixed canseenoents having the wrong name 2023-08-12 19:59:17 +02:00
smallmodel 8aa6f29c4c Added all script functions from mohaas/mohaab 2023-08-12 14:02:43 +02:00
smallmodel 1b7a4442d3 Added no_fade parameter to G_BeginIntermission 2023-08-12 14:00:14 +02:00
smallmodel a163df993c Added MOD_MINE_EXPLOSION 2023-08-12 13:59:56 +02:00
smallmodel 2787007b9d Cleaned up class 2023-08-12 03:10:10 +02:00
smallmodel cea2c178b5 Fixed header 2023-08-12 03:05:06 +02:00
smallmodel 77a9cd5a9a Call Director.Unpause() to execute running scripts 2023-08-12 03:04:31 +02:00
smallmodel ec3259271e Removed THREAD_CONTEXT_SWITCH 2023-08-12 03:03:34 +02:00
smallmodel ae02abba3b Cleaned up ScriptMaster 2023-08-12 03:03:26 +02:00
smallmodel bf960f6f32 Cleaned up ScriptThread 2023-08-12 02:40:30 +02:00
smallmodel 66a1087099 Moved ScriptMaster methods here 2023-08-12 02:40:03 +02:00
smallmodel c1a431f857 Added all mohaas/mohaab features (SetWeaponIdleState, PingForMines, ForceLandmineMeasure, ForceDropWeapon and ForceDropHealth)
Set m_fDamageMultipliers depending on whether or not g_realismmode is set
Minor fixes in the sentient constructor
2023-08-12 00:49:07 +02:00
smallmodel dac5279a59 Archive is_paused and angular_delta 2023-08-12 00:47:39 +02:00
smallmodel a175ea27d7 Cleanup weapon class
Added ShowInfo, SetItemSlot and SetIdleState
2023-08-12 00:10:47 +02:00
smallmodel ddac42e21e Call Weapon::GetZoom() instead 2023-08-11 23:54:43 +02:00
smallmodel 34535ad415 Moved AnimationEvent from Animate to a separate source file 2023-08-11 21:48:25 +02:00
smallmodel c0597e441c Moved AnimationEvent from Animate to a separate source file
Implemented whole animate class from mohaas/mohaab
2023-08-11 21:30:47 +02:00
smallmodel 04b66684dd Added a function to get an animation's angular delta over time 2023-08-11 21:11:16 +02:00
smallmodel 244a2e66f9 Added TIKI_Anim_DeltaOverTime 2023-08-11 21:10:29 +02:00
smallmodel 55b737e730 Set global channel from local to -1 2023-08-11 21:10:14 +02:00
smallmodel 059dacf2a7 Added GetAngularDeltaOverTime() to return the animation's angular delta over time 2023-08-11 21:09:47 +02:00
smallmodel 41f7003747 Fixed SetPlayerView, SetupView, PlayerAngles
UpdateStats changes:
- Added support for allied and axis objective locations
- Vehicle health
- Healrate
- Secondary ammo
2023-08-11 03:13:36 +02:00
smallmodel 64ba900511 Use GetRemoteOwner() properly 2023-08-11 03:09:33 +02:00
smallmodel e371b4bbd3 Replaced unused stats 2023-08-11 03:09:19 +02:00
smallmodel aa44150525 Added some mohaas/mohaab methods (stubs) 2023-08-11 03:09:10 +02:00
smallmodel 3572be718a Use usercmd_s instead of usercmd_t 2023-08-11 03:08:56 +02:00
smallmodel a56d74814b Try to play pain animation in DamageFeedback 2023-08-11 01:58:22 +02:00
smallmodel 8d41b58635 Using hitloc enum instead of macros 2023-08-11 01:34:21 +02:00
smallmodel e80f326ee6 Proper implementation of DamageFeedback 2023-08-11 01:21:50 +02:00
smallmodel c5bd64912a Added MOVETYPE_PORTABLE_TURRET 2023-08-11 01:21:29 +02:00
smallmodel 8a808b616e Apply fall damage differently on mohaas/mohaab
Ignore world effects if no-cliping
2023-08-11 00:54:15 +02:00
smallmodel 91bb2f2e0b Enable god mode for the vehicle the player is in 2023-08-11 00:48:09 +02:00
smallmodel aa4e6a0651 Removed SpawnDamageEffect
DoUse: Call RemoveFromVehiclesAndTurretsInternal() directly
Use G_PMDrawTrace if sv_drawtrace is above 1
Set allow lean while moving
Disable movement prediction if player is glued onto something
Multiply the speed by the weapon movement speed
Added Teamkill warn and kick
Added support for invulnerability, sprint and team spawn
Added support for heal rate
Added talk icon
2023-08-11 00:43:40 +02:00
smallmodel 8e9ff2b289 Added G_PMDrawTrace 2023-08-11 00:13:29 +02:00
smallmodel d53ab8540e Fixed Unix compilation warnings/errors 2023-08-10 23:06:03 +02:00
smallmodel 7b133e5b2f Fixed const param 2023-08-10 23:04:47 +02:00
smallmodel 2b72959935 Call Obituary if there is also an inflictor
Clear pain animation when killed
Increment team kills count when a teammate was killed
2023-08-10 21:38:37 +02:00
smallmodel 82d0b62631 Implemented EndAnim_Pain 2023-08-10 21:37:53 +02:00
smallmodel 7205e27c8c Using death messages implementation from mohaas/mohaab 2023-08-10 21:26:28 +02:00
smallmodel c8d1248d86 Added MOD_MINE means of death 2023-08-10 21:26:07 +02:00
smallmodel 845e4556ef Added g_obituarylocation (openmohaa-specific parameter) 2023-08-10 21:23:10 +02:00
smallmodel a92bfbde40 Fixed variable names 2023-08-10 21:22:50 +02:00
smallmodel 999b6409b3 Fixed InitEdict, InitHealth
InitModel: IT/SC skins support, and voiceType fix
Respawn: Set invulnerability
2023-08-10 20:14:34 +02:00
smallmodel 0ae0be4047 Added more ammo to initialize
Added stopwatch parameter for mohaas/mohaab
Initialize mine variables in InitState
2023-08-10 19:36:14 +02:00
smallmodel fc7029c271 Added stopwatch type 2023-08-10 19:32:21 +02:00
smallmodel 307ee117bd Initialize invulnerability
Set the player view accordingly when choosing a spawn point
Don't set m_fDamageMultipliers in realism mode
Score isn't processed in single-player anymore
2023-08-10 19:14:51 +02:00
smallmodel 087d28eb9a Added GT_TOW and GT_LIBERATION for SelectSpawnPoint() 2023-08-10 19:11:39 +02:00
smallmodel 1deea345bc Renamed team to teamnum 2023-08-10 18:49:57 +02:00
smallmodel e0fa706f6c Implemented EquipWeapons, Stats, TickTeamSpawn, UserSelectWeapon, AllowTeamRespawn and EventKillAxis 2023-08-10 18:48:46 +02:00
smallmodel cf794d2b95 Added DF_OLD_SNIPER and DF_DISALLOW_KAR98_MORTAR 2023-08-10 18:42:13 +02:00
smallmodel 391e82bb92 Formatted source files 2023-08-10 18:41:49 +02:00
smallmodel 83a44b3158 Implemented RemoveFromVehiclesAndTurretsInternal 2023-08-10 17:01:55 +02:00
smallmodel 8cd0e6c5bf Added FixedTurret, PortableTurret and CarryableTurret (unimplemented) 2023-08-10 17:01:43 +02:00
smallmodel 619ab00035 Added player-specific methods 2023-08-10 17:01:19 +02:00
smallmodel 4ded5c3380 Added EV_Weapon_SetAmmoClipSize declaration 2023-08-10 17:00:51 +02:00
smallmodel 85fa2185f8 Added DetachRemoteOwner 2023-08-10 17:00:38 +02:00
smallmodel ab39259bbe Moved vote options stuff to bg_voteoptions.h 2023-08-10 17:00:17 +02:00
smallmodel 9bf2065d18 Implemented battle language methods and GetTeamDialogPrefix/GetNationalityPrefix 2023-08-10 14:18:40 +02:00
smallmodel ceb121d588 Added MASK_BATTLELANGUAGE 2023-08-10 14:14:50 +02:00
smallmodel e7dbc25ca0 Made entity parameter a constant instance 2023-08-10 14:14:39 +02:00
smallmodel 7386784765 Renamed clientPersistant_t to client_persistant_t
Named client_peristant_t fields correctly
2023-08-10 13:34:04 +02:00
smallmodel 9062952539 Implemented GiveNewWeaponsCheat, GetSpectateFollowOrientation, EnsurePlayerHasAllowedWeapons, SetPlayerSpectateRandom, RetrieveVoteOptions and GetNationalityPrefix
mohaas/mohaab fixes
2023-08-10 13:31:35 +02:00
smallmodel 9f0a479c3b added playerAnimSlot_t enum 2023-08-10 13:30:32 +02:00
smallmodel 517b9296dc Using sv_walkspeedmult instead of sv_walkspeed 2023-08-10 12:09:07 +02:00
smallmodel 3ca09613e1 Fixed string constants 2023-08-10 12:08:53 +02:00
smallmodel ba931cbedf Added all mohaas/mohaab cvars 2023-08-10 12:04:45 +02:00
smallmodel 090b354b23 Added all mohaas/mohaab events, methods (partially implemented) 2023-08-10 03:56:13 +02:00
smallmodel dd30bfde15 Set protocol from com_protocol 2023-08-10 03:55:50 +02:00
smallmodel 477735cb3d Cleanup player class
Added all mohaas/mohaab methods (partially implemented)
2023-08-10 03:46:28 +02:00
smallmodel 38599f2181 Added more cvars 2023-08-10 03:45:38 +02:00
smallmodel bd794fb286 Cleanup Level 2023-08-10 03:10:51 +02:00
smallmodel ce34b78113 Added CL_LV_ConvertString
Only CL messages are localized now (see comment)
2023-08-10 02:42:57 +02:00
smallmodel b8a87dc6ea Using dm_manager.h instead of dm_team.h 2023-08-10 02:31:48 +02:00
smallmodel 7bdc30936c Added G_SetClientConfigString 2023-08-10 02:31:09 +02:00
smallmodel 9e635a7207 Rearranged DM_Manager
Moved dm_team.cpp code to dm_manager.cpp
2023-08-10 02:31:01 +02:00
smallmodel e5626378ef Added m_bIgnoreClock 2023-08-10 01:42:24 +02:00
smallmodel 73921c116d Made FireWeapon and EventUseWeaponClass virtual methods 2023-08-10 01:42:06 +02:00
smallmodel d4b98ef9dd Added sprint, invulnerable and team spawn variables 2023-08-10 01:41:03 +02:00
smallmodel 40318f052a Set GAMEVERSION to OPENMOHAA 2023-08-09 23:49:47 +02:00
smallmodel a130f45c62 Added GetViewAngles, SetFov and GetFov
Removed SwingAngles
2023-08-09 23:49:38 +02:00
smallmodel e687d97660 Fixed compile errors 2023-08-09 23:48:37 +02:00
smallmodel e4a0406fc2 Removed Player::PlayerDone
Using Player::DeadBody with the event parameter
2023-08-09 23:11:39 +02:00
smallmodel ef18c389be Cleanup entity class
Added new parameter for CanSee
Added Entity::SafeSolid and Entity::Sink
2023-08-09 23:09:09 +02:00
smallmodel 85099801ab Call Player::DeadBody() with the event function instead 2023-08-09 22:09:04 +02:00
smallmodel 3472657f92 Added MASK_SAFESOLID 2023-08-09 22:08:37 +02:00
smallmodel c197513ff3 Fixed mismatched endif 2023-08-09 21:00:56 +02:00
smallmodel 9dca77c2cf Fixed setModel() virtual function 2023-08-09 20:58:36 +02:00
smallmodel f08a7fa21e Removed Player::useWeapon 2023-08-09 20:58:07 +02:00
smallmodel 2df56c810d Set Entity's entnum directly 2023-08-09 20:57:53 +02:00
smallmodel 8c6098f730 Removed SimpleEntity::SetTargetViewAngles() 2023-08-09 20:57:45 +02:00
smallmodel 1462d4f8d9 Removed StunAttack (useless) 2023-08-09 20:57:26 +02:00
smallmodel 5bd49304d7 Cleaned up SimpleEntity 2023-08-09 20:57:17 +02:00
smallmodel f52d648d6f Added InteractObject and ThrowObject 2023-08-09 20:49:43 +02:00
smallmodel 987af7eb81 Cleaned up Sentient class
Moved combat stuff to sentient_combat.cpp
Formatted source files
2023-08-09 19:45:39 +02:00
smallmodel f313b6a058 Formatted item source files 2023-08-09 16:54:38 +02:00
smallmodel 99b989bb63 Added DynItem
Removed unused features
Added remaining mohaa functions
2023-08-09 16:37:08 +02:00
smallmodel 7ebbba6ce5 Made Class::warning and Class::error const methods 2023-08-09 01:53:45 +02:00
smallmodel c2a6db15a6 Reordered and removed useless functions 2023-08-09 01:32:23 +02:00
smallmodel aa58bcf948 Using const_str for trigger 2023-08-09 00:54:06 +02:00
smallmodel fa5b030522 Cleaned up trigger source file 2023-08-09 00:42:09 +02:00
smallmodel 3e44049abf Removed unused trigger features 2023-08-08 23:51:46 +02:00
smallmodel 94c501e71b Formatted document 2023-08-08 23:46:45 +02:00
smallmodel 484b2a8900 Implemented TriggerAll 2023-08-08 23:35:01 +02:00
smallmodel e8ff4fb9a7 Fixed wrong TRIGGER_DAMAGE value 2023-08-08 23:06:28 +02:00
smallmodel b89e10fd5c Reordered conditions 2023-08-08 22:40:23 +02:00
smallmodel d86ea606eb Formatted source files 2023-08-04 00:21:19 +02:00
smallmodel 2135be12b8 Implemented all unimplemented conditions 2023-08-04 00:20:28 +02:00
smallmodel ae5d51f2e9 Reworked the player class
Added player_animation.cpp and player_conditionals.cpp
Renamed conditions functions and moved them to player_conditionals.cpp
2023-08-04 00:04:29 +02:00
smallmodel 6eaf25ff80 Using const for CurrentAnim() and CurrentTime() 2023-08-04 00:03:55 +02:00
smallmodel 17c371c15e Added Entity::BlocksAIMovement 2023-08-03 21:44:16 +02:00
smallmodel 13febc125e Renamed weapon to dm_primary 2023-08-03 21:44:05 +02:00
smallmodel b0f26acc18 Fixed max movement time 2023-08-03 21:43:50 +02:00
smallmodel 8ffa5f15e6 Implemented BulletAttack from mohaas/mohaab
Added more explosion effects
2023-08-03 21:43:38 +02:00
smallmodel f6bcc1ab86 Increased MAX_WEAPONS to 64 2023-08-03 20:14:33 +02:00
smallmodel a4d6442526 Call BulletAttack_Stat instead of putting everything in BulletAttack
Fixed some BulletAttack bugs
2023-08-02 23:09:18 +02:00
smallmodel b7fac3a5b0 Added BulletAttack_Stat 2023-08-02 21:58:47 +02:00
smallmodel 64ebf3ed05 Implemented all landmine related functions 2023-08-02 21:50:11 +02:00
smallmodel 9933612607 Added ScriptVariableList::VariableExists 2023-08-02 21:49:03 +02:00
smallmodel 22ff072b54 Made findKeyValue and findKeyEntry const 2023-08-02 21:48:54 +02:00
smallmodel 73b0a84ad0 Added MASK_LANDMINE_PLACE 2023-08-02 21:05:49 +02:00
smallmodel 7b03f953bf Added Level::RoundStarted 2023-08-02 21:02:19 +02:00
smallmodel 367d6ff6fc Added and implemented TriggerNoDamage, TriggerEntity and TriggerLandmine 2023-08-02 21:00:16 +02:00
smallmodel ca61fde54b Added ScriptThreadLabel::Execute() with safeptr listener, and optionally another listener 2023-08-02 20:59:54 +02:00
smallmodel f739588c73 Cleaned up Player class from all unused action anim
Added all mohaas/mohaab fields
Added m_sDmPrimary to get the player's primary weapon
2023-08-02 20:59:19 +02:00
smallmodel ce02d782c4 Removed Player::FindEnemyInFOV and Player::FindEnemyInFOVFromTagWithOffset (unused) 2023-08-02 20:59:15 +02:00
smallmodel a498b11e20 Added MASK_LANDMINE 2023-08-02 20:56:19 +02:00
smallmodel ffa5a91cd2 Added Landmine and Defuse fire types for Shoot
Added GetUseCrosshair()
2023-08-02 19:53:14 +02:00
smallmodel ae680ffd5d Added Landmine functions from mohaab
Added more parameters for BulletAttack and FakeBulletAttack from mohaas/mohaab
2023-08-02 19:52:04 +02:00
smallmodel 4c17d12fc6 Added new fire types
Added GetFireAnim()
Using m_sTagBarrel rather than an hardcoded tag name
2023-08-01 21:18:35 +02:00
smallmodel 0259f1a251 Reworked Weapon::ReadyToFire and Weapon::PickupWeapon with mohaas/mohaab features 2023-08-01 20:36:52 +02:00
smallmodel 04708aeb67 Fixed CurrentFrame() not found error 2023-08-01 19:59:32 +02:00
smallmodel a47eb1653e Override animation functions from entity 2023-08-01 19:59:19 +02:00
smallmodel 10fda39430 Added animation functions 2023-08-01 19:59:05 +02:00
smallmodel b2be03cce3 Initialize all weapon vars, including mohaas/mohaab variables 2023-08-01 19:31:25 +02:00
smallmodel 84ecf838d4 Optimized G_Command_ProcessFile a little bit 2023-08-01 19:31:08 +02:00
smallmodel c115796137 Optimized GetValue() so it moves value instead of copying it 2023-08-01 19:30:28 +02:00
smallmodel 7e054c8beb Implemented all mohaas/mohaab events 2023-07-31 23:41:53 +02:00
smallmodel e8df36998e Added mohaas/mohaab variables 2023-07-31 23:41:45 +02:00
smallmodel 0cc558f757 Added overcooked field 2023-07-31 23:41:01 +02:00
smallmodel 5c9bc074f4 Removed fov variable (was useless) 2023-07-31 23:40:39 +02:00
smallmodel d89175ebc8 Added "always" parameter for alias registration 2023-07-30 23:02:13 +02:00
smallmodel 727eb71995 Added all mohaas/mohaab entity events 2023-07-30 21:21:00 +02:00
smallmodel 3d48c00902 Added g_realismmode 2023-07-30 20:21:18 +02:00
smallmodel 963318264c Added SV_HitEntity from mohaab 2023-07-30 20:21:08 +02:00
smallmodel d9123799d6 Added CONTENTS_CLAYPIDGEON 2023-07-30 19:48:43 +02:00
smallmodel 6562bcb164 Added mohaas/mohaab weapon events (unimplemented) 2023-07-30 19:41:11 +02:00
smallmodel 4fa8af3b30 Smoke system implementation from mohaas/mohaab 2023-07-30 16:09:54 +02:00
smallmodel 3f4be4f8ef Added MASK_SMOKE_SPRITE 2023-07-30 16:09:36 +02:00
smallmodel 09c7badf4f Added g_debugsmoke cvar 2023-07-30 16:09:22 +02:00
smallmodel 7b9b371cf6 Added RotatePointAroundAxis 2023-07-30 15:42:59 +02:00
smallmodel 25e44e7a45 Added stub source files from mohaas/mohaab 2023-07-30 14:28:58 +02:00
smallmodel 51374729d3 Clear g_iInThinks each frame
Display the memory usage if the g_showmem cvar is set
2023-07-30 14:27:15 +02:00
smallmodel 5a19f7f574 Added LightClass 2023-07-30 14:26:52 +02:00
smallmodel 40ac8a1557 Added watchstring from mohaab 2023-07-30 14:09:22 +02:00
smallmodel ca42a3e08e Implemented View3D::DrawLetterbox, View3D::DrawFades, View3D::DrawSoundOverlay, View3D::ClearCenterPrint, View3D::UpdateCenterPrint, View3D::UpdateLocationPrint, View3D::LetterboxActive, View3D::InitSubtitle 2023-07-30 11:47:20 +02:00
smallmodel 3a04357b71 Fixed enum values and enum names 2023-07-30 11:40:50 +02:00
smallmodel 078223c1b6 Centerprint when screenshotting 2023-07-30 11:40:33 +02:00
smallmodel 3fe7cbf725 Fixed vertex colors spam 2023-07-30 11:38:59 +02:00
smallmodel d6059e42ba Export sound_overlay for View3D 2023-07-30 11:38:41 +02:00
smallmodel 02c1fbe4fc Export LV_ConvertString to ref 2023-07-30 11:38:31 +02:00
smallmodel 6f8fee47f2 Using const char* for LV_ConvertString 2023-07-30 11:38:18 +02:00
smallmodel 6c247b300e Updated README 2023-07-30 11:37:41 +02:00
smallmodel 3627760748 Removed parent entity not found message in CG_GetOrigin 2023-07-30 01:10:26 +02:00
smallmodel f3affb3d4c Implemented DontLocalize and FadeSequence from mohaas 2023-07-30 00:56:54 +02:00
smallmodel a86ed01ba3 Fixed shader tiling being bad with virtual scaling on mohaas/mohaab 2023-07-29 23:18:31 +02:00
smallmodel d40755eb7c Added MouseAwayCommand. (this fixes main menu with items staying hovered in mohaas/mohaab) 2023-07-29 23:18:22 +02:00
smallmodel ce7599cb02 Set column padding 2023-07-29 22:31:16 +02:00
smallmodel 68bf89c522 Fixed entity axis index crash (was using i instead of j) 2023-07-29 21:26:28 +02:00
smallmodel 0c5b57ee05 Fixed MASK_SURF_TYPE not matching all surfaces 2023-07-29 21:25:39 +02:00
smallmodel 69a10da52c Version number increment 2023-07-29 19:57:16 +02:00
smallmodel ab534623c4 Fixed crash due to trace.allSolid not being initialized 2023-07-29 19:56:54 +02:00
smallmodel ae4ea14b35 Fixed crash related to backEnd.currentEntity being null 2023-07-29 19:56:36 +02:00
smallmodel ea3c48af02 Fixed double-click not working 2023-07-29 19:41:29 +02:00
smallmodel 9df0c023ed Fixed the server list
Fully implemented the server list
Added support for mohaas/mohaab server list
2023-07-29 19:31:16 +02:00
smallmodel a5259ebc05 Using MASTER_SERVER_HOST macro 2023-07-29 19:30:39 +02:00
smallmodel add59ad12a Implemented UIListBase::TrySelectItem and UIListBase::KeyEvent 2023-07-29 19:30:22 +02:00
smallmodel 53eecb4d4c Fixed compare function being wrong 2023-07-29 19:29:52 +02:00
smallmodel 77fb47451c Added game_version cvar so it shows on the UI on mohaas/mohaab 2023-07-29 19:29:38 +02:00
smallmodel 80ae39c2a7 Fixed mouse wheel not working 2023-07-29 19:29:13 +02:00
smallmodel 118ce0d550 Implemented all unimplemented functions/methods 2023-07-29 00:47:05 +02:00
smallmodel dfd9afceba Added Cvar_VariableFloatValue 2023-07-28 22:34:29 +02:00
smallmodel 6f7eb93645 Export UI_SetReturnMenuToCurrent() 2023-07-28 22:34:22 +02:00
smallmodel a5268cbd24 Implemented FAKKServerListItem class
Implemented UIFAKKServerList::RefreshServerList, UIFAKKServerList::RefreshLANServerList, UIFAKKServerList::NewServerList, UIFAKKServerList::ServerCompareFunction and UIFAKKServerList::SortByColumn
2023-07-28 21:51:37 +02:00
smallmodel c732ed66b2 Set default alpha to 1.0 2023-07-28 21:45:19 +02:00
smallmodel 10981f706f Added functions to get game key, game name and game ID 2023-07-28 21:45:07 +02:00
smallmodel d61218d7e2 Fixed const parameters 2023-07-28 21:44:43 +02:00
smallmodel 615032bc25 Fixed cross-platform errors 2023-07-27 23:13:57 +02:00
smallmodel ea70be07a2 Added FAKKServerListItem class (with unimplemented methods) 2023-07-27 23:02:39 +02:00
smallmodel 1884d3d23c Using a const char* for ServerListAuxUpdate 2023-07-27 23:00:27 +02:00
smallmodel 3f036cca5e Added GameSpy server list 2023-07-27 22:43:51 +02:00
smallmodel 3e02fe340b Implemented UIFAKKServerList's constructor 2023-07-27 22:43:41 +02:00
smallmodel 50d62f1505 Exported EV_UIListBase_ItemDoubleClicked and EV_UIListBase_ItemSelected 2023-07-27 22:43:24 +02:00
smallmodel 60511ace99 Set maximum parallel job to 1 when publishing a new release 2023-07-25 23:59:20 +02:00
smallmodel aef54d05ae Incremented version number 2023-07-25 23:27:07 +02:00
smallmodel 15633626fe Implemented R_GatherLightSources, R_CheckAddLightToList and R_InsertLightIntoList 2023-07-25 22:01:28 +02:00
smallmodel d43b60c818 Don't lean while moving if alwaysAllowLean is not set 2023-07-25 20:59:52 +02:00
smallmodel 7941524aad Set alwaysAllowLean depending on the game version and the dmflags 2023-07-25 20:59:34 +02:00
smallmodel 3aa4a6157c Added PMF_NO_LEAN pmflags
Added alwaysAllowLean pmove_t field from mohta
2023-07-25 20:59:04 +02:00
smallmodel fc9cf41557 Implemented R_GetLightingGridValue (better lighting) 2023-07-25 20:03:07 +02:00
smallmodel 527131e513 R_LoadLightGrid: Set light grid size depending on the map version 2023-07-25 20:02:56 +02:00
smallmodel b79163f998 Fixed sqrt non-constant expression 2023-07-25 18:46:05 +02:00
smallmodel 121aaa164a Implemented sphere light 2023-07-24 20:18:14 +02:00
smallmodel 2522559a04 Implemented R_SphereInLeafs 2023-07-24 20:14:23 +02:00
smallmodel cf61471b2d Added MAX_REAL_LIGHTS 2023-07-24 20:14:16 +02:00
smallmodel 9ebdc6a238 Replaced 2 with RDF_HUD 2023-07-24 20:13:43 +02:00
smallmodel 0c65f5dab3 Incremented version number 2023-07-24 11:47:09 +02:00
smallmodel 12d6b064ec Increased tempmodel count 2023-07-23 19:24:07 +02:00
smallmodel 9de676a86b Set the correct special effect for CG_Splash 2023-07-23 19:21:53 +02:00
smallmodel 087d0047b3 Implemented AGEN_DIST_FADE, AGEN_ONE_MINUS_DIST_FADE, AGEN_TIKI_DIST_FADE, AGEN_ONE_MINUS_TIKI_DIST_FADE and AGEN_HEIGHT_FADE 2023-07-23 19:08:57 +02:00
smallmodel d6952b8915 Implemented RB_CalcAlphaFromHeightFade 2023-07-23 18:43:35 +02:00
smallmodel 396e543b74 Removed tess.numVertexes check from RB_CheckOverflow 2023-07-23 18:21:09 +02:00
smallmodel fa3479cc96 Fixed entities with RF_DONTDRAW being drawn 2023-07-23 18:19:26 +02:00
smallmodel 0e27ebb3e4 Fixed modelanim skyorigin 2023-07-23 18:19:08 +02:00
smallmodel cd3e9bec03 Don't draw NODRAW surface 2023-07-23 15:07:20 +02:00
smallmodel 6082e0abe1 Workaround to fix crash on mohaa fx 2023-07-23 13:46:32 +02:00
smallmodel 23cf561405 Fixed infinite loop in VSS_CalcRepulsionForces 2023-07-23 13:46:15 +02:00
smallmodel a6c7f7d4e0 Fixed animation map 2023-07-23 13:44:30 +02:00
smallmodel 74f230077d Fixed ClientGameCommandManager::BeginTagSpawnLinked incorrectly working
Implemented ClientGameCommandManager::IsBlockCommand
Support for T_WAVE in ClientGameCommandManager::UpdateEmitter
2023-07-22 21:34:18 +02:00
smallmodel c2cc57fa6b Made model check case-insensitive (this fixes thing like recaching, and this fixes cgame crashing with m_spawnthing being null during model parsing) 2023-07-22 21:27:56 +02:00
smallmodel 7b1ab5fea6 Fixed wrong emitter being used
Free temp model if it has no dlight and no model name
2023-07-22 20:36:11 +02:00
smallmodel 3161f28da6 Initialize pEvent to 0 2023-07-22 20:06:16 +02:00
smallmodel 403e98fba6 Implemented ClientGameCommandManager::BeginTagSpawnLinked 2023-07-22 17:45:27 +02:00
smallmodel 3e657679a0 Replaced calls to SpawnTempModel by calls to SpawnEffect call
Set m_spawnthing to m_localemitter if the current SFX is null
2023-07-22 17:35:06 +02:00
smallmodel 7c2cdd52b0 Using SFX enum to spawn SFX 2023-07-22 17:35:02 +02:00
smallmodel 6c46c5d5c0 Fixed life_random not working 2023-07-22 15:49:44 +02:00
smallmodel 930784bdf3 Don't initialize the spawnthing if there is a current SFX 2023-07-22 15:33:31 +02:00
smallmodel 92efd2a4bb Using RF_FLAGS_NOT_INHERITED for CG_AttachEyeEntity 2023-07-22 15:23:12 +02:00
smallmodel 751283aeb5 AllocateTempModel will just return null if there are no free tempmodels
Removed timealive parameter
Using T_SPHERE instead of T_INWARDSPHERE
Using T2_RELATIVEANGLES
2023-07-22 15:22:54 +02:00
smallmodel e97250875c Added relative angles from mohta
Calling SpawnEffect instead of SpawnTempModel
2023-07-22 15:21:57 +02:00
smallmodel c5f853aa1f Added relative angles from mohta 2023-07-22 15:20:51 +02:00
smallmodel 00c07b4e10 Implemented CG_AttachEyeEntity and CG_UpdateForceModels, which fixes turrets, and entity attachment to player 2023-07-21 23:43:57 +02:00
smallmodel 783cefacf9 Fixed surfaces crash 2023-07-21 23:42:09 +02:00
smallmodel 832067d967 Fixed (a little bit) R_RealDlightPatch 2023-07-21 23:36:02 +02:00
smallmodel 8e60786307 Added Q_clamp_int and Q_clamp_float 2023-07-21 23:35:44 +02:00
smallmodel 7172f480eb Added "wrongver" connectionless packet command response
Fixed disconnect not returning to main menu
Implemented CL_AbnormalDisconnect
Removed CL_Disconnect parameter
Using short version for version when connecting
2023-07-21 20:37:45 +02:00
smallmodel b1c732eeb9 Fixed MSG string reading functions returning bad strings 2023-07-21 20:35:41 +02:00
smallmodel 4aad275e3b Removed buffer from Message_Key 2023-07-21 20:35:26 +02:00
smallmodel 2a34e54000 Fixed MSG_ReadGameStateChar not returning correctly 2023-07-21 20:35:13 +02:00
smallmodel f725192d7d Removed float warning 2023-07-21 20:34:59 +02:00
smallmodel 3682d3b799 Export UI_FocusMenuIfExists 2023-07-21 20:34:50 +02:00
smallmodel 24b22392ff Removed CL_Disconnect parameter 2023-07-21 20:34:42 +02:00
smallmodel 035ed1fe24 Added com_target_version and removed CL_Disconnect parameter 2023-07-21 20:32:58 +02:00
smallmodel 129e3bfe6e Removed comment 2023-07-21 20:32:43 +02:00
smallmodel 134873cc51 Removed CL_Disconnect parameter
Added com_target_version
2023-07-21 20:32:33 +02:00
smallmodel d3bda17814 Fixed vertice steps 2023-07-21 20:30:44 +02:00
smallmodel 29c321d2cc Added S_TriggeredMusic_PlayIntroMusic 2023-07-21 20:30:11 +02:00
smallmodel 7106396b3e Implemented R_RecursiveDlightPatch, R_RealDlightPatch and R_RealDlightTerrain 2023-07-20 23:59:52 +02:00
smallmodel ea7ee996a0 Make sure to zero out value at index 3 of static normal and xyz 2023-07-20 23:59:27 +02:00
smallmodel a2808a0dbf Fixed dlightmap being wrong 2023-07-20 23:58:33 +02:00
smallmodel d0a8ac91a7 ParseFace: skip if surface shader has nodraw flags 2023-07-20 23:58:17 +02:00
smallmodel 58b88201dd Using LIGHTMAP_SIZE instead of a constant value 2023-07-19 22:41:14 +02:00
smallmodel eceef48267 Made lightmap_buffer access self-explanatory 2023-07-19 22:40:58 +02:00
smallmodel f32d32f720 Made lightmap_buffer variable 1D 2023-07-19 22:40:40 +02:00
smallmodel c269a4f034 Fixed missing semicolon 2023-07-19 20:59:04 +02:00
smallmodel 9189538410 Fixed LIGHTMAP_SIZE usage 2023-07-19 20:37:05 +02:00
smallmodel 00b028b381 Fixed texture env
Fixed wrong dlight image being used
2023-07-19 20:30:43 +02:00
smallmodel 7d309553cc Fixed dlight byte 2023-07-19 20:30:22 +02:00
smallmodel 8c7dd5fad6 Set DLIGHT_SIZE to 32 instead of 16 2023-07-19 20:21:06 +02:00
smallmodel a5ff63cd01 Fixed env values 2023-07-19 20:20:16 +02:00
smallmodel 5e55e72b5c Set tess.dlightMap to 0 in RB_AddQuadStampExt
Clear dynamic light bits when surface is a sky or has nodlight set
2023-07-19 20:19:54 +02:00
smallmodel 01fbba74ef Code cleanup 2023-07-19 00:40:25 +02:00
smallmodel c7de9048e5 Fixed index mistake 2023-07-19 00:40:14 +02:00
smallmodel 6faded773c Removed (int) useless cast 2023-07-19 00:39:54 +02:00
smallmodel ca4e55fad8 Using LIGHTMAP_SIZE 2023-07-19 00:08:49 +02:00
smallmodel bcf58f90d6 Implemented R_RealDlightFace and R_DlightSample 2023-07-18 22:31:55 +02:00
smallmodel 3f8db539af Fixed lightmap vecs loading 2023-07-18 22:31:45 +02:00
smallmodel e181e00807 Added R_FastDlightTerrain
implemented R_DlightTerrain
Fixed R_DlightSurface (this fixes issues with dynamic lighting)
2023-07-18 21:39:14 +02:00
smallmodel 22fdf36cc6 Added reallight functions, unimplemented 2023-07-18 21:19:16 +02:00
smallmodel 415a5e60da Fixed uninitialized variables 2023-07-18 21:19:01 +02:00
smallmodel 7828cddc2a Implemented DrawStatCircle, DrawStatNeedle, DrawStatRotator DrawStatSpinner and StatCircleTexCoord. The compass HUD is now fully functional 2023-07-18 20:50:40 +02:00
smallmodel 83a6493024 Export ui_health_start and ui_health_end 2023-07-18 20:49:33 +02:00
smallmodel e763d2b17d Added cl_uiradar 2023-07-18 00:10:56 +02:00
smallmodel ae8d26ce18 Use crandom() instead of random() 2023-07-18 00:09:02 +02:00
smallmodel 1438c052b4 Rearranged include files 2023-07-18 00:08:30 +02:00
smallmodel 8489059ea8 Implemented R_TessellateMarkFragments, and R_AddMarkFragmentsToTerrain 2023-07-17 23:28:06 +02:00
smallmodel 2866bfdd04 Fix for DrawStretchRaw and const params 2023-07-17 20:44:09 +02:00
smallmodel 52f60e647d Implemented R_MarkFragmentsForInlineModel and R_BoxSurfacesForBModel_r 2023-07-17 20:09:00 +02:00
smallmodel 66213821c5 Using const parameters for BoxOnPlaneSide 2023-07-17 20:08:26 +02:00
smallmodel baee33e07f Added chrono stuff for C++ 2023-07-17 19:28:55 +02:00
smallmodel 800ccaf020 Fixed animation crossblend not working correctly 2023-07-17 19:24:53 +02:00
smallmodel 7e526ca9a5 Fixed scrambled string errors with accents 2023-07-17 19:13:05 +02:00
smallmodel b07784d884 Merge branch 'main' of github.com:openmoh/openmohaa 2023-07-17 00:25:21 +02:00
pryon 6891d297d2 Implement R_CountTikiLodTris (#48)
* Implement R_CountTikiLodTris

* Fix several bugs in R_DrawDebugNumber and a buffer overrun in R_DebugLine
2023-07-17 00:24:56 +02:00
smallmodel 69c2ea4614 Using font system from SH/BT to support different code pages 2023-07-17 00:24:04 +02:00
smallmodel 7515c99195 Fixed string being wrong if there is a char above 128 (like accents), causing network glitches 2023-07-17 00:22:15 +02:00
smallmodel 70463db037 Fixed normals being corrupted/uninitialized and causing weird artifacts, such as strange water lines in some maps 2023-07-15 21:21:27 +02:00
smallmodel 2015fbda4d Initialize fragment iIndex to 0 2023-07-15 20:50:58 +02:00
smallmodel f227fcdcaa Implemented most mark functions 2023-07-15 20:41:52 +02:00
smallmodel 3a27275cb2 Implemented CG_GetBrushEntitiesInBounds 2023-07-15 20:41:27 +02:00
smallmodel c05403d5d3 Set fov sin/cos
Implemented CG_FrustumCullSphere (from BT code)
2023-07-15 20:41:14 +02:00
smallmodel 89b2c9be9d Added fov sin/cos variables 2023-07-15 20:40:26 +02:00
smallmodel e288272c4a Added CG_FrustumCullSphere and CG_GetBrushEntitiesInBounds 2023-07-15 20:19:08 +02:00
smallmodel fc362fbe6b Made pointBuffer const 2023-07-15 20:18:47 +02:00
smallmodel 113e3c3d87 Added CG_GetBrushEntitiesInBounds 2023-07-15 20:18:33 +02:00
smallmodel 1ae812af96 Added CG_FrustumCullSphere 2023-07-15 20:18:20 +02:00
smallmodel f66ce78a56 Using const for pointBuffer 2023-07-15 20:18:08 +02:00
smallmodel 9882a20a95 Added iIndex in markFragment_t 2023-07-15 20:17:52 +02:00
smallmodel 7458077346 Added more marks variables and struct fields
Reimplemented CG_InitMarks, CG_AllocMark
Implemented CG_FreeMarkPoly, CG_FreeMarkObj, CG_FreeBestMarkObj
2023-07-12 23:53:30 +02:00
smallmodel 483df8ef87 Implemented CG_MakeBulletHoleSound 2023-07-10 23:58:05 +02:00
smallmodel 6318a606e8 Fixed MASK_SHOT value 2023-07-10 23:49:54 +02:00
smallmodel 608b8bec30 Implemented CG_CheckMakeMarkOnEntity, CG_InitTestTreadMark
Added CG_AssembleFinalMarks
2023-07-10 23:28:17 +02:00
smallmodel ac8f34a40c Implemented CG_MakeBubbleTrail, CG_BulletTracerEffect and CG_AddBulletImpacts 2023-07-10 23:08:27 +02:00
smallmodel 7cc687e110 Fixed beam const vec3_t parameter 2023-07-10 23:07:57 +02:00
smallmodel 819fe53eaa Implemented CG_MakeBulletTracerInternal 2023-07-10 21:11:01 +02:00
smallmodel e0a4661ec0 Added CONTENTS_FLUID 2023-07-10 21:10:33 +02:00
smallmodel 8b83b8e5bb Replaced vec_t with vec3_t 2023-07-10 21:10:23 +02:00
smallmodel a2e7a4b4a6 CG_ImpactMark parameters modification 2023-07-10 21:09:56 +02:00
smallmodel f164bc638b Put variables in CG_MakeBulletTracerInternal 2023-07-09 23:36:21 +02:00
smallmodel 68df65994a Name fix 2023-07-09 21:48:37 +02:00
smallmodel 2dc43f9104 Fixed wrong view model animations for mohta and mohtt weapons 2023-07-09 21:24:57 +02:00
smallmodel b8ff6d0f21 Updated README with better screenshots 2023-07-09 21:16:42 +02:00
smallmodel 7063469585 Added death dm flags to increase the duration of the decay time 2023-07-09 21:16:28 +02:00
smallmodel 84f785a872 Fixed TIKI autosteps flags (this fixes footsteps) 2023-07-09 20:36:42 +02:00
smallmodel d7700ea1c2 Call ReregisterMaterial instead of RefreshMaterial 2023-07-09 20:15:47 +02:00
smallmodel 4e4e82c874 Fixed bad fog 2023-07-09 20:12:45 +02:00
smallmodel 0c57ec27e6 Added nodepthwrite, nodepthmask, nocolorwrite and nocolormask
Removed FixRenderCommandList from SortNewShader
Fixed shader.sort being wrongly SS_BLEND0 (this fixes issues when seeing through translucent textures like water)
2023-07-09 19:40:12 +02:00
smallmodel bc249844bf Added GLS_COLOR_NOMASK 2023-07-09 19:39:00 +02:00
smallmodel 7da3432b8c Implemented RE_RefreshShaderNoMip 2023-07-09 18:15:21 +02:00
smallmodel e8ecd1ca9e Implemented R_RefreshImageFile 2023-07-09 18:15:04 +02:00
smallmodel ec21e2e4d0 Added flags parameter for DrawTris 2023-07-09 17:48:31 +02:00
smallmodel 83d8fcb0e6 Reimplemented Autosprite2Deform, this fixes trees sprite rendering 2023-07-09 16:36:35 +02:00
smallmodel dc2b99fb58 Fixed fog extrafrustums above 1 (caused issues with culling) 2023-07-09 15:37:24 +02:00
smallmodel 0f05f8356f Support r_showcull debugging, as well as r_showstaticlod and r_showstaticbboxes 2023-07-09 15:14:11 +02:00
smallmodel 34a426adf1 Implemented R_DrawDebugNumber 2023-07-09 15:13:39 +02:00
smallmodel f4790a0e50 Added R_CountTikiLodTris (unimplemented) 2023-07-09 15:13:24 +02:00
smallmodel e943b95025 Implemented R_DrawDebugLines and R_DrawDebugStrings 2023-07-09 14:38:22 +02:00
smallmodel 981610b13f Declared R_DrawFloatingString 2023-07-09 14:37:57 +02:00
smallmodel 50098b3aed Implemented R_DebugRotatedBBox 2023-07-09 14:37:43 +02:00
smallmodel e3f1705065 Implemented RB_CalcFlapVertexes and RB_CalcEnvironmentTexCoords2 2023-07-09 13:47:42 +02:00
smallmodel 25d526ade5 Moved "flap" above "normal" 2023-07-09 13:47:05 +02:00
Zack Middleton 9c0d66c9f2 Don't list mod directories at Windows drive root
The mod list on Windows would search the root of the drive if
fs_basepath, fs_homepath, fs_steampath, or fs_gogpath are blank ("")
(which is usually the case).

The issue is in the low-level Sys_ListFiles() but it only affects the
mod menu, on Windows. It cannot be abused by console commands to
list system files outside of the virtual filesystem.

---

If a directory at the root of the drive of the working directory
contained a pk3 file, the directory was listed in the mods menu. The
virtual filesystem doesn't add blank directory names to the search path
so it cannot load mods from the drive root. (Unless of course you set a
fs_*path cvar to "C:\".)

Sys_ListFiles() with blank directory caused Windows to use "\*" for the
search path and "\" prefix means root of drive. Unix opendir("") failed
so nothing was listed for blank directory.

Sys_ListFilteredFiles() with blank directory _and_ specifying subdirs
could access any directory (on Windows and Unix-like) but no code uses
this or makes it accessible.

These functions are only used for initializing the virtual filesystem
and listing mods. They are not accessible by anything else such as a
console command. Only the mods menu, on Windows, is affected.
2023-07-06 19:46:01 +02:00
smallmodel db216a56bf Improved the README file 2023-07-06 18:32:14 +02:00
smallmodel 8a46597820 Added a new constructor that accepts numArgs as parameters
(this fixes bad script commands)
2023-07-05 21:42:36 +02:00
smallmodel 75572eb1b9 Fixed testthread crashing the game when the label parameter is unspecified 2023-07-05 21:41:43 +02:00
smallmodel f930d39a42 Used clang-format on cgame module 2023-07-05 21:24:23 +02:00
smallmodel 13828994fb Used clang-format on gamespy files 2023-07-05 21:24:14 +02:00
smallmodel 68d48d9889 Used clang-format on some common files 2023-07-05 21:24:02 +02:00
smallmodel 37d8938e91 Updated clang-format 2023-07-05 21:05:33 +02:00
smallmodel 5333c7ff4a Removed empty line before opening braces 2023-07-05 20:52:55 +02:00
smallmodel 4d3fe0fd73 Added .clang-format (currently experimental) 2023-07-05 20:51:05 +02:00
smallmodel 61650a22fd Removed TODO/CHANGELOG as they are no longer accurate 2023-07-05 19:33:38 +02:00
OM 7a6d6070dc Removed MAX_TEAMNAME (useless) 2023-07-05 18:36:49 +02:00
OM 51116b933d Fixed code_pos being wrong after loadTop/storeTop 2023-07-04 23:16:35 +02:00
OM 4263b2843a Fixed code_pos not being incremented in EmitField 2023-07-04 23:15:45 +02:00
OM fd871d6c8f avoid incrementing m_CodePos in OP_STORE_STRING and OP_STORE_VECTOR as fetchOpcodeValue() already does that 2023-07-04 23:06:33 +02:00
OM 1776ac2344 Fixed configstring not sending after post-loading 2023-07-04 23:06:02 +02:00
OM b0b80dda6f Added single-player note 2023-07-04 20:06:52 +02:00
OM b5dd79287a Fixed colors segmentation fault (because it was grabbing 4 bytes instead of 3 thanks to unsigned int*) 2023-07-02 21:22:15 +02:00
OM d4fb368dab Increased version number 2023-07-02 21:21:42 +02:00
OM 53e6391c54 GitHub actions now run on different branches 2023-07-02 20:14:25 +02:00
OM 805a101978 Removed commented-out lines 2023-07-02 20:12:33 +02:00
OM 837fb40732 Completely removed TARGET_GAME_TYPE detection 2023-07-02 20:10:53 +02:00
OM 668f74ffc0 Set the game name depending on com_target_game 2023-07-02 20:10:38 +02:00
OM d3a4b3e53d Removed extension from full product name 2023-07-02 20:08:37 +02:00
OM 087f1d38f5 Replaced TARGET_GAME_VERSION with com_version->string 2023-07-02 20:08:18 +02:00
OM 6e1fbbaddc Removed com_gamename as it was useless 2023-07-02 20:07:59 +02:00
OM 17b63e56ca Set PROTOCOL_VERSION to 17 by default 2023-07-02 20:07:30 +02:00
OM 4841d8026f Allow gamespy to run on the 3 different games at runtime 2023-07-02 20:07:15 +02:00
OM 942bc9e523 Removed TARGET_GAME_TYPE definition 2023-07-02 20:06:35 +02:00
OM 08fec1a8c5 Removed -DTARGET_GAME_TYPE parameter 2023-07-02 20:05:50 +02:00
OM 41cfac1ec4 Updated the README file 2023-07-02 19:47:41 +02:00
OM 4d75c9ad05 Don't produce TT builds as expansions can be switched at runtime 2023-07-02 19:43:46 +02:00
OM 96f72c0bb8 Denormalize configstrings when sending the game state 2023-07-02 19:42:03 +02:00
OM a3755ff308 Set GAME_API_VERSION to 15 2023-07-02 19:41:46 +02:00
OM 87b238e6de Renamed gameImport to game_import_t, and gameExport_t to game_export_t 2023-07-02 19:22:17 +02:00
OM 7db4d1a3f4 Newline fix 2023-07-02 19:18:37 +02:00
OM 7b34f064d0 Moved gi.protocol to a new variable called g_protocol 2023-07-02 19:17:15 +02:00
OM 36dce22071 Moved cgi.protocol to a new variable called cg_protocol instead, due to issues like GetCGameAPI being loaded before having client imports (cgi) 2023-07-02 19:16:48 +02:00
OM fa69717bed Using "main" for loading DLLs as they are now combined 2023-07-02 19:15:35 +02:00
OM 174d3f7447 Send the correct CGM number depending on the protocol used 2023-07-02 18:32:26 +02:00
OM b6a44fe810 Send fog info depending on the protocol used 2023-07-02 18:31:58 +02:00
OM b9c5a4d5ba Write server frametime depending on the protocol used 2023-07-02 18:31:43 +02:00
OM b67b3863ba Added view model anim normalization 2023-07-02 18:31:18 +02:00
OM 1947c30d3d Export MSG_IsProtocolVersion15 2023-07-02 18:30:52 +02:00
OM 9d3fa377df Set breakthrough clientType if maintt is the target 2023-07-02 18:29:42 +02:00
OM 9603f8e38a Parse the fog info depending on the game version 2023-07-01 21:20:15 +02:00
OM cb95284d0c Draw spectator view depending on the protocol version 2023-07-01 21:18:58 +02:00
OM 00b926db29 Init the client game export for scores and CG message 2023-07-01 21:18:30 +02:00
OM cf009a4628 Parse CG message based on game protocol version 2023-07-01 21:17:59 +02:00
OM e456964be4 Parse the scores based on the game version 2023-07-01 21:17:42 +02:00
OM 8418da422c Stopwatch: checking protocol at runtime instead 2023-07-01 21:17:30 +02:00
OM 0f0fbb7b0d Merge branch 'main' into features/universal-client 2023-07-01 20:52:39 +02:00
OM 8a7cb7fb24 Merge branch 'main' of github.com:openmoh/openmohaa 2023-07-01 20:52:18 +02:00
pryon ca468b9407 Implement RB_SurfaceMarkFragment (#47)
Looks good
Btw it won't be possible to make a common function, because like others `RB_Surface*`, both functions use a different struct (even if some of the fields have the same name between structures)
2023-07-01 20:51:14 +02:00
OM 7eac426e31 Added net_pm_flags field for denormalized pm_flags (depending on the target game) 2023-06-29 22:16:46 +02:00
OM e33a562c04 CG_PlayerTeamIcon: Removed TARGET_GAME_PROTOCOL check 2023-06-29 21:29:57 +02:00
OM dbfa741a06 Unified configstrings and player state flags (they will be normalized by the client/server instead) 2023-06-29 21:29:38 +02:00
OM f1aecd3939 Removed compile-time TARGET_GAME_PROTOCOL check (use runtime detection instead) 2023-06-29 21:29:14 +02:00
OM e8a9eb775e Added protocol/targetGame variables 2023-06-29 21:28:43 +02:00
OM a4d71bb150 Added bg_compat.cpp 2023-06-29 21:28:19 +02:00
OM 3def146e90 Get normalized playerstate flags and configstring when receiving them 2023-06-29 21:28:08 +02:00
OM 906f9cb89d Denormalize player state flags when sending them to client 2023-06-29 21:27:45 +02:00
OM cbe6354d2d Denormalize configstring when sending it to the client 2023-06-29 21:27:19 +02:00
OM 931c3147f8 Initialize targetGame and protocol in imports 2023-06-29 21:26:34 +02:00
OM f02cc7942d Added bg_compat to translate configstrings and playerstate flags for target games 2023-06-29 21:26:02 +02:00
OM 75aeba31c6 Added com_target_game startup variable
FS_Startup now uses `fs_basegame` variable for mainta/maintt
2023-06-29 21:25:26 +02:00
OM ff0474a483 Adding specific bg_x files manually 2023-06-29 21:24:11 +02:00
OM 7e18d51550 Added Com_InitHunkMemory 2023-06-28 22:48:28 +02:00
OM ba4680d510 Added defines for each moh games 2023-06-28 22:48:10 +02:00
OM c83bbd6a58 Disabled pak files checking because it was causing trouble between languages 2023-06-27 21:05:38 +02:00
OM 79ce5261a5 Bumped version number 2023-06-27 00:28:58 +02:00
OM 9fdda882e5 Execute known commands in a separate function called CL_ProcessServerCommand
Also fixed crash with server quitting: Com_Error was called immediately with the cgame module in stack - Com_Error would call CL_Disconnect which would unload cgame module, invalidating stack frames and rendering longjmp impossible
2023-06-27 00:23:11 +02:00
OM 55e07205e3 Fixed sval_func1 not having a sourcepos (leading to invalid memory access) 2023-06-27 00:01:30 +02:00
OM 3ff4a7b8e4 Removed Quake III arena's boring call to Hunk_ClearTempMemory from FS_FreeFile 2023-06-27 00:01:12 +02:00
OM f6c25921dc Fixed linux compilation errors 2023-06-25 22:07:17 +02:00
OM f38645d19f Removed static variables from extern 2023-06-25 21:34:53 +02:00
OM 6134b150c1 ioq3 files backport 2023-06-25 20:26:47 +02:00
OM e275c4692e Fixed linked doors assertion failure 2023-06-25 20:04:11 +02:00
OM fdd4968ba9 Set homePath to an empty string 2023-06-25 19:35:53 +02:00
OM 02993eaa9b Backported ioq3 features 2023-06-25 19:35:41 +02:00
OM 7e44b955d7 newline 2023-06-25 19:35:13 +02:00
OM 1855bf1bd4 Removed cl_curl.cpp as there is cl_curl.c 2023-06-25 19:34:42 +02:00
pryon adc6a6579f Implement R_TerrainHeightForPoly (#45)
* Implement R_TerrainHeightForPoly

* Add back the original assert messages using the && va trick
2023-06-25 00:09:35 +02:00
OM 92f4667dcf Incremented version number 2023-06-24 00:18:21 +02:00
OM cf61b9e300 Compile for both AA and BT 2023-06-24 00:04:48 +02:00
OM 1ee8463ff5 Arithmetic operations fixes 2023-06-22 18:32:15 +02:00
OM 3cc1e89b45 Tiny fixes related to bad printf formatting and sizes 2023-06-21 21:01:37 +02:00
smallmodel ae054364cc Merge branch 'openmoh:main' into main 2023-06-21 18:35:11 +02:00
smallmodel abe6b5ce31 Create codeql.yml 2023-06-21 18:17:56 +02:00
OM ba489a6412 Replaced %error-verbose with %define parse.error verbose 2023-06-20 21:17:18 +02:00
OM cdf8cc4ce4 Removed containers section, use existing package instead to gain more time 2023-06-20 20:50:39 +02:00
OM a3d76e11a1 Removed %z and use UTC instead 2023-06-20 19:37:04 +02:00
OM 3369296a02 Fixed git not being used for checking out
Added --log-level verbosity
2023-06-20 19:20:59 +02:00
OM dc5aeeb4b2 Using --parallel instead of specifying number of jobs 2023-06-20 19:08:52 +02:00
OM c0e34432bf Added more verbosity 2023-06-20 19:03:29 +02:00
OM 53bae86d6c Fixed version working directory 2023-06-20 18:56:50 +02:00
OM 3fb2efa344 Added comments 2023-06-20 18:49:21 +02:00
OM 85b4e03295 Added GIT_REVISION_BUILD_NUMBER 2023-06-20 18:43:04 +02:00
OM 0c13a22c60 Fixed product date 2023-06-20 18:42:53 +02:00
OM b1f3d9379b Updated version semantics 2023-06-20 18:33:29 +02:00
OM d82eb25487 Use q_version.h 2023-06-19 23:34:12 +02:00
OM c9577629d2 Added versioning system 2023-06-19 23:33:59 +02:00
OM 19b4ba5db0 Moved version stuff to q_version.h 2023-06-19 19:57:50 +02:00
OM f7e18fe7c1 Updated version number 2023-06-18 19:11:37 +02:00
OM ed330e63fe Commented out unused gamespy libraries 2023-06-18 19:11:05 +02:00
OM 6840ed21c4 Added i686/arm/aarch64 linux architectures, and windows arm64 architecture 2023-06-18 19:01:46 +02:00
OM 35e1813c6e Fixed ARM on Windows 2023-06-18 18:23:57 +02:00
OM 281fa4a844 Windows: uses installed SDL first 2023-06-18 18:23:40 +02:00
OM 240ff8a5f3 Added dummy.c file for older versions of CMake 2023-06-18 12:52:19 +02:00
OM ff2bc55c4a Added C_ONLY def so ASM code never gets compiled 2023-06-18 12:18:27 +02:00
OM ca11cdb54e Fixed CMakeLists (tested with CMake 3.10) 2023-06-18 12:18:10 +02:00
OM 8d2f9f9fb6 Added libsdl2-dev 2023-06-18 03:31:26 +02:00
OM de0a68ef90 Moved 18.04-i386 to i386 folder 2023-06-18 03:13:56 +02:00
OM ceea7cb192 Added i386 2023-06-18 03:10:06 +02:00
OM b96814d759 Updated names 2023-06-18 02:53:01 +02:00
OM baa67f7095 Removed BoxOnPlaneSide ASM version 2023-06-18 02:34:32 +02:00
OM c8e0ef48c1 Combined deploy_linux and deploy_windows 2023-06-18 00:49:14 +02:00
OM 7db1d844e3 Added status badge 2023-06-18 00:38:23 +02:00
OM d7afc35ea1 Added GitHub Actions 2023-06-18 00:38:10 +02:00
OM 4a4f1bcb62 Prevent .lib files from being exported 2023-06-17 20:16:00 +02:00
OM c8f25c5a03 Small fixes 2023-06-17 17:00:17 +02:00
OM 147851c506 Moved flex/bison generated files to subfolder "generated"
Added FLEX/BISON cmake generation
2023-06-17 16:54:12 +02:00
OM 04c7565281 Fixed a few warnings 2023-06-17 02:27:12 +02:00
Zack Middleton 570e53d9fb Fix macOS client/server failing to start from terminal
The macOS client and server were completely unusable when run from a
terminal. They blocked forever in `[NSApp run];` which was called by
Sys_InitProtocolHandler(). `applicationDidFinishLaunching` was never
called to exit the NSApp run loop.

Use SDL's SDL_DROPFILE event to receive URLs to handle on macOS instead.
This also handles URLs while the game is running (connect to new server)
instead of nothing happening when clicking a link while the game is
running.
2023-06-17 02:19:29 +02:00
OM d19b91263f Cast to float 2023-06-17 02:09:56 +02:00
OM 6a6d472658 Moved lib importation (wsock, threads, etc) to syslib 2023-06-17 02:09:50 +02:00
OM 7830a02068 Removed bg_lib (useless) 2023-06-17 02:09:11 +02:00
OM 5b97245dd1 Reworked CMakeLists 2023-06-17 01:44:38 +02:00
OM ba881b768d Added _LINUX define for gamespy 2023-06-17 01:43:42 +02:00
OM c287638f99 Reworked file inclusion (using relative path) 2023-06-17 01:24:20 +02:00
OM 2ac8f3e39d Removed game.cpp/level.cpp from server folder as they were useless 2023-06-17 01:23:52 +02:00
OM d4714babd2 Added ubuntu 22.10 2023-06-17 00:10:06 +02:00
OM e4fa0fff3a Renamed **game** to **fgame** 2023-06-15 23:44:02 +02:00
OM 55c0366382 Fixed FFA scoreboard 2023-06-11 13:03:14 +02:00
OM 0c8af97818 Increased *DEF_COMSOUNDMEGS* to 16
Fatal error out if no sound was freed
2023-06-11 12:49:19 +02:00
OM d2146807fd S_FreeOldestSound: returns *qfalse* if the sound wasn't freed 2023-06-11 12:48:39 +02:00
OM 425406bf94 Safe NULL m_spawnthing check 2023-06-11 12:41:34 +02:00
OM e28563a7f4 Assert on debug builds 2023-06-11 12:41:02 +02:00
OM a46fd50654 Set S_COLOR to empty strings 2023-05-31 20:16:45 +02:00
OM 8e04842a0b Added stuff from ioq3 2023-05-31 19:55:37 +02:00
OM 50a625239a Adding CVAR_PROTECTED flags for fs_basepath 2023-05-31 19:41:21 +02:00
OM b1dc544c5e export Q_isanumber and Q_isintegral 2023-05-31 19:40:36 +02:00
OM c79fd4b35b Set DEFAULT_BASEDIR to NULL to use cwd instead 2023-05-31 19:40:19 +02:00
OM 3f34b73458 Moved temp models code from **cg_commands.cpp** to **cg_tempmodels.cpp** 2023-05-30 22:03:34 +02:00
OM 59ce9cb349 Added **TCGEN_ENVIRONMENT_MAPPED2** and **TCGEN_SUN_REFLECTION** (unimplemented) 2023-05-30 01:08:34 +02:00
OM 2506625e59 Added **RB_CalcEnvironmentTexCoords2** (not really implemented) 2023-05-30 01:06:52 +02:00
OM 1f053c2548 Set **tess.vertexColorValid** to true for polys 2023-05-30 00:22:15 +02:00
OM 7258117ff3 Added **BEAM_FADE** and fixed modulation 2023-05-30 00:22:00 +02:00
OM 5153892447 Added BEAM_FADE 2023-05-30 00:21:40 +02:00
OM d5970ff198 Scoreboard fix 2023-05-30 00:21:28 +02:00
OM 80e22921a7 Fixed **settiki** event name 2023-05-29 22:07:23 +02:00
OM ede2177fa9 Added LALT/LSHIFT/LCTRL (binds to the same key) 2023-05-29 22:06:00 +02:00
OM 0ae3b8a839 Merge branch 'master' into ioquake3_port 2023-05-29 21:32:26 +02:00
OM 518b2abf0a Improved mouse sensitivity 2023-05-29 21:17:53 +02:00
OM 418e84620c Removed useless statement 2023-05-29 21:14:55 +02:00
OM 19716b20c0 Fixed kar98 zoom overlay 2023-05-29 21:14:43 +02:00
OM 6f1b23ddb8 Added **"scalecvar"** widget command (used by Spearhead and Breakthrough compass) 2023-05-29 20:32:22 +02:00
OM c958bef261 Added **ui_compass_scale**
Fixed gmbox/dmbox locations (AA/SH/BT)
2023-05-29 20:31:57 +02:00
OM f2dd4149a8 Call **UI_ResolutionChange** in **CL_StartHunkUsers** 2023-05-29 20:31:17 +02:00
OM f926ddc703 Compile libmad sources for MP3 2023-05-29 19:03:56 +02:00
OM 471393c389 Emitters fixes
Implemented "spin" from Spearhead and Breakthrough
2023-05-29 19:03:24 +02:00
OM 509cd72921 Added **T2_COLOR_AVEL** 2023-05-29 18:06:58 +02:00
OM 8f6ba3261e Output vLight values even if unimplemented 2023-05-29 15:53:01 +02:00
OM 088434bfb3 Fixed **ParseVector** not working as intended (removed parenthesis)
Added "heightFade", "tikiDistFade" and "oneMinusTikiDistFade"
2023-05-29 15:26:37 +02:00
OM 629880e5ca Added **AGEN_TIKI_DIST_FADE**, **AGEN_ONE_MINUS_TIKI_DIST_FADE** and **AGEN_HEIGHT_FADE** 2023-05-29 15:25:54 +02:00
OM ae6dab4022 Renamed **CG_PlayerTeamUpdate** to **CG_PlayerTeamIcon** 2023-05-29 15:25:04 +02:00
OM 143d14a582 Fixed **bLoadForMap** not working as intended 2023-05-29 15:24:43 +02:00
OM 7910c3c1c9 Added full MP3 support 2023-05-29 15:24:24 +02:00
OM 3acda727d2 Added full sprite support 2023-05-29 14:27:36 +02:00
OM d5c2c22dbb Using **RB_CHECKOVERFLOW** for **RB_DrawTerrainTris** 2023-05-29 13:50:17 +02:00
OM eeae4c7da3 Added **animMapOnce** and **animMapPhase** 2023-05-29 13:49:46 +02:00
OM a7f6c77b8d Mixed mipmap param fix 2023-05-29 13:49:19 +02:00
OM 2b9241ee01 Increased **MAX_SPRITES** to 2048 2023-05-29 13:48:19 +02:00
OM b7f071f80d Added **R_AddSwipeSurfaces** 2023-05-29 13:48:01 +02:00
OM c7138bfb92 Implemented **LightGlowDeform** 2023-05-29 13:47:41 +02:00
OM ccfdc1ef2d Changed version number 2023-05-29 01:58:05 +02:00
OM bd188235c2 Updated README 2023-05-29 01:56:06 +02:00
OM 4f941eada1 Fixed weird crashes 2023-05-29 01:49:10 +02:00
OM e45289d28b Renamed **NO_SCRIPTENGINE** to **WITH_SCRIPT_ENGINE** 2023-05-29 01:33:07 +02:00
OM 6b1da4af57 Removed "quotes" in command-line... 2023-05-29 01:32:40 +02:00
OM b14e678bbe Fixed R_Shutdown not clearing gl values 2023-05-28 23:13:35 +02:00
OM 223463729a Added con_autochat 2023-05-28 23:13:15 +02:00
OM 7536301d2e Using qgl functions 2023-05-28 22:55:29 +02:00
OM 5575b68c94 Added CallList, Fog and LineStipple 2023-05-28 22:55:14 +02:00
OM 3f0e2e7430 Added parameters to CL_Shutdown 2023-05-28 22:54:45 +02:00
OM 45646cf83c Added libsdl2-dev 2023-05-28 22:54:32 +02:00
OM 24cf12dd36 Fixed Linux compilation errors 2023-05-28 22:54:19 +02:00
OM 1302f5b620 Using SDL2 for linux 2023-05-28 22:53:34 +02:00
OM 92a5883243 Networking fixes 2023-05-28 21:36:09 +02:00
OM 3dc4418a93 Added 4 cvar flags 2023-05-28 21:00:14 +02:00
OM 6a077d91cd Added **USE_OPENAL** option 2023-05-28 20:59:55 +02:00
OM bea0f126fc Added **always** and **forcesubtitle** 2023-05-28 20:59:42 +02:00
OM 0b82b5d3e0 Why would it error out when the default sfx doesn't exist...? 2023-05-28 20:59:23 +02:00
OM c1213e6027 Various fixes and additions 2023-05-28 20:19:35 +02:00
OM 7b79877516 made renderer (original quake III) work with SDL 2023-05-27 22:23:03 +02:00
OM 306d282639 Added new/tr_shade_calc.c 2023-05-27 22:22:49 +02:00
OM 4a582cfbb5 Updated 2023-05-27 21:39:56 +02:00
OM 9f669cff1c Updates 2023-05-27 21:21:25 +02:00
OM 8e1b2ea296 Updates 2023-05-27 21:02:16 +02:00
OM f1f9ed744d Updates 2023-05-27 16:19:31 +02:00
OM 3d223f5a5d Updates 2023-05-27 15:36:19 +02:00
OM f3be59f64d update 2023-05-26 23:32:27 +02:00
OM dc45c33c79 ioq3 updates 2023-05-26 20:53:00 +02:00
OM 296f562a55 Revert "ioq3 sound"
This reverts commit 6e94bb6eca.

Revert "Removed DebugGraph color param"

This reverts commit eef8f65830.

Revert "New sound system"

This reverts commit ba0ed7504d.

Revert "ioq3 changes"

This reverts commit 41fc217a06.

Revert "moves"

This reverts commit 02f2256079.

Revert "ioquake3 porting"

This reverts commit ca3340b158.
2023-05-25 19:38:02 +02:00
OM f013e82b98 updates 2023-05-25 19:34:01 +02:00
OM c32c377946 ioq3 sys 2023-05-25 19:09:32 +02:00
OM 9a3b149f0e Currently not used def 2023-05-25 18:05:18 +02:00
OM 6e94bb6eca ioq3 sound 2023-05-24 21:45:26 +02:00
OM eef8f65830 Removed DebugGraph color param 2023-05-24 21:45:21 +02:00
OM ba0ed7504d New sound system 2023-05-24 19:42:48 +02:00
OM 41fc217a06 ioq3 changes 2023-05-24 19:40:02 +02:00
OM 02f2256079 moves 2023-05-24 19:30:17 +02:00
OM ca3340b158 ioquake3 porting 2023-05-24 19:29:36 +02:00
OM 2704b798e2 Updated target_arch 2023-05-24 01:07:45 +02:00
OM 03406ea9ff Fixed architectures name 2023-05-24 00:59:45 +02:00
OM dba6b82df8 Removed **Sys_LoadDll** (unused) 2023-05-24 00:49:49 +02:00
OM c180514a72 Enable exports on all targets for debugging purposes 2023-05-24 00:49:28 +02:00
OM bd1ac8c691 Updated README 2023-05-23 23:47:36 +02:00
smallmodel f4de37f390 Merge pull request #41 from DraGo0oN/master
ARM64 compilation fix
2023-05-23 23:40:03 +02:00
DraGoN 0035dc6b61 ARM64 compilation fix 2023-05-24 00:22:02 +03:00
OM 6a74d72017 Added animation num checks 2023-05-23 23:06:26 +02:00
OM 0477224085 Added backtrace support 2023-05-23 15:25:56 +02:00
OM 312332ac5e Fixed weapon commands not working as intended 2023-05-23 01:57:18 +02:00
OM 27dcbdb49a Removed **HOLSTERWEAPON** state condition (useless) 2023-05-23 01:56:19 +02:00
OM 96ecb4535a **CG_WeaponCommandButtonBits** get iWeaponCommand before setting it to 0 2023-05-23 01:55:54 +02:00
OM f1f1f6e073 Fixed stackoverflow issues 2023-05-23 00:17:03 +02:00
OM 55dc84d932 Fixed CGM values for AA and SH/BT 2023-05-23 00:08:12 +02:00
OM 6c874641d7 Increased **MAX_RELIABLE_COMMANDS** to 512 2023-05-22 23:28:30 +02:00
OM fe01523cb1 Using viewmodel constants from bg_public.h 2023-05-22 23:28:18 +02:00
OM 827bd38603 Fixed bits value on spearhead/breakthrough 2023-05-22 23:28:01 +02:00
OM 862142b6c4 Added farplane stuff from spearhead/breakthrough (this fixes client version >=2.0 rendering maps incorrectly) 2023-05-22 23:27:40 +02:00
OM 014e86747f Added a new screenshot 2023-05-22 18:01:11 +02:00
OM 08057f52bc Fixed bad morph/weight index on ARM 2023-05-22 18:00:58 +02:00
OM d3870ccf45 Compilation fixes for ARM 2023-05-22 17:33:26 +02:00
OM e54f4a65f9 altname fix 2023-05-22 13:44:37 +02:00
OM a69aa0830a Removed **Com_Error** assertion on debug builds 2023-05-22 13:37:07 +02:00
OM fe8170e102 Added MESSAGE_CHAT_GREEN (Spearhead and Breakthrough) 2023-05-22 13:07:37 +02:00
OM c660e0162f Added compressed textures support 2023-05-22 13:02:14 +02:00
OM 55ad4dacdd Added DDS support 2023-05-22 13:01:52 +02:00
OM dd0799b52f Implemented printdeathmsg 2023-05-22 13:01:38 +02:00
OM d546dd9895 Incremented patch number 2023-05-22 12:31:50 +02:00
OM 389da58ec5 Fixed the scoreboard still showing after the intermission 2023-05-22 12:31:38 +02:00
OM 4e3eb02915 Call **ForceHide** instead of **ShowMenu** in **UI_RemoveHud_f** (this fixes hud elements like stopwatch not hidding) 2023-05-22 12:31:21 +02:00
OM 756198a02c **CG_Stopwatch_f** behavior is different on Spearhead and Breakthrough servers 2023-05-22 12:30:42 +02:00
OM 9a6e7f23f9 **CG_DrawStopwatch** Refactor 2023-05-22 12:30:20 +02:00
OM c4aca55b1a Minor fixes 2023-05-22 02:38:43 +02:00
OM 96bf729c54 (reverted to previous version number) 2023-05-22 02:20:33 +02:00
OM edcf521506 Patch number incremented 2023-05-22 02:16:56 +02:00
OM 9e7991f4b1 Load JPEG before TGA 2023-05-22 02:16:21 +02:00
OM 86e7a24b38 Fixed a nasty bug that can freeze/crash the game 2023-05-22 01:59:06 +02:00
OM ff587a8444 Health draw fix 2023-05-22 01:58:51 +02:00
OM c3e98ed681 Fixed **CG_DrawSpectatorView** for Spearhead and Breakthrough 2023-05-22 01:50:53 +02:00
OM cc2d698fe2 Scoreboard fix for Spearhead and Breakthrough 2023-05-22 01:45:09 +02:00
OM 420161095f Parse **CS_PLAYERS** 2023-05-22 01:44:59 +02:00
OM 58b0d335e7 Implemented **CG_PlayerTeamUpdate** 2023-05-22 01:44:35 +02:00
OM ce336e8962 Userinfo was never updating 2023-05-22 01:44:19 +02:00
OM 5b72eb189a pm_flags fix on SH/BT 2023-05-22 01:44:01 +02:00
OM 7600d3ca02 Fixed localization returning the same buffer 2023-05-22 01:43:52 +02:00
OM 8c3be9d549 Changed version number to reflect the fix 2023-05-21 22:55:38 +02:00
OM 2ddb534321 Updated LAYOUT.md 2023-05-21 22:55:13 +02:00
OM 21a1f61b04 small fix 2023-05-21 22:39:26 +02:00
OM 7219848655 Increased **MAX_GAMESTATE_CHARS** (41952 on Breakthrough) 2023-05-21 22:31:19 +02:00
OM 4695449fc7 Added a documentation on compiling for Spearhead or Breakthrough 2023-05-21 22:30:51 +02:00
OM af3dd2602b Compilation warnings fixes 2023-05-21 22:30:35 +02:00
1847 changed files with 595090 additions and 381419 deletions

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---
Language: Cpp
Standard: c++17
AccessModifierOffset: -4
AlignAfterOpenBracket: BlockIndent
AlignArrayOfStructures: Left
AlignConsecutiveAssignments: Consecutive
AlignConsecutiveBitFields: Consecutive
AlignConsecutiveDeclarations: Consecutive
AlignConsecutiveMacros:
Enabled: true
AcrossEmptyLines: true
AcrossComments: false
AlignEscapedNewlines: Left
AlignOperands: AlignAfterOperator
AllowAllArgumentsOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: true
AllowShortBlocksOnASingleLine: Empty
AllowShortCaseLabelsOnASingleLine: false
AllowShortEnumsOnASingleLine: false
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: Never
AllowShortLambdasOnASingleLine: Inline
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: True
AlwaysBreakTemplateDeclarations: Yes
BinPackArguments: false
BinPackParameters: false
BitFieldColonSpacing: Both
BraceWrapping:
AfterClass: true
AfterEnum: false
AfterExternBlock: false
AfterFunction: true
AfterNamespace: true
AfterStruct: false
AfterUnion: false
BeforeCatch: false
BeforeElse: false
BeforeLambdaBody: true
BeforeWhile: false
IndentBraces: false
SplitEmptyFunction: false
SplitEmptyNamespace: false
SplitEmptyRecord: false
BreakArrays: true
BreakBeforeBinaryOperators: NonAssignment
BreakBeforeBraces: Custom
BreakBeforeConceptDeclarations: Always
BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeComma
BreakInheritanceList: BeforeComma
ColumnLimit: 120
CompactNamespaces: false
Cpp11BracedListStyle: true
EmptyLineBeforeAccessModifier: Always
IndentAccessModifiers: false
IndentCaseBlocks: true
IndentCaseLabels: false
IndentExternBlock: Indent
IndentGotoLabels: true
IndentPPDirectives: AfterHash
IndentRequiresClause: true
IndentWidth: 4
InsertBraces: true
KeepEmptyLinesAtTheStartOfBlocks: false
LambdaBodyIndentation: Signature
LineEnding: LF
MaxEmptyLinesToKeep: 1
NamespaceIndentation: All
PackConstructorInitializers: Never
PointerAlignment: Right
QualifierAlignment: Left
ReferenceAlignment: Left
ReflowComments: false
RequiresClausePosition: WithFollowing
SeparateDefinitionBlocks: Always
SortIncludes: false
SortUsingDeclarations: Lexicographic
SpaceAfterCStyleCast: false
SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: false
SpaceBeforeAssignmentOperators: true
SpaceBeforeCaseColon: false
SpaceBeforeCpp11BracedList: true
SpaceBeforeParens: ControlStatements
SpacesInAngles: Never
UseTab: Never
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---
name: Bug report
about: Create a report to help us improve
title: ''
labels: bug
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots (OPTIONAL)**
If applicable, add screenshots to help explain your problem.
**Logs**
- Paste the output of the console window in a text file, and attach the text file.
- If applicable (`logfile` set to 2), attach the `qconsole.log` file. On Windows, it can be found in **%APPDATA%\...\qconsole.log** and on Linux, it can be found on the home directory **~/.openmohaa/.../qconsole.log**.
**Version information (please complete the following information):**
- OS: [e.g. `Debian`]
- OS Version [e.g `12`]
- OpenMoHAA Version: [e.g `0.70.0-alpha+0.0b1a20dcf win_msvc64-x86_64-debug`, can be found below **Common Initialization** in the console, or by typing `version`]
**Dump (OPTIONAL)**
You can include a core dump generated by the OS (`.dmp` file). If you compiled OpenMoHAA yourself, also add all output openmohaa binaries (except libopenal and libSDL).
**Additional context (OPTIONAL)**
Add any other context about the problem here.
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name: "Builds"
on:
push:
branches:
- '**'
pull_request:
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
permissions:
contents: write
jobs:
build-all:
uses: ./.github/workflows/shared-build.yml
with:
environment: 'testing'
# Initially create a release with 1 job
# so multiple files can be uploaded at the same time afterwards
create-release:
runs-on: ubuntu-24.04
environment: 'testing'
needs: [build-all]
steps:
- name: Release
uses: softprops/action-gh-release@v2.3.2
with:
prerelease: true
name: '${{github.ref_name}}-${{github.sha}}'
tag_name: 'dev'
deploy-release:
if: github.event_name != 'pull_request' && github.ref_name == 'main'
strategy:
matrix:
target_os: [
'linux-amd64',
'linux-i686',
'linux-arm64',
'linux-armhf',
'linux-powerpc',
'linux-ppc64',
'linux-ppc64el',
'windows-x64-pdb',
'windows-x86-pdb',
'windows-arm64-pdb',
'macos-multiarch-arm64-x86_64',
]
runs-on: ubuntu-24.04
environment: 'testing'
needs: [create-release]
env:
RELEASE_NAME: ${{github.event.repository.name}}-dev-${{matrix.target_os}}
steps:
- uses: actions/download-artifact@v4
with:
name: 'out-${{matrix.target_os}}'
path: ${{github.workspace}}/${{matrix.target_os}}
- name: Zip
working-directory: '${{github.workspace}}/${{matrix.target_os}}'
run: zip -r "../${{env.RELEASE_NAME}}.zip" ./
- name: Release
uses: softprops/action-gh-release@v2.3.2
with:
tag_name: 'dev'
files: ${{github.workspace}}/${{env.RELEASE_NAME}}.zip
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name: "Generate Documentation"
on:
push:
branches:
- 'main'
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Get and install Doxygen
run: |
wget https://github.com/doxygen/doxygen/releases/download/Release_1_13_2/doxygen-1.13.2.linux.bin.tar.gz -O doxygen.tar.gz
tar xzf doxygen.tar.gz
cd doxygen-*
sudo cp bin/doxygen /usr/local/bin/
- name: Checkout repository
uses: actions/checkout@v4
with:
path: 'source'
- name: Generate Documentation (Doxygen)
working-directory: ${{github.workspace}}/source
run: |
version_file=$(cat code/qcommon/q_version.h)
PRODUCT_VERSION_MAJOR=$(echo "$version_file" | grep -E "define[ \t]+PRODUCT_VERSION_MAJOR" | awk -F'[ \t]+' '{print $3""}' | tr -d '\r\n')
PRODUCT_VERSION_MINOR=$(echo "$version_file" | grep -E "define[ \t]+PRODUCT_VERSION_MINOR" | awk -F'[ \t]+' '{print $3""}' | tr -d '\r\n')
PRODUCT_VERSION_PATCH=$(echo "$version_file" | grep -E "define[ \t]+PRODUCT_VERSION_PATCH" | awk -F'[ \t]+' '{print $3""}' | tr -d '\r\n')
export PROJECT_VERSION_NUMBER="$PRODUCT_VERSION_MAJOR.$PRODUCT_VERSION_MINOR.$PRODUCT_VERSION_PATCH"
doxygen docs/Doxyfile
- name: Upload static files as artifact
uses: actions/upload-pages-artifact@v3
with:
path: ${{github.workspace}}/source/docs/doxygen/html
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
needs: build
# Permissions for deploying the page
permissions:
pages: write
id-token: write
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4
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# For most projects, this workflow file will not need changing; you simply need
# to commit it to your repository.
#
# You may wish to alter this file to override the set of languages analyzed,
# or to provide custom queries or build logic.
#
# ******** NOTE ********
# We have attempted to detect the languages in your repository. Please check
# the `language` matrix defined below to confirm you have the correct set of
# supported CodeQL languages.
#
name: "CodeQL"
on:
push:
branches: [ "main" ]
pull_request:
# The branches below must be a subset of the branches above
branches: [ "main" ]
schedule:
- cron: '42 8 * * 1'
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
analyze:
name: Analyze
runs-on: ${{ (matrix.language == 'swift' && 'macos-latest') || 'ubuntu-latest' }}
timeout-minutes: ${{ (matrix.language == 'swift' && 120) || 360 }}
permissions:
actions: read
contents: read
security-events: write
strategy:
fail-fast: false
matrix:
language: [ 'cpp' ]
# CodeQL supports [ 'cpp', 'csharp', 'go', 'java', 'javascript', 'python', 'ruby', 'swift' ]
# Use only 'java' to analyze code written in Java, Kotlin or both
# Use only 'javascript' to analyze code written in JavaScript, TypeScript or both
# Learn more about CodeQL language support at https://aka.ms/codeql-docs/language-support
steps:
- name: Checkout repository
uses: actions/checkout@v4
- uses: awalsh128/cache-apt-pkgs-action@latest
name: Install required packages
with:
packages: libopenal-dev libpulse-dev portaudio19-dev libasound2-dev libjack-dev libpipewire-0.3-dev qtbase5-dev libdbus-1-dev
version: "0.1"
# Setup SDL
- name: Set up SDL
id: sdl
uses: libsdl-org/setup-sdl@main
with:
version: sdl2-latest
# Initializes the CodeQL tools for scanning.
- name: Initialize CodeQL
uses: github/codeql-action/init@v3
with:
languages: ${{ matrix.language }}
# If you wish to specify custom queries, you can do so here or in a config file.
# By default, queries listed here will override any specified in a config file.
# Prefix the list here with "+" to use these queries and those in the config file.
# For more details on CodeQL's query packs, refer to: https://docs.github.com/en/code-security/code-scanning/automatically-scanning-your-code-for-vulnerabilities-and-errors/configuring-code-scanning#using-queries-in-ql-packs
# queries: security-extended,security-and-quality
# Autobuild attempts to build any compiled languages (C/C++, C#, Go, Java, or Swift).
# If this step fails, then you should remove it and run the build manually (see below)
- name: Autobuild
uses: github/codeql-action/autobuild@v3
# ℹ️ Command-line programs to run using the OS shell.
# 📚 See https://docs.github.com/en/actions/using-workflows/workflow-syntax-for-github-actions#jobsjob_idstepsrun
# If the Autobuild fails above, remove it and uncomment the following three lines.
# modify them (or add more) to build your code if your project, please refer to the EXAMPLE below for guidance.
# - run: |
# echo "Run, Build Application using script"
# ./location_of_script_within_repo/buildscript.sh
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v3
with:
category: "/language:${{matrix.language}}"
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##########################
#
# Linux
# Ubuntu 22.04
#
# Using this version instead of 24.04 to use a lower GLIBC version (2.34).
# ARM is used for more efficiency, and x64 is used for legacy architectures like PowerPC.
##########################
name: "Linux Builds"
on:
workflow_call:
inputs:
environment:
required: true
type: string
env:
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
BUILD_TYPE: RelWithDebInfo
RELEASE_STAGE: ${{ vars.RELEASE_STAGE || 'unstable' }}
jobs:
build:
strategy:
matrix:
architecture: [
{name: 'amd64', os: "ubuntu-22.04-arm", package: 'x86-64-linux-gnu', triple: 'x86_64-linux-gnu', arch_option: 'linux-x86_64'},
{name: 'i686', os: "ubuntu-22.04-arm", package: 'i686-linux-gnu', triple: 'i686-linux-gnu', arch_option: 'linux-x86'},
{name: 'arm64', os: "ubuntu-22.04-arm", package: 'aarch64-linux-gnu', triple: 'aarch64-linux-gnu', arch_option: 'linux-aarch64'},
{name: 'armhf', os: "ubuntu-22.04-arm", package: 'arm-linux-gnueabihf', triple: 'arm-linux-gnueabihf', arch_option: 'linux-armv4'},
{name: 'powerpc', os: "ubuntu-22.04", package: 'powerpc-linux-gnu', triple: 'powerpc-linux-gnu', arch_option: 'linux-ppc'},
{name: 'ppc64', os: "ubuntu-22.04", package: 'powerpc64-linux-gnu', triple: 'powerpc64-linux-gnu', arch_option: 'linux-ppc64'},
{name: 'ppc64el', os: "ubuntu-22.04-arm", package: 'powerpc64le-linux-gnu', triple: 'powerpc64le-linux-gnu', arch_option: 'linux-ppc64le'}
]
name: "Building for platform linux-${{matrix.architecture.name}}"
runs-on: ${{ matrix.architecture.os }}
environment: ${{ inputs.environment }}
env:
wolfssl-version: 'v5.7.6-stable'
curl-version: '8_12_1'
openal-soft-branch: '1.24.3'
steps:
###
# Packages
###
- uses: awalsh128/cache-apt-pkgs-action@latest
name: Install required packages
with:
packages: flex bison ninja-build cmake clang libpulse-dev portaudio19-dev libasound2-dev libjack-dev libpipewire-0.3-dev qtbase5-dev libdbus-1-dev
version: "${{ runner.os }}-${{ runner.arch }}-v1"
- name: Settings
working-directory: ${{github.workspace}}
run: |
echo "HOST_TRIPLE=$(gcc -dumpmachine)" >> $GITHUB_ENV
- uses: awalsh128/cache-apt-pkgs-action@latest
name: Install required cross-platform packages (${{ matrix.architecture.package }})
if: env.HOST_TRIPLE != matrix.architecture.triple
with:
packages: gcc-12-${{ matrix.architecture.package }} g++-12-${{ matrix.architecture.package }}
version: "${{ runner.os }}-${{ runner.arch }}-v1"
- name: Settings
working-directory: ${{github.workspace}}
run: |
echo "CMAKE_GENERATOR=Ninja Multi-Config" >> $GITHUB_ENV
echo "CC=clang" >> $GITHUB_ENV
echo "CXX=clang++" >> $GITHUB_ENV
echo "CFLAGS='--target=${{ matrix.architecture.triple }}'" >> $GITHUB_ENV
echo "CXXFLAGS='--target=${{ matrix.architecture.triple }}'" >> $GITHUB_ENV
###
# SDL
###
# Setup SDL
- name: Set up SDL
id: sdl
uses: libsdl-org/setup-sdl@main
with:
version: 2-latest
build-type: Release
# Workaround for when changing the runner OS version
cmake-arguments: "-DCACHE_OS_VERSION=Ubuntu_22.04"
###
# OpenAL
###
- name: Cache OpenAL
id: cache-openal-soft
uses: actions/cache@v4
with:
path: 'thirdparties/soft-oal/install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-openal-soft-${{ env.openal-soft-branch }}-v1
# soft-oal setup
- name: Checkout soft-oal
if: steps.cache-openal-soft.outputs.cache-hit != 'true'
uses: actions/checkout@v4
with:
repository: 'kcat/openal-soft'
path: 'thirdparties/soft-oal'
ref: '${{ env.openal-soft-branch }}'
- name: Configure and install soft-oal
if: steps.cache-openal-soft.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}/thirdparties/soft-oal
run: |
cmake -B ./build \
-DALSOFT_UTILS=OFF \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/soft-oal/install'
cmake --build ./build --config Release --parallel
cmake --install ./build --config Release
###
# WolfSSL
###
- name: Cache WolfSSL
id: cache-wolfssl
uses: actions/cache@v4
with:
path: 'thirdparties/wolfssl/install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-wolfssl-${{ env.wolfssl-version }}-v1
# WolfSSL setup
- name: Checkout WolfSSL
if: steps.cache-wolfssl.outputs.cache-hit != 'true'
uses: actions/checkout@v4
with:
repository: 'wolfssl/wolfssl'
path: 'thirdparties/wolfssl'
ref: '${{ env.wolfssl-version }}'
# WolfSSL build
- name: Configure and install wolfssl
if: steps.cache-wolfssl.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}/thirdparties/wolfssl
run: |
cmake -B ./build \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/wolfssl/install' \
-DCMAKE_C_FLAGS="$CFLAGS -fPIC" \
-DCMAKE_CXX_FLAGS="$CFLAGS -fPIC" \
-DBUILD_SHARED_LIBS=OFF -DWOLFSSL_OPENSSLEXTRA=ON -DWOLFSSL_ASM=OFF -DWOLFSSL_EXAMPLES=OFF -DWOLFSSL_CURL=ON
cmake --build ./build --config Release --parallel
cmake --install ./build --config Release
###
# cURL
###
- name: Cache cURL
id: cache-curl
uses: actions/cache@v4
with:
path: 'thirdparties/curl/install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-curl-${{ env.curl-version }}-v1
# cURL setup
- name: Checkout cURL
if: steps.cache-curl.outputs.cache-hit != 'true'
uses: actions/checkout@v4
with:
repository: 'curl/curl'
path: 'thirdparties/curl'
ref: 'curl-${{ env.curl-version }}'
# cURL build
- name: Configure and install curl
if: steps.cache-curl.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}/thirdparties/curl
run: |
cmake -B ./build \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/curl/install' \
-DCURL_USE_LIBPSL=OFF \
-DCURL_USE_WOLFSSL=ON \
-DCURL_ZLIB="" \
-DCURL_BROTLI="" \
-DCURL_ZSTD="" \
-DCMAKE_SHARED_LINKER_FLAGS="-lm" \
-DWolfSSL_ROOT='${{github.workspace}}/thirdparties/wolfssl/install'
cmake --build ./build --config Release --parallel
cmake --install ./build --config Release
###
# Project
###
- uses: actions/checkout@v4
with:
path: 'source'
- name: CMake Settings
run: |
echo "CMAKE_PARAM=--log-level=VERBOSE \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/install' \
-DOPENAL_LIBRARY='${{github.workspace}}/thirdparties/soft-oal' \
-DOPENAL_INCLUDE_DIR='${{github.workspace}}/thirdparties/soft-oal/install/include' \
-DCURL_ROOT='${{github.workspace}}/thirdparties/curl/install' \
-DGIT_REVISION_BUILD_NUMBER=${{ github.run_number }} \
-DPRODUCT_VERSION_STAGE='${{ env.RELEASE_STAGE }}'" >> $GITHUB_ENV
- name: Configure CMake
working-directory: ${{github.workspace}}
run: |
cmake -B ./build ${{ env.CMAKE_PARAM }} ./source
- name: Build
working-directory: ${{github.workspace}}
run: |
cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel
- name: Install
working-directory: ${{github.workspace}}
# Install to the directory defined in CMAKE_INSTALL_PREFIX
run: |
cmake --install ${{github.workspace}}/build --config ${{env.BUILD_TYPE}}
# Copy libraries
mkdir ${{github.workspace}}/package
cp -l ${{steps.sdl.outputs.prefix}}/lib/libSDL2-2.0.so.0 '${{github.workspace}}/package/'
cp -l ${{github.workspace}}/thirdparties/soft-oal/install/lib/libopenal.so.1 '${{github.workspace}}/package/'
cp -l ${{github.workspace}}/thirdparties/curl/install/lib*/libcurl.so.4 '${{github.workspace}}/package/'
if [ -d ${{github.workspace}}/install/bin ]; then cp -r ${{github.workspace}}/install/bin/openmohaa/. '${{github.workspace}}/package'; fi
if [ -d ${{github.workspace}}/install/lib ]; then cp -r ${{github.workspace}}/install/lib/openmohaa/. '${{github.workspace}}/package'; fi
###
# Artifacts
###
- uses: actions/upload-artifact@v4
with:
name: out-linux-${{matrix.architecture.name}}
if-no-files-found: error
path:
${{github.workspace}}/package
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##########################
#
# Apple macOS
# macOS 15
#
# This version is used as the OS, as it's faster than other versions.
##########################
name: "macOS Builds"
on:
workflow_call:
inputs:
environment:
required: true
type: string
env:
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
BUILD_TYPE: RelWithDebInfo
RELEASE_STAGE: ${{ vars.RELEASE_STAGE || 'unstable' }}
jobs:
build:
strategy:
matrix:
architecture: [
#{name: 'x86_64', triple: 'x86_64-apple-macos10.8'},
#{name: 'arm64', triple: 'arm64-apple-macos11'}
#{name: 'x86_64', build_name: 'x86_64'},
#{name: 'arm64', build_name: 'arm64'},
# Compile into an universal binary
{name: 'multiarch-arm64-x86_64', build_name: 'arm64;x86_64' }
]
name: "Building for platform macos-${{matrix.architecture.name}}"
runs-on: "macos-15"
env:
openal-soft-branch: '1.24.3'
wolfssl-version: 'v5.7.6-stable'
curl-version: '8_12_1'
steps:
###
# Packages
###
- name: Install required packages
run: |
brew install git flex bison ninja cmake llvm perl
- name: Settings
working-directory: ${{github.workspace}}
run: |
echo "CMAKE_GENERATOR=Ninja Multi-Config" >> $GITHUB_ENV
echo "CC=clang" >> $GITHUB_ENV
echo "CXX=clang++" >> $GITHUB_ENV
echo "MACOSX_DEPLOYMENT_TARGET=10.15" >> $GITHUB_ENV
###
# SDL
###
# Setup SDL
- name: Set up SDL
id: sdl
uses: libsdl-org/setup-sdl@main
with:
version: 2-latest
build-type: Release
cmake-arguments: "-DCMAKE_OSX_ARCHITECTURES='${{ matrix.architecture.build_name }}'
-DCMAKE_VERBOSE_MAKEFILE=on"
###
# OpenAL
###
- name: Cache OpenAL
id: cache-openal-soft
uses: actions/cache@v4
with:
path: 'thirdparties/soft-oal/install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-openal-soft-${{ env.openal-soft-branch }}-v1
# soft-oal setup
# Use GCC instead of Clang because of missing SSE intrinsics
# It also doesn't enable altivec support on PowerPC by default
- name: Checkout soft-oal
if: steps.cache-openal-soft.outputs.cache-hit != 'true'
uses: actions/checkout@v4
with:
repository: 'kcat/openal-soft'
path: 'thirdparties/soft-oal'
ref: '${{ env.openal-soft-branch }}'
# soft-oal build
- name: Configure and install soft-oal
if: steps.cache-openal-soft.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}/thirdparties/soft-oal
run: |
cmake -B ./build \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/soft-oal/install' \
-DCMAKE_OSX_ARCHITECTURES='${{ matrix.architecture.build_name }}' \
-DCMAKE_VERBOSE_MAKEFILE=on
cmake --build ./build --config Release --parallel
cmake --install ./build --config Release
###
# WolfSSL
###
# FIXME: Figure out how to compile WolfSSL cross-architecture
#
# - name: Cache WolfSSL
# id: cache-wolfssl
# uses: actions/cache@v4
# with:
# path: 'thirdparties/wolfssl_install'
# key: ${{ runner.os }}-${{ matrix.architecture.name }}-wolfssl-${{ env.wolfssl-version }}-v1
#
# # WolfSSL setup
# - name: Checkout WolfSSL
# if: steps.cache-wolfssl.outputs.cache-hit != 'true'
# uses: actions/checkout@v4
# with:
# repository: 'wolfssl/wolfssl'
# path: 'thirdparties/wolfssl'
# ref: '${{ env.wolfssl-version }}'
#
# # WolfSSL build
# - name: Configure and install wolfssl
# if: steps.cache-wolfssl.outputs.cache-hit != 'true'
# working-directory: ${{github.workspace}}/thirdparties/wolfssl
# run: |
# cmake -B ./build \
# -DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/wolfssl_install' \
# -DCMAKE_OSX_ARCHITECTURES='${{ matrix.architecture.build_name }}' \
# -DBUILD_SHARED_LIBS=OFF -DWOLFSSL_OPENSSLEXTRA=ON -DWOLFSSL_ASM=OFF -DWOLFSSL_EXAMPLES=OFF -DWOLFSSL_CURL=ON
# cmake --build ./build --config Release --parallel
# cmake --install ./build --config Release
###
# cURL
###
- name: Cache cURL
id: cache-curl
uses: actions/cache@v4
with:
path: 'thirdparties/curl/install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-curl-${{ env.curl-version }}-v1
# cURL setup
- name: Checkout cURL
if: steps.cache-curl.outputs.cache-hit != 'true'
uses: actions/checkout@v4
with:
repository: 'curl/curl'
path: 'thirdparties/curl'
ref: 'curl-${{ env.curl-version }}'
# cURL build
- name: Configure and install curl
if: steps.cache-curl.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}/thirdparties/curl
run: |
cmake -B ./build \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/curl/install' \
-DCMAKE_OSX_ARCHITECTURES='${{ matrix.architecture.build_name }}' \
-DCURL_USE_LIBPSL=OFF \
-DCURL_USE_WOLFSSL=OFF \
-DCURL_USE_LIBSSH2=OFF \
-DUSE_LIBIDN2=OFF \
-DUSE_NGHTTP2=OFF \
-DCURL_ENABLE_SSL=OFF \
-DCURL_ZLIB="" \
-DCURL_BROTLI="" \
-DCURL_ZSTD="" \
-DWolfSSL_ROOT='${{github.workspace}}/thirdparties/wolfssl_install'
cmake --build ./build --config Release --parallel
cmake --install ./build --config Release
###
# Project
###
- uses: actions/checkout@v4
with:
path: 'source'
- name: CMake Settings
run: |
echo "CMAKE_PARAM=--log-level=VERBOSE \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/install' \
-DCMAKE_VERBOSE_MAKEFILE=on \
-DCMAKE_OSX_ARCHITECTURES='${{ matrix.architecture.build_name }}' \
-DOPENAL_LIBRARY='${{github.workspace}}/thirdparties/soft-oal/install' \
-DOPENAL_INCLUDE_DIR='${{github.workspace}}/thirdparties/soft-oal/install/include/AL' \
-DCURL_ROOT='${{github.workspace}}/thirdparties/curl/install' \
-DGIT_REVISION_BUILD_NUMBER=${{ github.run_number }} \
-DPRODUCT_VERSION_STAGE='${{ env.RELEASE_STAGE }}'" >> $GITHUB_ENV
- name: Configure CMake
working-directory: ${{github.workspace}}
run: |
cmake -B ./build ${{ env.CMAKE_PARAM }} ./source
- name: Build
working-directory: ${{github.workspace}}
run: |
cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel
- name: Install
working-directory: ${{github.workspace}}
# Install to the directory defined in CMAKE_INSTALL_PREFIX
run: |
cmake --install ${{github.workspace}}/build --config ${{env.BUILD_TYPE}}
# Create hard-link and copy symbolic links
mkdir ${{github.workspace}}/package
cp -l ${{steps.sdl.outputs.prefix}}/lib/libSDL2-2.0.0.dylib '${{github.workspace}}/package/'
cp -l ${{github.workspace}}/thirdparties/soft-oal/install/lib/libopenal.1.dylib '${{github.workspace}}/package/'
cp -l ${{github.workspace}}/thirdparties/curl/install/lib*/libcurl.4.dylib '${{github.workspace}}/package/'
if [ -d ${{github.workspace}}/install/bin ]; then cp -r ${{github.workspace}}/install/bin/openmohaa/. '${{github.workspace}}/package'; fi
if [ -d ${{github.workspace}}/install/lib ]; then cp -r ${{github.workspace}}/install/lib/openmohaa/. '${{github.workspace}}/package'; fi
###
# Artifacts
###
- uses: actions/upload-artifact@v4
with:
name: out-macos-${{matrix.architecture.name}}
if-no-files-found: error
path:
${{github.workspace}}/package
+266
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@@ -0,0 +1,266 @@
##########################
#
# Microsoft Windows
# Windows Server 2025
#
##########################
name: "Windows Builds"
on:
workflow_call:
inputs:
environment:
required: true
type: string
env:
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
BUILD_TYPE: RelWithDebInfo
RELEASE_STAGE: ${{ vars.RELEASE_STAGE || 'unstable' }}
jobs:
build:
strategy:
matrix:
architecture: [
{name: 'x64', os: 'windows-2025', config: 'x64', toolset: 'x64', arch_option: 'VC-WIN64A' },
{name: 'x86', os: 'windows-2025', config: 'Win32', toolset: 'x64_x86', arch_option: 'VC-WIN32' },
{name: 'arm64', os: 'windows-11-arm', config: 'ARM64', toolset: 'x64_arm64', arch_option: 'VC-WIN64-ARM' }
]
name: "Building for platform windows-${{matrix.architecture.name}}"
runs-on: ${{ matrix.architecture.os }}
environment: ${{ inputs.environment }}
env:
flexbison-branch: 'v2.5.25'
wolfssl-version: 'v5.7.6-stable'
curl-version: '8_12_1'
openal-soft-branch: '1.24.3'
steps:
###
# Packages
###
- name: Cache Flex/Bison
id: cache-flexbison
uses: actions/cache@v4
with:
path: 'thirdparties/winflexbison-install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-flexbison-${{ env.flexbison-branch }}-v1
- name: Install Flex/Bison
if: steps.cache-flexbison.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}
run: |
mkdir thirdparties && cd thirdparties
git clone --depth 1 --single-branch --branch ${{ env.flexbison-branch }} https://github.com/lexxmark/winflexbison.git
cmake -B winflexbison-build -DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/winflexbison-install' ./winflexbison
cmake --build winflexbison-build --config Release --parallel
cmake --install winflexbison-build --config Release
- name: Settings
working-directory: ${{github.workspace}}
run: |
echo "CMAKE_GENERATOR=Ninja Multi-Config" >> $env:GITHUB_ENV
echo "CC=cl.exe" >> $env:GITHUB_ENV
echo "CXX=cl.exe" >> $env:GITHUB_ENV
pushd "$($env:PROGRAMFILES)\Microsoft Visual Studio\*\*\VC\Auxiliary\Build"
cmd /c "vcvarsall.bat ${{ matrix.architecture.toolset }} & set" | ForEach-Object {
if ($_ -match "=") {
# Split into key=value
$var = $_.split("=", 2);
echo "$($var[0])=$($var[1])" >> $env:GITHUB_ENV
}
}
popd
- name: Cache Required Packages
id: cache-required-packages
uses: actions/cache@v4
with:
path: 'C:\Packages'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-required-packages-v1
- name: Install required packages
if: steps.cache-required-packages.outputs.cache-hit != 'true'
run: |
$DownloadPath="$($env:USERPROFILE)\Downloads"
if ("${{ matrix.architecture.config }}" -ieq "ARM64") {
Invoke-WebRequest "https://github.com/ninja-build/ninja/releases/download/v1.12.1/ninja-winarm64.zip" -OutFile "$DownloadPath\ninja-win.zip"
} else {
Invoke-WebRequest "https://github.com/ninja-build/ninja/releases/download/v1.12.1/ninja-win.zip" -OutFile "$DownloadPath\ninja-win.zip"
}
Expand-Archive -Path "$DownloadPath\ninja-win.zip" -DestinationPath "C:\Packages\ninja"
Invoke-WebRequest "https://download.qt.io/official_releases/jom/jom.zip" -OutFile "$DownloadPath\jom.zip"
Expand-Archive -Path "$DownloadPath\jom.zip" -DestinationPath "C:\Packages\jom"
- name: Setup required packages path
run: |
$env:PATH += ";C:\Packages\ninja;C:\Packages\jom;"
echo "PATH=$($env:PATH)" >> $env:GITHUB_ENV
###
# SDL
###
# Setup SDL
- name: Set up SDL
id: sdl
uses: libsdl-org/setup-sdl@main
with:
version: 2-latest
build-type: Release
cmake-arguments: ""
###
# OpenAL
###
- name: Cache OpenAL
id: cache-openal-soft
uses: actions/cache@v4
with:
path: 'thirdparties/soft-oal/install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-openal-soft-${{ env.openal-soft-branch }}-v1
# soft-oal setup
- name: Checkout soft-oal
if: steps.cache-openal-soft.outputs.cache-hit != 'true'
uses: actions/checkout@v4
with:
repository: 'kcat/openal-soft'
path: 'thirdparties/soft-oal'
ref: '${{ env.openal-soft-branch }}'
# soft-oal build
# Statically link the CRT runtime into OAL as a workaround to prevent crashes
- name: Configure and install soft-oal
if: steps.cache-openal-soft.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}/thirdparties/soft-oal
run: |
cmake -B ./build `
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/soft-oal/install' `
-DALSOFT_BUILD_ROUTER=OFF `
-DALSOFT_REQUIRE_WINMM=ON `
-DALSOFT_REQUIRE_DSOUND=ON `
-DALSOFT_REQUIRE_WASAPI=ON `
-DCMAKE_C_FLAGS_RELEASE="/MT /O2 /Ob2 /DNDEBUG" `
-DCMAKE_CXX_FLAGS_RELEASE="/MT /O2 /Ob2 /DNDEBUG" `
-DCMAKE_C_FLAGS_MINSIZEREL="/MT /O2 /Ob2 /DNDEBUG" `
-DCMAKE_CXX_FLAGS_MINSIZEREL="/MT /O1 /Ob1 /DNDEBUG" `
-DCMAKE_C_FLAGS_RELWITHDEBINFO="/MT /Zi /O2 /Ob1 /DNDEBUG" `
-DCMAKE_CXX_FLAGS_RELWITHDEBINFO="/MT /Zi /O2 /Ob1 /DNDEBUG"
cmake --build ./build --config Release --parallel
cmake --install ./build --config Release
# Unfortunately soft-oal produces a binary called OpenAL32 even in 64-bit
if (("x64", "ARM64") -icontains "${{ matrix.architecture.config }}") { Rename-Item -Path '.\install\bin\OpenAL32.dll' -NewName 'OpenAL64.dll' }
###
# cURL
#
# Uses Schannel as SSL backend, native CAs are used
###
- name: Cache cURL
id: cache-curl
uses: actions/cache@v4
with:
path: 'thirdparties/curl/install'
key: ${{ runner.os }}-${{ matrix.architecture.name }}-curl-${{ env.curl-version }}-v1
# cURL setup
- name: Checkout cURL
if: steps.cache-curl.outputs.cache-hit != 'true'
uses: actions/checkout@v4
with:
repository: 'curl/curl'
path: 'thirdparties/curl'
ref: 'curl-${{ env.curl-version }}'
# cURL build
- name: Configure and install curl
if: steps.cache-curl.outputs.cache-hit != 'true'
working-directory: ${{github.workspace}}/thirdparties/curl
run: |
cmake -B ./build `
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/thirdparties/curl/install' `
-DCURL_USE_LIBPSL=OFF `
-DCURL_USE_SCHANNEL=ON
cmake --build ./build --config Release --parallel
cmake --install ./build --config Release
###
# Project
###
- uses: actions/checkout@v4
with:
path: 'source'
- name: CMake Settings
run: |
echo "CMAKE_PARAM= `
--log-level=VERBOSE `
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/install' `
-DCMAKE_INTERPROCEDURAL_OPTIMIZATION=true `
-DGIT_REVISION_BUILD_NUMBER=${{ github.run_number }} `
-DBISON_EXECUTABLE='${{github.workspace}}/thirdparties/winflexbison-install/win_bison.exe' `
-DOPENAL_LIBRARY='${{github.workspace}}/thirdparties/soft-oal' `
-DOPENAL_INCLUDE_DIR='${{github.workspace}}/thirdparties/soft-oal/install/include' `
-DCURL_ROOT='${{github.workspace}}/thirdparties/curl/install' `
-DFLEX_EXECUTABLE='${{github.workspace}}/thirdparties/winflexbison-install/win_flex.exe' `
-DPRODUCT_VERSION_STAGE='${{ env.RELEASE_STAGE }}'".Replace("`r", "").Replace("`n", "") >> $env:GITHUB_ENV
- name: Configure CMake
working-directory: ${{github.workspace}}
run: |
cmake -B ./build ${{ env.CMAKE_PARAM }} ./source
- name: Build
working-directory: ${{github.workspace}}
run: |
cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} --parallel
- name: Install
working-directory: ${{github.workspace}}
# Install to the directory defined in CMAKE_INSTALL_PREFIX
run: |
cmake --install ${{github.workspace}}/build --config ${{env.BUILD_TYPE}}
New-Item -ItemType Directory '${{github.workspace}}/package'
Copy-Item '${{steps.sdl.outputs.prefix}}/bin/*.dll' -Destination '${{github.workspace}}/package'
Copy-Item '${{github.workspace}}/thirdparties/soft-oal/install/bin/*.dll' -Destination '${{github.workspace}}/package'
Copy-Item '${{github.workspace}}/thirdparties/curl/install/bin/*.dll' -Destination '${{github.workspace}}/package'
if (Test-Path ${{github.workspace}}/install/bin) { Copy-Item '${{github.workspace}}/install/bin/*' -Include '*.dll','*.exe','*.pdb' -Destination '${{github.workspace}}/package' }
if (Test-Path ${{github.workspace}}/install/lib) { Copy-Item '${{github.workspace}}/install/lib/*' -Include '*.dll','*.exe','*.pdb' -Destination '${{github.workspace}}/package' }
- name: Generate setup files
working-directory: ${{github.workspace}}
run: |
Copy-Item -Path '${{github.workspace}}/package' -Destination 'source/misc/setup/windows/app/files' -Recurse
dotnet build -p Platform=${{matrix.architecture.config}} -c Release -o out source/misc/setup/windows/app
###
# Artifact
###
- uses: actions/upload-artifact@v4
with:
name: out-windows-${{matrix.architecture.name}}
if-no-files-found: error
path: |
${{github.workspace}}/package
!${{github.workspace}}/package/**/*.pdb
- uses: actions/upload-artifact@v4
with:
name: out-windows-${{matrix.architecture.name}}-pdb
if-no-files-found: error
path: |
${{github.workspace}}/package
- uses: actions/upload-artifact@v4
with:
name: out-windows-${{matrix.architecture.name}}-installer
if-no-files-found: error
path: |
${{github.workspace}}/out/en-us/Setup.msi
${{github.workspace}}/out/en-us/Setup.wixpdb
+24
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@@ -0,0 +1,24 @@
name: Shared build workflow
on:
workflow_call:
inputs:
environment:
required: true
type: string
jobs:
build-platform-linux:
uses: ./.github/workflows/shared-build-linux.yml
with:
environment: ${{inputs.environment}}
build-platform-windows:
uses: ./.github/workflows/shared-build-windows.yml
with:
environment: ${{inputs.environment}}
build-platform-macos:
uses: ./.github/workflows/shared-build-macos.yml
with:
environment: ${{inputs.environment}}
+109
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@@ -0,0 +1,109 @@
name: "Publish Release"
on:
push:
tags:
- "v*.*.*"
env:
RELEASE_STAGE: ${{ vars.RELEASE_STAGE || 'unstable' }}
RELEASE_IS_PRERELEASE: ${{ vars.RELEASE_IS_PRELEASE }}
permissions:
contents: write
jobs:
build-all:
uses: ./.github/workflows/shared-build.yml
with:
environment: "release"
# Initially create a release with 1 job
# so multiple files can be uploaded at the same time afterwards
create-release:
runs-on: ubuntu-24.04
environment: 'release'
needs: [build-all]
steps:
- name: Release
uses: softprops/action-gh-release@v2.3.2
with:
name: '${{github.ref_name}}-${{env.RELEASE_STAGE}}'
prerelease: ${{env.RELEASE_IS_PRERELEASE}}
deploy-all:
strategy:
matrix:
target_os: [
'linux-amd64',
'linux-i686',
'linux-arm64',
'linux-armhf',
'linux-powerpc',
'linux-ppc64',
'linux-ppc64el',
'windows-x64',
'windows-x64-pdb',
'windows-x86',
'windows-x86-pdb',
'windows-arm64',
'windows-arm64-pdb',
#'macos-x86_64',
#'macos-arm64',
'macos-multiarch-arm64-x86_64',
]
runs-on: ubuntu-24.04
environment: 'release'
needs: [create-release]
env:
RELEASE_NAME: ${{ github.event.repository.name }}-${{github.ref_name}}-${{matrix.target_os}}
steps:
- uses: actions/download-artifact@v4
with:
name: 'out-${{matrix.target_os}}'
path: ${{github.workspace}}/${{matrix.target_os}}
- name: Zip
working-directory: '${{github.workspace}}/${{matrix.target_os}}'
run: zip -r "../${{ env.RELEASE_NAME }}.zip" ./
- name: Release
uses: softprops/action-gh-release@v2.3.2
with:
files: ${{github.workspace}}/${{ env.RELEASE_NAME }}.zip
deploy_installer_windows:
strategy:
matrix:
target_os: [
'windows-x64',
'windows-x86',
'windows-arm64',
]
runs-on: ubuntu-24.04
environment: "release"
needs: [create-release]
env:
RELEASE_NAME: ${{ github.event.repository.name }}-${{github.ref_name}}-${{matrix.target_os}}
steps:
- uses: actions/download-artifact@v4
with:
name: 'out-${{matrix.target_os}}-installer'
path: ${{github.workspace}}/${{matrix.target_os}}
- name: Setup
working-directory: '${{github.workspace}}/${{matrix.target_os}}'
run:
cp Setup.msi ../${{ env.RELEASE_NAME }}.msi
- name: Release
uses: softprops/action-gh-release@v2.3.2
with:
files: ${{github.workspace}}/${{ env.RELEASE_NAME }}.msi
+53
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@@ -0,0 +1,53 @@
name: "Unit Tests"
on:
push:
branches:
- '**'
pull_request:
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
build:
name: "Running unit tests"
runs-on: ubuntu-latest
environment: "testing"
steps:
- uses: awalsh128/cache-apt-pkgs-action@latest
name: Install required packages
with:
packages: flex bison ninja-build cmake clang libsdl2-dev libopenal-dev
version: "${{ runner.os }}-${{ runner.arch }}-unittest-v1"
- uses: actions/checkout@v4
with:
path: 'source'
- name: Settings
working-directory: ${{github.workspace}}
run: |
echo "CMAKE_GENERATOR=Ninja Multi-Config" >> $GITHUB_ENV
echo "CC=clang" >> $GITHUB_ENV
echo "CXX=clang++" >> $GITHUB_ENV
echo "CMAKE_PARAM=--log-level=VERBOSE \
-DCMAKE_INSTALL_PREFIX='${{github.workspace}}/install'" >> $GITHUB_ENV
- name: Configure CMake
working-directory: ${{github.workspace}}
run: |
cmake -B ./build ${{ env.CMAKE_PARAM }} ./source
- name: Build
working-directory: ${{github.workspace}}
run: |
cmake --build ${{github.workspace}}/build --config Debug --parallel
- name: Test
working-directory: ${{github.workspace}}
run: |
cd "${{github.workspace}}/build"
ctest -C Debug --output-on-failure
+6 -1
View File
@@ -1,8 +1,12 @@
build
mohaa-re
out
Makefile.local
*.swp
*tags
*~
/.vscode/
/baseq3
# OS X
####################
@@ -42,5 +46,6 @@ profile
*.suo
.vs
out
code_unfinished/*
thirdparties/
code/parser/generated/*
-13
View File
@@ -1,13 +0,0 @@
=== Patch 1.12 ===
>>> Client :
- Added GFX features such as bloom, SSAO & FXAA
- Added support of .vision files
- Added support of custom weapons and view model animations
>>> Game :
- Added more scripting functions
- Lot more..
THIS CHANGELOG IS NOT COMPLETED YET.
+210 -261
View File
@@ -1,301 +1,250 @@
cmake_minimum_required(VERSION 3.5)
cmake_minimum_required(VERSION 3.12)
project(openmohaa)
include(TargetArch.cmake)
include(misc/cmake/TargetArch.cmake)
target_architecture(TARGET_ARCH)
list(LENGTH TARGET_ARCH TARGET_ARCH_COUNT)
if(TARGET_GAME_TYPE)
if(TARGET_GAME_TYPE EQUAL 1)
# Build for Team Assault (Spearhead)
set(TARGET_BASE_SUFFIX "ta")
elseif(TARGET_GAME_TYPE EQUAL 2)
# Build for Team Tactics (Breakthrough)
set(TARGET_BASE_SUFFIX "tt")
else()
set(TARGET_BASE_SUFFIX)
message(SEND_ERROR "Invalid game type. Game type can be 0, 1 or 2")
endif()
else()
set(TARGET_BASE_SUFFIX)
set(TARGET_GAME_TYPE 0)
set(USE_INTERNAL_LIBS ON)
if(USE_SYSTEM_LIBS)
set(USE_INTERNAL_LIBS OFF)
endif()
set(TARGET_BASE_GAME "main${TARGET_BASE_SUFFIX}")
option(USE_INTERNAL_JPEG "If set, use bundled libjpeg." ${USE_INTERNAL_LIBS})
option(USE_INTERNAL_MAD "If set, use bundled libmad." ${USE_INTERNAL_LIBS})
option(USE_INTERNAL_ZLIB "If set, use bundled zlib." ${USE_INTERNAL_LIBS})
option(USE_RENDERER_DLOPEN "Whether to compile the renderer as separate pluggable modules" OFF)
if(TARGET_GAME_TYPE)
message(SEND_ERROR "TARGET_GAME_TYPE is now unsupported, it is now done at runtime.")
endif()
set(TARGET_BASE_GAME "./")
set(CMAKE_DEBUG_POSTFIX "-dbg")
#
# Microsoft compiler specific parameters
#
if(MSVC)
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE)
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# Treat no return type as error
add_compile_options(/we4715)
endif()
#
# Clang and GCC specific parameters
#
if(CMAKE_C_COMPILER_ID MATCHES "Clang" OR CMAKE_CXX_COMPILER_ID MATCHES "Clang" OR CMAKE_C_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
add_compile_options(-Wno-comment)
# Treat no return type as error
add_compile_options(-Werror=return-type)
endif()
#
# Clang specific parameters
#
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# Ignore warnings for code like 'assert("Assert string")'
add_compile_options(-Wno-pointer-bool-conversion)
endif()
IF("${TARGET_ARCH}" STREQUAL "x86_64")
set(TARGET_ARCH_SUFFIX "x86_64")
ELSEIF("${TARGET_ARCH}" STREQUAL "i386")
set(TARGET_ARCH_SUFFIX "x86")
ELSEIF("${TARGET_ARCH}" STREQUAL "arm64")
set(TARGET_ARCH_SUFFIX "arm64")
ELSEIF("${TARGET_ARCH}" MATCHES "arm(.*)")
set(TARGET_ARCH_SUFFIX "arm")
ELSE()
set(TARGET_ARCH_SUFFIX ${TARGET_ARCH})
ENDIF()
#
# GCC specific parameters
#
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
# Add this option on gcc to prevent functions from having the STB_GNU_UNIQUE binding
# Otherwise, it would prevent libraries from being unloaded
# which will cause undefined behavior and crashes due to memory corruption
add_compile_options(-fno-gnu-unique)
endif()
message(STATUS "Architecture detected: ${TARGET_ARCH}, suffix set to ${TARGET_ARCH_SUFFIX}")
if(DEBUG_MEMORY)
add_definitions(-D_DEBUG_MEM)
endif()
IF(WIN32)
message(STATUS "Architecture detected: ${TARGET_ARCH}")
set(TARGET_BIN_SUFFIX "")
if(WIN32)
set(TARGET_PLATFORM_PREFIX "")
message(STATUS "Using Win32 naming convention")
ELSEIF(UNIX)
elseif(UNIX)
set(TARGET_PLATFORM_PREFIX "")
message(STATUS "Using Unix naming convention")
ELSE()
set(TARGET_PLATFORM_PREFIX "")
ENDIF()
IF(CMAKE_BUILD_TYPE MATCHES Debug)
set(TARGET_CONFIG_SUFFIX "-dbg")
add_definitions(-D_DEBUG)
ELSE()
set(TARGET_CONFIG_SUFFIX "")
ENDIF()
# Common stuff
## For modules
set(SOURCES_SHARED
"code/qcommon/class.cpp"
"code/qcommon/con_set.cpp"
"code/qcommon/con_timer.cpp"
"code/qcommon/listener.cpp"
"code/qcommon/lz77.cpp"
"code/qcommon/mem_blockalloc.cpp"
"code/qcommon/mem_tempalloc.cpp"
"code/qcommon/q_math.c"
"code/qcommon/q_shared.c"
"code/qcommon/script.cpp"
"code/qcommon/str.cpp"
"code/script/scriptexception.cpp"
"code/script/scriptvariable.cpp"
)
file(GLOB_RECURSE SOURCES_BG "code/game/bg_*.cpp")
## For executable
### Platform-specific code
if(WIN32)
set(SOURCES_PLATFORM_SPECIFIC
WIN32
"code/win32/win_bounds.cpp"
"code/win32/win_localization.cpp"
"code/win32/win_main.c"
"code/win32/win_net.c"
"code/win32/win_shared.c"
"code/win32/win_syscon.c"
"code/win32/win_wndproc.c"
"code/win32/win_resource.rc"
)
set(SOURCES_CLIENT_PLATFORM_SPECIFIC
"code/win32/win_gamma.c"
"code/win32/win_glimp.c"
"code/win32/win_input.c"
"code/win32/win_qgl.c"
"code/win32/win_snd.c"
)
else()
set(SOURCES_PLATFORM_SPECIFIC
"code/unix/linux_signals.c"
"code/unix/unix_main.c"
"code/unix/unix_net.c"
"code/unix/unix_shared.c"
# These are still used even they're prefixed 'win'
"code/win32/win_bounds.cpp"
"code/win32/win_localization.cpp"
)
set(SOURCES_CLIENT_PLATFORM_SPECIFIC
"code/unix/linux_common.c"
"code/unix/linux_glimp.c"
"code/unix/linux_joystick.c"
"code/unix/linux_qgl.c"
"code/unix/linux_snd.c"
)
set(TARGET_PLATFORM_PREFIX "")
endif()
### Common executable code
set(SOURCES_COMMON
"code/qcommon/alias.c"
"code/qcommon/cm_fencemask.c"
"code/qcommon/cm_load.c"
"code/qcommon/cm_patch.c"
"code/qcommon/cm_polylib.c"
"code/qcommon/cm_terrain.c"
"code/qcommon/cm_test.c"
"code/qcommon/cm_trace.c"
"code/qcommon/cm_trace_lbd.cpp"
"code/qcommon/cmd.c"
"code/qcommon/common.cpp"
"code/qcommon/crc.c"
"code/qcommon/cvar.c"
"code/qcommon/files.cpp"
"code/qcommon/huffman.cpp"
"code/qcommon/md4.c"
"code/qcommon/md5.c"
"code/qcommon/memory.c"
"code/qcommon/msg.cpp"
"code/qcommon/net_chan.c"
"code/qcommon/q_math.c"
"code/qcommon/q_shared.c"
"code/qcommon/tiki_main.cpp"
"code/qcommon/tiki_script.cpp"
"code/qcommon/unzip.c"
# Gamespy
"code/gamespy/sv_gamespy.c"
"code/gamespy/sv_gqueryreporting.c"
)
if(CMAKE_BUILD_TYPE MATCHES Debug)
add_compile_definitions(_DEBUG)
file(GLOB_RECURSE SOURCES_SKEL "code/tiki/*.cpp" "code/skeletor/*.cpp")
# NOTE: The following may mess up function importation
#if(UNIX)
# # Enable all exports so all functions name can be seen during executable crash
# set(CMAKE_ENABLE_EXPORTS ON)
# message(STATUS "Enabling exports on Unix for backtrace")
#endif()
else()
# Non-debug builds
add_compile_definitions(NDEBUG)
endif()
set(SOURCES_APP ${SOURCES_SHARED} ${SOURCES_COMMON} ${SOURCES_SKEL})
if(APPLE)
# macOS doesn't search the executable path by default
# so, locate libraries like SDL in the executable path
set(CMAKE_INSTALL_RPATH "@executable_path")
set(CMAKE_BUILD_WITH_INSTALL_RPATH ON)
# Targets
if(CMAKE_C_COMPILER_ID MATCHES "Clang" OR CMAKE_C_COMPILER_ID STREQUAL "GNU")
# Set the visibility to hidden on macOS to prevent shared libraries from
# using functions in the executable
# it's ok to hide them because the backtrace on macOS will still print the name of the functions
add_compile_options(-fvisibility=hidden)
endif()
endif()
## Server
#
# Setup the installation directory
#
if(WIN32)
# By default, both DLLs and EXEs are in the same directory
set(CMAKE_DEFAULT_INSTALL_RUNTIME_DIR bin)
set(BIN_INSTALL_SUBDIR ".")
set(LIB_INSTALL_SUBDIR ".")
else()
# Unix
set(CMAKE_DEFAULT_INSTALL_RUNTIME_DIR lib${CMAKE_LIB_SUFFIX})
set(BIN_INSTALL_SUBDIR ${CMAKE_PROJECT_NAME})
set(LIB_INSTALL_SUBDIR ${CMAKE_PROJECT_NAME})
endif()
### Server game library
file(GLOB_RECURSE SOURCES_GAME "code/game/*.c" "code/game/*.cpp" "code/parser/*.cpp" "code/script/*.cpp")
set(SOURCES_GAME_LIB ${SOURCES_SHARED} ${SOURCES_GAME})
# By default, put both binaries and shared libraries in the same directory
# the game uses internal shared libraries that must be in the same folder as the binaries
set(CMAKE_INSTALL_BINDIR ${CMAKE_DEFAULT_INSTALL_RUNTIME_DIR} CACHE PATH "Binary dir")
set(CMAKE_INSTALL_LIBDIR ${CMAKE_INSTALL_BINDIR} CACHE PATH "Library dir")
include(GNUInstallDirs)
# Enable unit testing
include(CTest)
add_library(fgame SHARED ${SOURCES_GAME_LIB})
target_compile_definitions(fgame PRIVATE GAME_DLL ARCHIVE_SUPPORTED TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
target_include_directories(fgame PUBLIC "code/qcommon" "code/script" "code/game")
target_include_directories(fgame PRIVATE "code/parser")
target_compile_features(fgame PUBLIC cxx_nullptr)
target_compile_features(fgame PUBLIC c_variadic_macros)
#
# Common stuff
#
add_subdirectory("code/qcommon")
add_subdirectory("code/gamespy")
set_target_properties(fgame PROPERTIES PREFIX "${TARGET_PLATFORM_PREFIX}")
set_target_properties(fgame PROPERTIES OUTPUT_NAME "game${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
set_target_properties(fgame PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${TARGET_BASE_GAME}")
INSTALL(TARGETS fgame DESTINATION "${TARGET_BASE_GAME}")
#
# Application
#
add_subdirectory("code/sys")
include("code/gamespy/gcd.cmake")
##
## Server app
##
add_subdirectory("code/server")
### Server executable
file(GLOB_RECURSE SOURCES_SERVER "code/server/*.c" "code/server/*.cpp")
set(SOURCES_SERVER_APP ${SOURCES_APP} ${SOURCES_SERVER})
add_executable(omohaaded ${SOURCES_PLATFORM_SPECIFIC} ${SOURCES_SERVER_APP} "code/null/null_client.c" "code/null/null_input.c" "code/null/null_snddma.c")
target_compile_definitions(omohaaded PRIVATE NO_SCRIPTENGINE APP_MODULE DEDICATED TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
add_executable(omohaaded "code/null/null_client.c" "code/null/null_input.c" "code/null/null_snddma.c")
target_compile_definitions(omohaaded PRIVATE APP_MODULE DEDICATED)
target_compile_features(omohaaded PUBLIC cxx_nullptr)
target_compile_features(omohaaded PUBLIC c_variadic_macros)
# Gamespy dependency
add_dependencies(omohaaded gcd)
target_link_libraries(omohaaded PRIVATE gcd)
target_include_directories(omohaaded PUBLIC "code/qcommon" "code/script" "code/gamespy" "code/server" "code/SDL2/include")
set_target_properties(omohaaded PROPERTIES OUTPUT_NAME "omohaaded${TARGET_BASE_SUFFIX}${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
target_link_libraries(omohaaded PRIVATE omohserver)
target_link_libraries(omohaaded PRIVATE syslib)
target_link_libraries(omohaaded PRIVATE qcommon qcommon_standalone)
# Add the gamespy dependency
target_include_directories(omohaaded PUBLIC "code/qcommon" "code/script" "code/gamespy" "code/server")
set_target_properties(omohaaded PROPERTIES OUTPUT_NAME "omohaaded${TARGET_BIN_SUFFIX}")
set_target_properties(omohaaded PROPERTIES DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
INSTALL(TARGETS omohaaded DESTINATION ${CMAKE_INSTALL_BINDIR}/${BIN_INSTALL_SUBDIR})
if (MSVC)
target_link_options(omohaaded PRIVATE "/MANIFEST:NO")
INSTALL(FILES $<TARGET_PDB_FILE:omohaaded> DESTINATION ${CMAKE_INSTALL_BINDIR}/${BIN_INSTALL_SUBDIR} OPTIONAL)
endif()
if (NOT BUILD_NO_CLIENT)
##
## Client app
##
option(NO_MODERN_DMA "Use older sound-system" FALSE)
add_subdirectory("code/client")
add_subdirectory("code/renderercommon")
add_subdirectory("code/sdl")
add_executable(openmohaa "misc/dummy.c")
target_link_libraries(openmohaa PRIVATE syslib)
target_link_libraries(openmohaa PRIVATE omohserver)
target_link_libraries(openmohaa PRIVATE omohclient)
target_link_libraries(openmohaa PRIVATE omohrenderer)
target_link_libraries(openmohaa PRIVATE qcommon qcommon_standalone)
# Add the gamespy dependency
target_include_directories(openmohaa PUBLIC "code/qcommon" "code/script" "code/gamespy" "code/server" "code/client" "code/uilib")
set_target_properties(openmohaa PROPERTIES OUTPUT_NAME "openmohaa${TARGET_BIN_SUFFIX}")
set_target_properties(openmohaa PROPERTIES DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
if(USE_INTERNAL_JPEG)
target_include_directories(openmohaa PUBLIC "code/jpeg-8c")
target_link_libraries(openmohaa PRIVATE jpeg8)
else()
find_package(JPEG REQUIRED)
target_include_directories(openmohaa PUBLIC ${JPEG_INCLUDE_DIRS})
target_link_libraries(openmohaa PRIVATE ${JPEG_LIBRARIES})
endif()
INSTALL(TARGETS openmohaa DESTINATION ${CMAKE_INSTALL_BINDIR}/${BIN_INSTALL_SUBDIR})
if(WIN32)
if (MSVC)
target_link_options(omohaaded PRIVATE "/MANIFEST:NO")
endif()
target_link_libraries(omohaaded PRIVATE wsock32 ws2_32)
target_link_libraries(omohaaded PRIVATE winmm)
INSTALL(FILES $<TARGET_PDB_FILE:fgame> DESTINATION "${TARGET_BASE_GAME}" OPTIONAL)
INSTALL(FILES $<TARGET_PDB_FILE:omohaaded> DESTINATION "./" OPTIONAL)
elseif(UNIX)
find_package(Threads)
target_link_libraries(omohaaded PRIVATE ${CMAKE_DL_LIBS} ${CMAKE_THREAD_LIBS_INIT})
target_link_libraries(omohaaded PRIVATE m)
target_link_libraries(omohaaded PRIVATE stdc++)
endif()
INSTALL(TARGETS omohaaded DESTINATION "./")
if (WITH_CLIENT)
## Client
### Client game library
file(GLOB_RECURSE SOURCES_CGAME "code/cgame/*.c" "code/cgame/*.cpp")
set(SOURCES_CGAME_LIB ${SOURCES_SHARED} ${SOURCES_CGAME} ${SOURCES_BG})
add_library(cgame SHARED ${SOURCES_CGAME_LIB})
target_compile_definitions(cgame PRIVATE CGAME_DLL NO_SCRIPTENGINE TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
target_include_directories(cgame PUBLIC "code/qcommon" "code/cgame" "code/script")
target_compile_features(cgame PUBLIC cxx_nullptr)
target_compile_features(cgame PUBLIC c_variadic_macros)
set_target_properties(cgame PROPERTIES PREFIX "${TARGET_PLATFORM_PREFIX}")
set_target_properties(cgame PROPERTIES OUTPUT_NAME "cgame${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
set_target_properties(cgame PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${TARGET_BASE_GAME}")
INSTALL(TARGETS cgame DESTINATION "${TARGET_BASE_GAME}")
### Executable
file(GLOB_RECURSE SOURCES_JPEG_8 "code/jpeg-8c/*.c")
add_library(jpeg8 STATIC ${SOURCES_JPEG_8})
target_include_directories(jpeg8 PRIVATE "code/jpeg-8c")
file(GLOB_RECURSE SOURCES_CLIENT "code/client/*.c" "code/client/*.cpp" "code/qcommon/puff.c")
file(GLOB_RECURSE SOURCES_UILIB "code/uilib/*.c" "code/uilib/*.cpp")
file(GLOB_RECURSE SOURCES_RENDERER "code/renderer/*.c" "code/renderer/*.cpp")
#file(GLOB_RECURSE SOURCES_RENDERER "code/sdl/*.c" "code/renderercommon/*.c" "code/renderergl2/*.c" "code/renderergl2/*.cpp")
set(SOURCES_CLIENT_APP ${SOURCES_APP} ${SOURCES_SERVER} ${SOURCES_CLIENT} ${SOURCES_UILIB} ${SOURCES_LIBS} ${SOURCES_RENDERER})
add_executable(openmohaa ${SOURCES_PLATFORM_SPECIFIC} ${SOURCES_CLIENT_APP} ${SOURCES_CLIENT_PLATFORM_SPECIFIC})
target_compile_definitions(openmohaa PRIVATE NO_SCRIPTENGINE APP_MODULE TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
target_compile_features(openmohaa PUBLIC cxx_nullptr)
target_compile_features(openmohaa PUBLIC c_variadic_macros)
target_link_libraries(openmohaa PRIVATE jpeg8)
# Gamespy dependency
add_dependencies(openmohaa gcd)
target_link_libraries(openmohaa PRIVATE gcd)
target_include_directories(openmohaa PUBLIC "code/qcommon" "code/script" "code/gamespy" "code/server" "code/client" "code/uilib" "code/SDL2/include" "code/jpeg-8c")
set_target_properties(openmohaa PROPERTIES OUTPUT_NAME "openmohaa${TARGET_BASE_SUFFIX}${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
if(WIN32)
if (MSVC)
target_link_options(openmohaa PRIVATE "/MANIFEST:NO")
#add_library(sdl2 SHARED IMPORTED)
#set_target_properties(sdl2 PROPERTIES
# IMPORTED_IMPLIB "${CMAKE_SOURCE_DIR}/code/libs/win32/SDL2.lib"
#)
#
#add_library(sdl2main SHARED IMPORTED)
#set_target_properties(sdl2main PROPERTIES
# IMPORTED_IMPLIB "${CMAKE_SOURCE_DIR}/code/libs/win32/SDL2main.lib"
#)
#
#add_library(glew32 SHARED IMPORTED)
#set_target_properties(glew32 PROPERTIES
# IMPORTED_IMPLIB "${CMAKE_SOURCE_DIR}/code/libs/win32/glew32.lib"
#)
target_link_libraries(openmohaa PRIVATE opengl32)
endif()
target_link_libraries(openmohaa PRIVATE wsock32 ws2_32)
target_link_libraries(openmohaa PRIVATE winmm)
INSTALL(FILES $<TARGET_PDB_FILE:cgame> DESTINATION "${TARGET_BASE_GAME}" OPTIONAL)
INSTALL(FILES $<TARGET_PDB_FILE:openmohaa> DESTINATION "./" OPTIONAL)
elseif(UNIX)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(X11 REQUIRED)
find_package(Threads)
target_include_directories(openmohaa PRIVATE ${OPENGL_INCLUDE_DIRS} ${GLUT_INCLUDE_DIRS})
target_link_libraries(openmohaa PRIVATE ${OPENGL_LIBRARIES} ${GLUT_LIBRARY} ${CMAKE_DL_LIBS} ${CMAKE_THREAD_LIBS_INIT})
target_link_libraries(openmohaa PRIVATE m)
target_link_libraries(openmohaa PRIVATE stdc++)
target_link_libraries(openmohaa PRIVATE ${X11_LIBRARIES} ${X11_Xxf86vm_LIB} ${X11_Xext_LIB} Xxf86dga)
target_link_options(openmohaa PRIVATE "/MANIFEST:NO")
INSTALL(FILES $<TARGET_PDB_FILE:openmohaa> DESTINATION ${CMAKE_INSTALL_BINDIR}/${BIN_INSTALL_SUBDIR} OPTIONAL)
endif()
INSTALL(TARGETS openmohaa DESTINATION "./")
if(UNIX AND NOT APPLE)
# Configure the .desktop entries with the arch suffix
configure_file(
misc/linux/org.openmoh.openmohaa.desktop.in
${CMAKE_BINARY_DIR}/misc/linux/org.openmoh.openmohaa.desktop
@ONLY
)
configure_file(
misc/linux/org.openmoh.openmohaab.desktop.in
${CMAKE_BINARY_DIR}/misc/linux/org.openmoh.openmohaab.desktop
@ONLY
)
configure_file(
misc/linux/org.openmoh.openmohaas.desktop.in
${CMAKE_BINARY_DIR}/misc/linux/org.openmoh.openmohaas.desktop
@ONLY
)
# Install .desktop entries
install(FILES ${CMAKE_BINARY_DIR}/misc/linux/org.openmoh.openmohaa.desktop DESTINATION ${CMAKE_INSTALL_DATADIR}/applications)
install(FILES ${CMAKE_BINARY_DIR}/misc/linux/org.openmoh.openmohaab.desktop DESTINATION ${CMAKE_INSTALL_DATADIR}/applications)
install(FILES ${CMAKE_BINARY_DIR}/misc/linux/org.openmoh.openmohaas.desktop DESTINATION ${CMAKE_INSTALL_DATADIR}/applications)
install(FILES misc/linux/org.openmoh.openmohaa.metainfo.xml DESTINATION ${CMAKE_INSTALL_DATADIR}/metainfo)
install(FILES misc/openmohaa.svg DESTINATION ${CMAKE_INSTALL_DATADIR}/icons/hicolor/symbolic/apps/ RENAME org.openmoh.openmohaa.svg)
endif()
endif()
#
# Launcher
#
add_subdirectory(code/Launcher)
#
# uninstall target
#
if(NOT TARGET uninstall)
configure_file(
"${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()
+4 -3
View File
@@ -2,22 +2,23 @@
| Path | Description |
| ---------------------|-------------------------------------------------------------------
| build/ | Output files |
| code/ | OpenMoHAA source code |
| code/cgame | Client game code |
| code/client | Client (network stuff, snapshots, etc) |
| code/game | Server game code (game logic stuff, etc) |
| code/gamespy | Gamespy SDK |
| code/mohui | MoHAA User Interface |
| code/null | Null redirector (used by the OpenMoHAA Dedicated Server) |
| code/parser | Flex/Bison parser |
| code/qcommon | Global shared stuff such as maths |
| code/renderer | OpenMoHAA renderer |
| code/sdl(12) | SDL code |
| code/script | Script engine |
| code/server | Server code (networkn snapshots, handling clients etc) |
| code/server | Server code (network, snapshots, handling clients etc) |
| code/skeletor | Skeleton model engine |
| code/sys | Main application system |
| code/tiki | Complete TIKI engine |
| code/uilib | UI library (Ubertools stuff) |
| code/{win32,unix} | Platform-specific code |
| docker | Docker files, for compiling on various linux versions |
| docs | Documentation stuff |
| misc/ | Project stuff, definition files and various resources stuff. |
+74 -102
View File
@@ -1,136 +1,108 @@
# OpenMoHAA
/ _ \ _ __ ___ _ __ | \/ |/ _ \| | | | / \ / \
| | | | '_ \ / _ \ '_ \| |\/| | | | | |_| | / _ \ / _ \
| |_| | |_) | __/ | | | | | | |_| | _ |/ ___ \ / ___ \
\___/| .__/ \___|_| |_|_| |_|\___/|_| |_/_/ \_\/_/ \_\
|_|
[![Build](https://github.com/openmoh/openmohaa/actions/workflows/branches-build.yml/badge.svg?branch=main)](https://github.com/openmoh/openmohaa/actions/workflows/branches-build.yml) [![Release](https://img.shields.io/github/v/release/openmoh/openmohaa)](https://github.com/openmoh/openmohaa/releases) [![Downloads](https://img.shields.io/github/downloads/openmoh/openmohaa/total)](https://github.com/openmoh/openmohaa/releases)
![License](https://img.shields.io/github/license/openmoh/openmohaa) ![Commits](https://img.shields.io/github/commit-activity/t/openmoh/openmohaa)
## Discord
![Discord](https://img.shields.io/discord/596049712579215361?logo=discord&logoColor=white&color=5865F2)
[![Discord Banner 1](https://discordapp.com/api/guilds/596049712579215361/widget.png?style=banner2)](https://discord.gg/NYtH58R)
![logo](misc/openmohaa-text-sm.png)
## Current State
## What is OpenMoHAA?
OpenMoHAA is still in its early days.
OpenMoHAA is an open-source project aimed at preserving and enhancing **Medal of Honor: Allied Assault** (including Spearhead and Breakthrough expansions) by providing more features and bugfixes, across modern platforms and architectures.
### Server
Powered by [ioquake3](https://github.com/ioquake/ioq3) and the [F.A.K.K SDK](https://code.idtech.space/ritual/fakk2-sdk), OpenMoHAA provides:
- Full compatibility with the original game: assets, scripts and multiplayer
- Better support for modern systems
- Cross-platform support (Linux, Windows, macOS)
- Support for both single-player and multiplayer modes
- Includes all fixes from Spearhead 2.15 and Breakthrough 2.40b
- More fixes and features, such as bots and a ban system
The server version can successfully be built.
Some stuff are not working as intended, such as Actor or Vehicle. These systems are both almost fully implemented, but not really in stable state.
*OpenMoHAA is an independent project and is not affiliated with or endorsed by Electronic Arts.*
Overall the server part and the game module are almost fully implemented, but the stability may vary, there may be some minor bugs and crashes.
## Getting started
### Client
- 📦 [Installing OpenMoHAA](docs/markdown/01-intro/01-installation.md)
- ▶️ [How to play: Launching the game, expansions & file locations](docs/markdown/02-running/01-running.md)
- ❓ [FAQ & Troubleshooting](docs/markdown/02-running/03-faq.md)
- 🌐 [Setting up a game server](docs/markdown/02-running/02-running-server.md)
The client version of OpenMoHAA is partially implemented and not stable currently. The cgame module is partially implemented as well, but is compatible with the original MOH:AA game. Credits to **Heavy Metal: F.A.K.K. 2**'s SDK for the cgame module.
## Reporting Issues
Here is the current working state for each part of the engine:
> [!NOTE]
> OpenMoHAA hasn't hit version 1.0.0 yet. Think of it like a beta build from the golden age of LAN parties. Features are being added, bugs are getting squashed, and more things are being tweaked. Things might change, break, or get even better over time.
>
> If that sounds like your kind of mission, gear up, frag some bots, and help level up OpenMoHAA!
| Part name | Full | Almost | Half | Early | Bad | Not working | Comment |
|-------------------------|------|--------|------|-------|-----|-------------|-------------------------------------------------------------------|
| Audio | | | | | x | | Very basic implementation from Quake III |
| CG Module | | x | | | | | Missing FX, Marks and decals |
| Client | | | x | | | | Missing GameSpy, server list, binds, map picker, ... |
| Collision | x | | | | | | |
| Model/TIKI/Skeletor | x | | | | | | |
| Renderer | | | | x | | | Missing ghost, marks, sphere lights, sky portal, sun flare, swipe |
| Server | | x | | | | | Probably a few bugs remaining |
| Server module (fgame) | | x | | | | | Actor, vehicle, and few gameplay bugs |
| UI | | | | x | | | Has core features only (menu, widgets, console, hud, urc loading) |
If you encounter a bug or a problem, you can do one of the following:
- Submit an [issue](https://github.com/openmoh/openmohaa/issues) on GitHub (use the template).
- Join the [OpenMoHAA Discord](https://discord.gg/NYtH58R) for a quick help.
NOTE: Both client and server version can be compiled to target **Medal of Honor: Spearhead* and **Medal of Honor: Breakthrough**.
## Additional documentation
## Running
- 📖 [Documentation](https://openmoh.github.io/openmohaa)
- ⚙️ [Game settings & configuration](docs/markdown/03-configuration/01-configuration.md)
- 📝 [Code & Scripting reference](docs/markdown/04-coding/02-coding.md)
Backup existing mohaa files, **cgamex86.dll** and **gamex86.dll** (set their extension to **.bak**)
## Current state
a) extract archive to your MOHAA installation directory.
- 🧰 [Feature list](docs/markdown/01-intro/04-features.md)
-or-
### Single-player
b) Copy all pak*.pk3 files and the sound/ directory from your **MOHAA/main** directory into openmohaa's 'main' directory.
The entire single-player campaign should work (Allied Assault, Spearhead and Breakthrough). If you encounter any bug, please create a new [GitHub issue](https://github.com/openmoh/openmohaa/issues) describing them.
If you have problems running the game :
### Multiplayer
You may need to install Microsoft Visual C++ 2015/2017/2019/2022 Redistributable from
- Almost fully stable
- All official game modes are supported, including those from Spearhead and Breakthrough:
- Free-For-All
- Team-Deathmatch
- Round-based match
- Objective match
- Tug-of-War (Spearhead)
- Liberation (Breakthrough)
- Popular mods like **Freeze-Tag** are supported
- Built-in bots for offline practice and for testing
- 🔧 [Setting up bots](docs/markdown/02-running/01-running.md#Playing-with-bots)
https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist?view=msvc-170
You can now start a local OpenMOHAA server or play on a server.
## Compiling
OpenMoHAA supports both x86 and x64 architectures, and although the target platform is Windows, it still can be compiled for other platforms, and even other architectures.
These are the tools required for all platforms :
- CMake >= 3.5
- Flex and Bison (currently not used)
- A C++11 compiler is required.
The installation directory can be set to MOHAA directory.
The client build can be built by adding `-DWITH_CLIENT=1` to the CMake command line. This will compile the cgame module and the full app with rendering, ui and sound suppport, alongside the dedicated server version.
### Linux
These are the tools required on Unix :
- Clang >= 3.3 or GCC >= 4.8.1
**clang-3.5** and **gcc-4.8.5** should work (tested on Ubuntu 16.04).
1 line install command with latest clang version : `sudo apt-get install -y ninja-build cmake make clang-15 lld-15 flex bison`
### Windows
Visual Studio (2019 or 2022) is generally preferred.
You can host your own [OpenMoHAA server](docs/markdown/02-running/02-running-server.md#) or join others using OpenMoHAA.
## Screenshots
![](docs/images/opm_53_tt_1.png)
![](docs/images/opm_50b_1.png)
![](docs/images/opm_50b_2.png)
| | |
|-----------------------------------------------------------------------------------|----------------------------------------------------------------------------|
| ![](docs/assets/images/v0.60.0-x86_64/mohdm1_1.png) | ![](docs/assets/images/v0.60.0-x86_64/training_1.png) |
| ![](docs/assets/images/v0.60.0-x86_64/flughafen_1.png) | ![](docs/assets/images/v0.60.0-x86_64/flughafen_2.png) |
| ![](docs/assets/images/v0.60.0-x86_64/mohdm2_1.png "Playing Freeze-Tag mode with bots") | ![](docs/assets/images/v0.60.0-x86_64/training_3.png "Single-Player training") |
## Third party
*More screenshots [here](docs/assets/images)*
### SDL
## Development & Compiling
http://www.libsdl.org/
- 💻 [Building from source](docs/markdown/04-coding/01-compiling.md)
download Source code, compile
## Third party librairies
### OpenAL
The following third party tools and libraries are used by the project
https://www.openal.org/ download OpenAL soft source
- [Flex](https://github.com/westes/flex)
- [Bison](https://savannah.gnu.org/projects/bison/)
- [SDL](http://www.libsdl.org/)
- [OpenAL](https://www.openal.org/)
- [LibMAD](http://www.underbit.com/products/mad/)
- [cURL](https://curl.se/)
- [Libogg](https://github.com/gcp/libogg)
- [Libvorbis](https://xiph.org/vorbis/)
- [Libopus](https://opus-codec.org/)
run cmake on OpenAL, compile
## Resources
### LibMAD
http://www.underbit.com/products/mad/
download source code, compile
### cURL
https://curl.se/
### Libogg
https://github.com/gcp/libogg
### Libvorbis
https://xiph.org/vorbis/
### Libopus
https://opus-codec.org/
## URLs and communities
- https://github.com/openmoh/openmohaa/
- https://mohaaaa.co.uk/AAAAMOHAA/index.php
- https://x-null.net/
- 🔗 [GitHub Repository](https://github.com/openmoh/openmohaa/)
- 🌐 [MOHAAAA Amalgamated Allied Assault Alliance](https://mohaaaa.co.uk/AAAAMOHAA/index.php)
- 🕹️ [333networks](https://333networks.com/)
- 📂 [ModDB](https://www.moddb.com/games/medal-of-honor-allied-assault)
- 📂 [GameBanana](https://gamebanana.com/games/720)
- 💬 [Join us on Discord](https://discord.gg/NYtH58R)
-25
View File
@@ -1,25 +0,0 @@
//// //// //// //// ////
/// OpenMoHAA - TODO ///
//// //// //// //// ////
================
= Server code =
================
1) Fix some crashes
================
= Client =
================
2) Better client/sound implementation
3) Better renderer implementation (light, fog)
4) Better cgame implementation (using FAKK2)
5) UI implementation (unfortunately, the mohaa UI is fully based on FAKK 2 sources but isn't available anywhere)
================
= Game code =
================
6) Finish the vehicle implementation
--- Open Beta ---
7) Actors/SinglePlayer
8) SH/BT features (there are not much things to implement I guess)
--- Release ---
+21
View File
@@ -0,0 +1,21 @@
if(NOT EXISTS "@CMAKE_BINARY_DIR@/install_manifest.txt")
message(FATAL_ERROR "Cannot find install manifest: @CMAKE_BINARY_DIR@/install_manifest.txt")
endif()
file(READ "@CMAKE_BINARY_DIR@/install_manifest.txt" files)
string(REGEX REPLACE "\n" ";" files "${files}")
foreach(file ${files})
message(STATUS "Uninstalling $ENV{DESTDIR}${file}")
if(IS_SYMLINK "$ENV{DESTDIR}${file}" OR EXISTS "$ENV{DESTDIR}${file}")
execute_process(
COMMAND "@CMAKE_COMMAND@" -E remove "$ENV{DESTDIR}${file}"
OUTPUT_VARIABLE rm_out
RESULT_VARIABLE rm_retval
)
if(NOT "${rm_retval}" STREQUAL 0)
message(FATAL_ERROR "Problem when removing $ENV{DESTDIR}${file}")
endif()
else(IS_SYMLINK "$ENV{DESTDIR}${file}" OR EXISTS "$ENV{DESTDIR}${file}")
message(STATUS "File $ENV{DESTDIR}${file} does not exist.")
endif()
endforeach()
+303 -252
View File
@@ -1,8 +1,40 @@
#ifndef AL_AL_H
#define AL_AL_H
#if defined(__cplusplus)
/* NOLINTBEGIN */
#ifdef __cplusplus
extern "C" {
#ifdef _MSVC_LANG
#define AL_CPLUSPLUS _MSVC_LANG
#else
#define AL_CPLUSPLUS __cplusplus
#endif
#ifndef AL_DISABLE_NOEXCEPT
#if AL_CPLUSPLUS >= 201103L
#define AL_API_NOEXCEPT noexcept
#else
#define AL_API_NOEXCEPT
#endif
#if AL_CPLUSPLUS >= 201703L
#define AL_API_NOEXCEPT17 noexcept
#else
#define AL_API_NOEXCEPT17
#endif
#else /* AL_DISABLE_NOEXCEPT */
#define AL_API_NOEXCEPT
#define AL_API_NOEXCEPT17
#endif
#undef AL_CPLUSPLUS
#else /* __cplusplus */
#define AL_API_NOEXCEPT
#define AL_API_NOEXCEPT17
#endif
#ifndef AL_API
@@ -15,14 +47,14 @@ extern "C" {
#endif
#endif
#if defined(_WIN32)
#ifdef _WIN32
#define AL_APIENTRY __cdecl
#else
#define AL_APIENTRY
#endif
/** Deprecated macro. */
/* Deprecated macros. */
#define OPENAL
#define ALAPI AL_API
#define ALAPIENTRY AL_APIENTRY
@@ -30,7 +62,7 @@ extern "C" {
#define AL_ILLEGAL_ENUM AL_INVALID_ENUM
#define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION
/** Supported AL version. */
/* Supported AL versions. */
#define AL_VERSION_1_0
#define AL_VERSION_1_1
@@ -40,43 +72,43 @@ typedef char ALboolean;
/** character */
typedef char ALchar;
/** signed 8-bit 2's complement integer */
/** signed 8-bit integer */
typedef signed char ALbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALubyte;
/** signed 16-bit 2's complement integer */
/** signed 16-bit integer */
typedef short ALshort;
/** unsigned 16-bit integer */
typedef unsigned short ALushort;
/** signed 32-bit 2's complement integer */
/** signed 32-bit integer */
typedef int ALint;
/** unsigned 32-bit integer */
typedef unsigned int ALuint;
/** non-negative 32-bit binary integer size */
/** non-negative 32-bit integer size */
typedef int ALsizei;
/** enumerated 32-bit value */
/** 32-bit enumeration value */
typedef int ALenum;
/** 32-bit IEEE754 floating-point */
/** 32-bit IEEE-754 floating-point */
typedef float ALfloat;
/** 64-bit IEEE754 floating-point */
/** 64-bit IEEE-754 floating-point */
typedef double ALdouble;
/** void type (for opaque pointers only) */
/** void type (opaque pointers only) */
typedef void ALvoid;
/* Enumerant values begin at column 50. No tabs. */
/* Enumeration values begin at column 50. Do not use tabs. */
/** "no distance model" or "no buffer" */
/** No distance model or no buffer */
#define AL_NONE 0
/** Boolean False. */
@@ -89,10 +121,10 @@ typedef void ALvoid;
/**
* Relative source.
* Type: ALboolean
* Range: [AL_TRUE, AL_FALSE]
* Range: [AL_FALSE, AL_TRUE]
* Default: AL_FALSE
*
* Specifies if the Source has relative coordinates.
* Specifies if the source uses relative coordinates.
*/
#define AL_SOURCE_RELATIVE 0x202
@@ -103,7 +135,8 @@ typedef void ALvoid;
* Range: [0 - 360]
* Default: 360
*
* The angle covered by the inner cone, where the source will not attenuate.
* The angle covered by the inner cone, the area within which the source will
* not be attenuated by direction.
*/
#define AL_CONE_INNER_ANGLE 0x1001
@@ -112,8 +145,8 @@ typedef void ALvoid;
* Range: [0 - 360]
* Default: 360
*
* The angle covered by the outer cone, where the source will be fully
* attenuated.
* The angle covered by the outer cone, the area outside of which the source
* will be fully attenuated by direction.
*/
#define AL_CONE_OUTER_ANGLE 0x1002
@@ -123,7 +156,7 @@ typedef void ALvoid;
* Range: [0.5 - 2.0]
* Default: 1.0
*
* A multiplier for the frequency (sample rate) of the source's buffer.
* A multiplier for the sample rate of the source's buffer.
*/
#define AL_PITCH 0x1003
@@ -134,12 +167,12 @@ typedef void ALvoid;
*
* The source or listener location in three dimensional space.
*
* OpenAL, like OpenGL, uses a right handed coordinate system, where in a
* frontal default view X (thumb) points right, Y points up (index finger), and
* Z points towards the viewer/camera (middle finger).
* OpenAL uses a right handed coordinate system, like OpenGL, where with a
* default view, X points right (thumb), Y points up (index finger), and Z
* points towards the viewer/camera (middle finger).
*
* To switch from a left handed coordinate system, flip the sign on the Z
* coordinate.
* To change from or to a left handed coordinate system, negate the Z
* component.
*/
#define AL_POSITION 0x1004
@@ -148,8 +181,11 @@ typedef void ALvoid;
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* Specifies the current direction in local space.
* A zero-length vector specifies an omni-directional source (cone is ignored).
* Specifies the current direction in local space. A zero-length vector
* specifies an omni-directional source (cone is ignored).
*
* To change from or to a left handed coordinate system, negate the Z
* component.
*/
#define AL_DIRECTION 0x1005
@@ -158,26 +194,30 @@ typedef void ALvoid;
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* Specifies the current velocity in local space.
* Specifies the current velocity, relative to the position.
*
* To change from or to a left handed coordinate system, negate the Z
* component.
*/
#define AL_VELOCITY 0x1006
/**
* Source looping.
* Type: ALboolean
* Range: [AL_TRUE, AL_FALSE]
* Range: [AL_FALSE, AL_TRUE]
* Default: AL_FALSE
*
* Specifies whether source is looping.
* Specifies whether source playback loops.
*/
#define AL_LOOPING 0x1007
/**
* Source buffer.
* Type: ALuint
* Range: any valid Buffer.
* Type: ALuint
* Range: any valid Buffer ID
* Default: AL_NONE
*
* Specifies the buffer to provide sound samples.
* Specifies the buffer to provide sound samples for a source.
*/
#define AL_BUFFER 0x1009
@@ -186,12 +226,12 @@ typedef void ALvoid;
* Type: ALfloat
* Range: [0.0 - ]
*
* A value of 1.0 means unattenuated. Each division by 2 equals an attenuation
* of about -6dB. Each multiplicaton by 2 equals an amplification of about
* +6dB.
* For sources, an initial linear gain value (before attenuation is applied).
* For the listener, an output linear gain adjustment.
*
* A value of 0.0 is meaningless with respect to a logarithmic scale; it is
* silent.
* A value of 1.0 means unattenuated. Each division by 2 equals an attenuation
* of about -6dB. Each multiplication by 2 equals an amplification of about
* +6dB.
*/
#define AL_GAIN 0x100A
@@ -200,8 +240,8 @@ typedef void ALvoid;
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* The minimum gain allowed for a source, after distance and cone attenation is
* applied (if applicable).
* The minimum gain allowed for a source, after distance and cone attenuation
* are applied (if applicable).
*/
#define AL_MIN_GAIN 0x100D
@@ -210,31 +250,33 @@ typedef void ALvoid;
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* The maximum gain allowed for a source, after distance and cone attenation is
* applied (if applicable).
* The maximum gain allowed for a source, after distance and cone attenuation
* are applied (if applicable).
*/
#define AL_MAX_GAIN 0x100E
/**
* Listener orientation.
* Type: ALfloat[6]
* Type: ALfloat[6]
* Default: {0.0, 0.0, -1.0, 0.0, 1.0, 0.0}
*
* Effectively two three dimensional vectors. The first vector is the front (or
* "at") and the second is the top (or "up").
* "at") and the second is the top (or "up"). Both vectors are relative to the
* listener position.
*
* Both vectors are in local space.
* To change from or to a left handed coordinate system, negate the Z
* component of both vectors.
*/
#define AL_ORIENTATION 0x100F
/**
* Source state (query only).
* Type: ALint
* Type: ALenum
* Range: [AL_INITIAL, AL_PLAYING, AL_PAUSED, AL_STOPPED]
*/
#define AL_SOURCE_STATE 0x1010
/** Source state value. */
/* Source state values. */
#define AL_INITIAL 0x1011
#define AL_PLAYING 0x1012
#define AL_PAUSED 0x1013
@@ -267,9 +309,9 @@ typedef void ALvoid;
* Range: [0.0 - ]
* Default: 1.0
*
* The distance in units that no attenuation occurs.
* The distance in units that no distance attenuation occurs.
*
* At 0.0, no distance attenuation ever occurs on non-linear attenuation models.
* At 0.0, no distance attenuation occurs with non-linear attenuation models.
*/
#define AL_REFERENCE_DISTANCE 0x1020
@@ -292,7 +334,7 @@ typedef void ALvoid;
* Default: 0.0
*
* The gain attenuation applied when the listener is outside of the source's
* outer cone.
* outer cone angle.
*/
#define AL_CONE_OUTER_GAIN 0x1022
@@ -300,7 +342,7 @@ typedef void ALvoid;
* Source maximum distance.
* Type: ALfloat
* Range: [0.0 - ]
* Default: +inf
* Default: FLT_MAX
*
* The distance above which the source is not attenuated any further with a
* clamped distance model, or where attenuation reaches 0.0 gain for linear
@@ -308,16 +350,16 @@ typedef void ALvoid;
*/
#define AL_MAX_DISTANCE 0x1023
/** Source buffer position, in seconds */
/** Source buffer offset, in seconds */
#define AL_SEC_OFFSET 0x1024
/** Source buffer position, in sample frames */
/** Source buffer offset, in sample frames */
#define AL_SAMPLE_OFFSET 0x1025
/** Source buffer position, in bytes */
/** Source buffer offset, in bytes */
#define AL_BYTE_OFFSET 0x1026
/**
* Source type (query only).
* Type: ALint
* Type: ALenum
* Range: [AL_STATIC, AL_STREAMING, AL_UNDETERMINED]
*
* A Source is Static if a Buffer has been attached using AL_BUFFER.
@@ -330,31 +372,30 @@ typedef void ALvoid;
*/
#define AL_SOURCE_TYPE 0x1027
/** Source type value. */
/* Source type values. */
#define AL_STATIC 0x1028
#define AL_STREAMING 0x1029
#define AL_UNDETERMINED 0x1030
/** Buffer format specifier. */
/** Unsigned 8-bit mono buffer format. */
#define AL_FORMAT_MONO8 0x1100
/** Signed 16-bit mono buffer format. */
#define AL_FORMAT_MONO16 0x1101
/** Unsigned 8-bit stereo buffer format. */
#define AL_FORMAT_STEREO8 0x1102
/** Signed 16-bit stereo buffer format. */
#define AL_FORMAT_STEREO16 0x1103
/** Buffer frequency (query only). */
/** Buffer frequency/sample rate (query only). */
#define AL_FREQUENCY 0x2001
/** Buffer bits per sample (query only). */
#define AL_BITS 0x2002
/** Buffer channel count (query only). */
#define AL_CHANNELS 0x2003
/** Buffer data size (query only). */
/** Buffer data size in bytes (query only). */
#define AL_SIZE 0x2004
/**
* Buffer state.
*
* Not for public use.
*/
/* Buffer state. Not for public use. */
#define AL_UNUSED 0x2010
#define AL_PENDING 0x2011
#define AL_PROCESSED 0x2012
@@ -363,32 +404,31 @@ typedef void ALvoid;
/** No error. */
#define AL_NO_ERROR 0
/** Invalid name paramater passed to AL call. */
/** Invalid name (ID) passed to an AL call. */
#define AL_INVALID_NAME 0xA001
/** Invalid enum parameter passed to AL call. */
/** Invalid enumeration passed to AL call. */
#define AL_INVALID_ENUM 0xA002
/** Invalid value parameter passed to AL call. */
/** Invalid value passed to AL call. */
#define AL_INVALID_VALUE 0xA003
/** Illegal AL call. */
#define AL_INVALID_OPERATION 0xA004
/** Not enough memory. */
/** Not enough memory to execute the AL call. */
#define AL_OUT_OF_MEMORY 0xA005
/** Context string: Vendor ID. */
/** Context string: Vendor name. */
#define AL_VENDOR 0xB001
/** Context string: Version. */
#define AL_VERSION 0xB002
/** Context string: Renderer ID. */
/** Context string: Renderer name. */
#define AL_RENDERER 0xB003
/** Context string: Space-separated extension list. */
#define AL_EXTENSIONS 0xB004
/**
* Doppler scale.
* Type: ALfloat
@@ -398,7 +438,6 @@ typedef void ALvoid;
* Scale for source and listener velocities.
*/
#define AL_DOPPLER_FACTOR 0xC000
AL_API void AL_APIENTRY alDopplerFactor(ALfloat value);
/**
* Doppler velocity (deprecated).
@@ -406,7 +445,6 @@ AL_API void AL_APIENTRY alDopplerFactor(ALfloat value);
* A multiplier applied to the Speed of Sound.
*/
#define AL_DOPPLER_VELOCITY 0xC001
AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value);
/**
* Speed of Sound, in units per second.
@@ -415,14 +453,13 @@ AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value);
* Default: 343.3
*
* The speed at which sound waves are assumed to travel, when calculating the
* doppler effect.
* doppler effect from source and listener velocities.
*/
#define AL_SPEED_OF_SOUND 0xC003
AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value);
/**
* Distance attenuation model.
* Type: ALint
* Type: ALenum
* Range: [AL_NONE, AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED,
* AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED,
* AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED]
@@ -439,9 +476,8 @@ AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value);
* distance calculated is clamped between the reference and max distances.
*/
#define AL_DISTANCE_MODEL 0xD000
AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel);
/** Distance model value. */
/* Distance model values. */
#define AL_INVERSE_DISTANCE 0xD001
#define AL_INVERSE_DISTANCE_CLAMPED 0xD002
#define AL_LINEAR_DISTANCE 0xD003
@@ -449,208 +485,223 @@ AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel);
#define AL_EXPONENT_DISTANCE 0xD005
#define AL_EXPONENT_DISTANCE_CLAMPED 0xD006
/** Renderer State management. */
AL_API void AL_APIENTRY alEnable(ALenum capability);
AL_API void AL_APIENTRY alDisable(ALenum capability);
AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability);
#ifndef AL_NO_PROTOTYPES
/* Renderer State management. */
AL_API void AL_APIENTRY alEnable(ALenum capability) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alDisable(ALenum capability) AL_API_NOEXCEPT;
AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability) AL_API_NOEXCEPT;
/** State retrieval. */
AL_API const ALchar* AL_APIENTRY alGetString(ALenum param);
AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values);
AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values);
AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values);
AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param);
AL_API ALint AL_APIENTRY alGetInteger(ALenum param);
AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param);
AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param);
/* Context state setting. */
AL_API void AL_APIENTRY alDopplerFactor(ALfloat value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel) AL_API_NOEXCEPT;
/* Context state retrieval. */
AL_API const ALchar* AL_APIENTRY alGetString(ALenum param) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values) AL_API_NOEXCEPT;
AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param) AL_API_NOEXCEPT;
AL_API ALint AL_APIENTRY alGetInteger(ALenum param) AL_API_NOEXCEPT;
AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param) AL_API_NOEXCEPT;
AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param) AL_API_NOEXCEPT;
/**
* Error retrieval.
*
* Obtain the first error generated in the AL context since the last check.
* Obtain the first error generated in the AL context since the last call to
* this function.
*/
AL_API ALenum AL_APIENTRY alGetError(void);
AL_API ALenum AL_APIENTRY alGetError(void) AL_API_NOEXCEPT;
/** Query for the presence of an extension on the AL context. */
AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname) AL_API_NOEXCEPT;
/**
* Extension support.
*
* Query for the presence of an extension, and obtain any appropriate function
* pointers and enum values.
* Retrieve the address of a function. The returned function may be context-
* specific.
*/
AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname);
AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname);
AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename);
AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname) AL_API_NOEXCEPT;
/**
* Retrieve the value of an enum. The returned value may be context-specific.
*/
AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename) AL_API_NOEXCEPT;
/** Set Listener parameters */
AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value);
AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value);
AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values);
/* Set listener parameters. */
AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values) AL_API_NOEXCEPT;
/** Get Listener parameters */
AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values);
/* Get listener parameters. */
AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values) AL_API_NOEXCEPT;
/** Create Source objects. */
AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources);
/** Delete Source objects. */
AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources);
/** Verify a handle is a valid Source. */
AL_API ALboolean AL_APIENTRY alIsSource(ALuint source);
/** Create source objects. */
AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources) AL_API_NOEXCEPT;
/** Delete source objects. */
AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
/** Verify an ID is for a valid source. */
AL_API ALboolean AL_APIENTRY alIsSource(ALuint source) AL_API_NOEXCEPT;
/** Set Source parameters. */
AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value);
AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value);
AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values);
/* Set source parameters. */
AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values) AL_API_NOEXCEPT;
/** Get Source parameters. */
AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetSourcei(ALuint source, ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetSourceiv(ALuint source, ALenum param, ALint *values);
/* Get source parameters. */
AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSourcei(ALuint source, ALenum param, ALint *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSourceiv(ALuint source, ALenum param, ALint *values) AL_API_NOEXCEPT;
/** Play, replay, or resume (if paused) a list of Sources */
AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources);
/** Stop a list of Sources */
AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources);
/** Rewind a list of Sources */
AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources);
/** Pause a list of Sources */
AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources);
/** Play, restart, or resume a source, setting its state to AL_PLAYING. */
AL_API void AL_APIENTRY alSourcePlay(ALuint source) AL_API_NOEXCEPT;
/** Stop a source, setting its state to AL_STOPPED if playing or paused. */
AL_API void AL_APIENTRY alSourceStop(ALuint source) AL_API_NOEXCEPT;
/** Rewind a source, setting its state to AL_INITIAL. */
AL_API void AL_APIENTRY alSourceRewind(ALuint source) AL_API_NOEXCEPT;
/** Pause a source, setting its state to AL_PAUSED if playing. */
AL_API void AL_APIENTRY alSourcePause(ALuint source) AL_API_NOEXCEPT;
/** Play, replay, or resume a Source */
AL_API void AL_APIENTRY alSourcePlay(ALuint source);
/** Stop a Source */
AL_API void AL_APIENTRY alSourceStop(ALuint source);
/** Rewind a Source (set playback postiton to beginning) */
AL_API void AL_APIENTRY alSourceRewind(ALuint source);
/** Pause a Source */
AL_API void AL_APIENTRY alSourcePause(ALuint source);
/** Play, restart, or resume a list of sources atomically. */
AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
/** Stop a list of sources atomically. */
AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
/** Rewind a list of sources atomically. */
AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
/** Pause a list of sources atomically. */
AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
/** Queue buffers onto a source */
AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers);
AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers) AL_API_NOEXCEPT;
/** Unqueue processed buffers from a source */
AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers);
AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers) AL_API_NOEXCEPT;
/** Create Buffer objects */
AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers);
/** Delete Buffer objects */
AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers);
/** Verify a handle is a valid Buffer */
AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer);
/** Create buffer objects */
AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers) AL_API_NOEXCEPT;
/** Delete buffer objects */
AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers) AL_API_NOEXCEPT;
/** Verify an ID is a valid buffer (including the NULL buffer) */
AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer) AL_API_NOEXCEPT;
/** Specifies the data to be copied into a buffer */
AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
/**
* Copies data into the buffer, interpreting it using the specified format and
* samplerate.
*/
AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei samplerate) AL_API_NOEXCEPT;
/** Set Buffer parameters, */
AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value);
AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value);
AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values);
/* Set buffer parameters. */
AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values) AL_API_NOEXCEPT;
/** Get Buffer parameters. */
AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values);
/* Get buffer parameters. */
AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values) AL_API_NOEXCEPT;
#endif /* AL_NO_PROTOTYPES */
/** Pointer-to-function type, useful for dynamically getting AL entry points. */
typedef void (AL_APIENTRY *LPALENABLE)(ALenum capability);
typedef void (AL_APIENTRY *LPALDISABLE)(ALenum capability);
typedef ALboolean (AL_APIENTRY *LPALISENABLED)(ALenum capability);
typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param);
typedef void (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values);
typedef void (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values);
typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param);
typedef ALint (AL_APIENTRY *LPALGETINTEGER)(ALenum param);
typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)(ALenum param);
typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)(ALenum param);
typedef ALenum (AL_APIENTRY *LPALGETERROR)(void);
typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname);
typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname);
typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename);
typedef void (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources);
typedef void (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources);
typedef ALboolean (AL_APIENTRY *LPALISSOURCE)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCESTOP)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers);
typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers);
typedef void (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers);
typedef void (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers);
typedef ALboolean (AL_APIENTRY *LPALISBUFFER)(ALuint buffer);
typedef void (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
typedef void (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value);
typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value);
typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value);
typedef void (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel);
/* Pointer-to-function types, useful for storing dynamically loaded AL entry
* points.
*/
typedef void (AL_APIENTRY *LPALENABLE)(ALenum capability) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDISABLE)(ALenum capability) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISENABLED)(ALenum capability) AL_API_NOEXCEPT17;
typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param) AL_API_NOEXCEPT17;
typedef ALint (AL_APIENTRY *LPALGETINTEGER)(ALenum param) AL_API_NOEXCEPT17;
typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)(ALenum param) AL_API_NOEXCEPT17;
typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)(ALenum param) AL_API_NOEXCEPT17;
typedef ALenum (AL_APIENTRY *LPALGETERROR)(void) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname) AL_API_NOEXCEPT17;
typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname) AL_API_NOEXCEPT17;
typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISSOURCE)(ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCESTOP)(ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISBUFFER)(ALuint buffer) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei samplerate) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel) AL_API_NOEXCEPT17;
#if defined(__cplusplus)
#ifdef __cplusplus
} /* extern "C" */
#endif
/* NOLINTEND */
#endif /* AL_AL_H */
+150 -80
View File
@@ -1,8 +1,40 @@
#ifndef AL_ALC_H
#define AL_ALC_H
#if defined(__cplusplus)
/* NOLINTBEGIN */
#ifdef __cplusplus
extern "C" {
#ifdef _MSVC_LANG
#define ALC_CPLUSPLUS _MSVC_LANG
#else
#define ALC_CPLUSPLUS __cplusplus
#endif
#ifndef AL_DISABLE_NOEXCEPT
#if ALC_CPLUSPLUS >= 201103L
#define ALC_API_NOEXCEPT noexcept
#else
#define ALC_API_NOEXCEPT
#endif
#if ALC_CPLUSPLUS >= 201703L
#define ALC_API_NOEXCEPT17 noexcept
#else
#define ALC_API_NOEXCEPT17
#endif
#else /* AL_DISABLE_NOEXCEPT */
#define ALC_API_NOEXCEPT
#define ALC_API_NOEXCEPT17
#endif
#undef ALC_CPLUSPLUS
#else /* __cplusplus */
#define ALC_API_NOEXCEPT
#define ALC_API_NOEXCEPT17
#endif
#ifndef ALC_API
@@ -15,14 +47,14 @@ extern "C" {
#endif
#endif
#if defined(_WIN32)
#ifdef _WIN32
#define ALC_APIENTRY __cdecl
#else
#define ALC_APIENTRY
#endif
/** Deprecated macro. */
/* Deprecated macros. */
#define ALCAPI ALC_API
#define ALCAPIENTRY ALC_APIENTRY
#define ALC_INVALID 0
@@ -31,9 +63,9 @@ extern "C" {
#define ALC_VERSION_0_1 1
/** Opaque device handle */
typedef struct ALCdevice_struct ALCdevice;
typedef struct ALCdevice ALCdevice;
/** Opaque context handle */
typedef struct ALCcontext_struct ALCcontext;
typedef struct ALCcontext ALCcontext;
/** 8-bit boolean */
typedef char ALCboolean;
@@ -41,41 +73,41 @@ typedef char ALCboolean;
/** character */
typedef char ALCchar;
/** signed 8-bit 2's complement integer */
/** signed 8-bit integer */
typedef signed char ALCbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALCubyte;
/** signed 16-bit 2's complement integer */
/** signed 16-bit integer */
typedef short ALCshort;
/** unsigned 16-bit integer */
typedef unsigned short ALCushort;
/** signed 32-bit 2's complement integer */
/** signed 32-bit integer */
typedef int ALCint;
/** unsigned 32-bit integer */
typedef unsigned int ALCuint;
/** non-negative 32-bit binary integer size */
/** non-negative 32-bit integer size */
typedef int ALCsizei;
/** enumerated 32-bit value */
/** 32-bit enumeration value */
typedef int ALCenum;
/** 32-bit IEEE754 floating-point */
/** 32-bit IEEE-754 floating-point */
typedef float ALCfloat;
/** 64-bit IEEE754 floating-point */
/** 64-bit IEEE-754 floating-point */
typedef double ALCdouble;
/** void type (for opaque pointers only) */
typedef void ALCvoid;
/* Enumerant values begin at column 50. No tabs. */
/* Enumeration values begin at column 50. Do not use tabs. */
/** Boolean False. */
#define ALC_FALSE 0
@@ -89,7 +121,7 @@ typedef void ALCvoid;
/** Context attribute: <int> Hz. */
#define ALC_REFRESH 0x1008
/** Context attribute: AL_TRUE or AL_FALSE. */
/** Context attribute: AL_TRUE or AL_FALSE synchronous context? */
#define ALC_SYNC 0x1009
/** Context attribute: <int> requested Mono (3D) Sources. */
@@ -107,30 +139,32 @@ typedef void ALCvoid;
/** Invalid context handle. */
#define ALC_INVALID_CONTEXT 0xA002
/** Invalid enum parameter passed to an ALC call. */
/** Invalid enumeration passed to an ALC call. */
#define ALC_INVALID_ENUM 0xA003
/** Invalid value parameter passed to an ALC call. */
/** Invalid value passed to an ALC call. */
#define ALC_INVALID_VALUE 0xA004
/** Out of memory. */
#define ALC_OUT_OF_MEMORY 0xA005
/** Runtime ALC version. */
/** Runtime ALC major version. */
#define ALC_MAJOR_VERSION 0x1000
/** Runtime ALC minor version. */
#define ALC_MINOR_VERSION 0x1001
/** Context attribute list properties. */
/** Context attribute list size. */
#define ALC_ATTRIBUTES_SIZE 0x1002
/** Context attribute list properties. */
#define ALC_ALL_ATTRIBUTES 0x1003
/** String for the default device specifier. */
#define ALC_DEFAULT_DEVICE_SPECIFIER 0x1004
/**
* String for the given device's specifier.
* Device specifier string.
*
* If device handle is NULL, it is instead a null-char separated list of
* If device handle is NULL, it is instead a null-character separated list of
* strings of known device specifiers (list ends with an empty string).
*/
#define ALC_DEVICE_SPECIFIER 0x1005
@@ -141,9 +175,9 @@ typedef void ALCvoid;
/** Capture extension */
#define ALC_EXT_CAPTURE 1
/**
* String for the given capture device's specifier.
* Capture device specifier string.
*
* If device handle is NULL, it is instead a null-char separated list of
* If device handle is NULL, it is instead a null-character separated list of
* strings of known capture device specifiers (list ends with an empty string).
*/
#define ALC_CAPTURE_DEVICE_SPECIFIER 0x310
@@ -158,80 +192,116 @@ typedef void ALCvoid;
/** String for the default extended device specifier. */
#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER 0x1012
/**
* String for the given extended device's specifier.
* Device's extended specifier string.
*
* If device handle is NULL, it is instead a null-char separated list of
* If device handle is NULL, it is instead a null-character separated list of
* strings of known extended device specifiers (list ends with an empty string).
*/
#define ALC_ALL_DEVICES_SPECIFIER 0x1013
/** Context management. */
ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint* attrlist);
ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context);
ALC_API void ALC_APIENTRY alcProcessContext(ALCcontext *context);
ALC_API void ALC_APIENTRY alcSuspendContext(ALCcontext *context);
ALC_API void ALC_APIENTRY alcDestroyContext(ALCcontext *context);
ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void);
ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice(ALCcontext *context);
#ifndef ALC_NO_PROTOTYPES
/* Context management. */
/** Device management. */
ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename);
ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device);
/** Create and attach a context to the given device. */
ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint *attrlist) ALC_API_NOEXCEPT;
/**
* Makes the given context the active process-wide context. Passing NULL clears
* the active context.
*/
ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context) ALC_API_NOEXCEPT;
/** Resumes processing updates for the given context. */
ALC_API void ALC_APIENTRY alcProcessContext(ALCcontext *context) ALC_API_NOEXCEPT;
/** Suspends updates for the given context. */
ALC_API void ALC_APIENTRY alcSuspendContext(ALCcontext *context) ALC_API_NOEXCEPT;
/** Remove a context from its device and destroys it. */
ALC_API void ALC_APIENTRY alcDestroyContext(ALCcontext *context) ALC_API_NOEXCEPT;
/** Returns the currently active context. */
ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void) ALC_API_NOEXCEPT;
/** Returns the device that a particular context is attached to. */
ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice(ALCcontext *context) ALC_API_NOEXCEPT;
/* Device management. */
/** Opens the named playback device. */
ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename) ALC_API_NOEXCEPT;
/** Closes the given playback device. */
ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device) ALC_API_NOEXCEPT;
/* Error support. */
/** Obtain the most recent Device error. */
ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device) ALC_API_NOEXCEPT;
/* Extension support. */
/**
* Error support.
*
* Obtain the most recent Device error.
* Query for the presence of an extension on the device. Pass a NULL device to
* query a device-inspecific extension.
*/
ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device);
ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname) ALC_API_NOEXCEPT;
/**
* Retrieve the address of a function. Given a non-NULL device, the returned
* function may be device-specific.
*/
ALC_API ALCvoid* ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname) ALC_API_NOEXCEPT;
/**
* Retrieve the value of an enum. Given a non-NULL device, the returned value
* may be device-specific.
*/
ALC_API ALCenum ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname) ALC_API_NOEXCEPT;
/* Query functions. */
/** Returns information about the device, and error strings. */
ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param) ALC_API_NOEXCEPT;
/** Returns information about the device and the version of OpenAL. */
ALC_API void ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values) ALC_API_NOEXCEPT;
/* Capture functions. */
/**
* Extension support.
*
* Query for the presence of an extension, and obtain any appropriate
* function pointers and enum values.
* Opens the named capture device with the given frequency, format, and buffer
* size.
*/
ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname);
ALC_API void* ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname);
ALC_API ALCenum ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname);
ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize) ALC_API_NOEXCEPT;
/** Closes the given capture device. */
ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device) ALC_API_NOEXCEPT;
/** Starts capturing samples into the device buffer. */
ALC_API void ALC_APIENTRY alcCaptureStart(ALCdevice *device) ALC_API_NOEXCEPT;
/** Stops capturing samples. Samples in the device buffer remain available. */
ALC_API void ALC_APIENTRY alcCaptureStop(ALCdevice *device) ALC_API_NOEXCEPT;
/** Reads samples from the device buffer. */
ALC_API void ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples) ALC_API_NOEXCEPT;
#endif /* ALC_NO_PROTOTYPES */
/** Query function. */
ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param);
ALC_API void ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
/* Pointer-to-function types, useful for storing dynamically loaded ALC entry
* points.
*/
typedef ALCcontext* (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist) ALC_API_NOEXCEPT17;
typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context) ALC_API_NOEXCEPT17;
typedef ALCcontext* (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void) ALC_API_NOEXCEPT17;
typedef ALCdevice* (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context) ALC_API_NOEXCEPT17;
typedef ALCdevice* (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename) ALC_API_NOEXCEPT17;
typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device) ALC_API_NOEXCEPT17;
typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device) ALC_API_NOEXCEPT17;
typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname) ALC_API_NOEXCEPT17;
typedef ALCvoid* (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname) ALC_API_NOEXCEPT17;
typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname) ALC_API_NOEXCEPT17;
typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values) ALC_API_NOEXCEPT17;
typedef ALCdevice* (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize) ALC_API_NOEXCEPT17;
typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples) ALC_API_NOEXCEPT17;
/** Capture function. */
ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureStart(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureStop(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
/** Pointer-to-function type, useful for dynamically getting ALC entry points. */
typedef ALCcontext* (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist);
typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context);
typedef ALCcontext* (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void);
typedef ALCdevice* (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context);
typedef ALCdevice* (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename);
typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device);
typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device);
typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname);
typedef void* (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname);
typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname);
typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param);
typedef void (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
typedef ALCdevice* (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
#if defined(__cplusplus)
}
#ifdef __cplusplus
} /* extern "C" */
#endif
/* NOLINTEND */
#endif /* AL_ALC_H */
+817 -80
View File
@@ -1,38 +1,22 @@
/**
* OpenAL cross platform audio library
* Copyright (C) 2008 by authors.
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
*/
#ifndef AL_ALEXT_H
#define AL_ALEXT_H
/* NOLINTBEGIN */
#include <stddef.h>
/* Define int64_t and uint64_t types */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#include <inttypes.h>
#elif defined(_WIN32) && defined(__GNUC__)
/* Define int64 and uint64 types */
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || \
(defined(__cplusplus) && __cplusplus >= 201103L)
#include <stdint.h>
typedef int64_t _alsoft_int64_t;
typedef uint64_t _alsoft_uint64_t;
#elif defined(_WIN32)
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
typedef __int64 _alsoft_int64_t;
typedef unsigned __int64 _alsoft_uint64_t;
#else
/* Fallback if nothing above works */
#include <inttypes.h>
#include <stdint.h>
typedef int64_t _alsoft_int64_t;
typedef uint64_t _alsoft_uint64_t;
#endif
#include "alc.h"
@@ -42,6 +26,8 @@ typedef unsigned __int64 uint64_t;
extern "C" {
#endif
struct _GUID;
#ifndef AL_LOKI_IMA_ADPCM_format
#define AL_LOKI_IMA_ADPCM_format 1
#define AL_FORMAT_IMA_ADPCM_MONO16_EXT 0x10000
@@ -97,6 +83,31 @@ extern "C" {
#ifndef AL_EXT_MCFORMATS
#define AL_EXT_MCFORMATS 1
/* Provides support for surround sound buffer formats with 8, 16, and 32-bit
* samples.
*
* QUAD8: Unsigned 8-bit, Quadraphonic (Front Left, Front Right, Rear Left,
* Rear Right).
* QUAD16: Signed 16-bit, Quadraphonic.
* QUAD32: 32-bit float, Quadraphonic.
* REAR8: Unsigned 8-bit, Rear Stereo (Rear Left, Rear Right).
* REAR16: Signed 16-bit, Rear Stereo.
* REAR32: 32-bit float, Rear Stereo.
* 51CHN8: Unsigned 8-bit, 5.1 Surround (Front Left, Front Right, Front Center,
* LFE, Side Left, Side Right). Note that some audio systems may label
* 5.1's Side channels as Rear or Surround; they are equivalent for the
* purposes of this extension.
* 51CHN16: Signed 16-bit, 5.1 Surround.
* 51CHN32: 32-bit float, 5.1 Surround.
* 61CHN8: Unsigned 8-bit, 6.1 Surround (Front Left, Front Right, Front Center,
* LFE, Rear Center, Side Left, Side Right).
* 61CHN16: Signed 16-bit, 6.1 Surround.
* 61CHN32: 32-bit float, 6.1 Surround.
* 71CHN8: Unsigned 8-bit, 7.1 Surround (Front Left, Front Right, Front Center,
* LFE, Rear Left, Rear Right, Side Left, Side Right).
* 71CHN16: Signed 16-bit, 7.1 Surround.
* 71CHN32: 32-bit float, 7.1 Surround.
*/
#define AL_FORMAT_QUAD8 0x1204
#define AL_FORMAT_QUAD16 0x1205
#define AL_FORMAT_QUAD32 0x1206
@@ -133,9 +144,9 @@ extern "C" {
#ifndef AL_EXT_STATIC_BUFFER
#define AL_EXT_STATIC_BUFFER 1
typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei);
typedef void (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALuint,ALenum,ALvoid*,ALsizei,ALsizei) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq);
void AL_APIENTRY alBufferDataStatic(const ALuint buffer, ALenum format, ALvoid *data, ALsizei size, ALsizei freq) AL_API_NOEXCEPT;
#endif
#endif
@@ -151,11 +162,11 @@ AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format,
#ifndef ALC_EXT_thread_local_context
#define ALC_EXT_thread_local_context 1
typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context);
typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void);
typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context) ALC_API_NOEXCEPT17;
typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void) ALC_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context);
ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void);
ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context) ALC_API_NOEXCEPT;
ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void) ALC_API_NOEXCEPT;
#endif
#endif
@@ -168,9 +179,9 @@ ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void);
#define AL_SOFT_buffer_sub_data 1
#define AL_BYTE_RW_OFFSETS_SOFT 0x1031
#define AL_SAMPLE_RW_OFFSETS_SOFT 0x1032
typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei);
typedef void (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length);
AL_API void AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length) AL_API_NOEXCEPT;
#endif
#endif
@@ -187,12 +198,12 @@ AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const
#define AL_FOLDBACK_EVENT_STOP 0x4113
#define AL_FOLDBACK_MODE_MONO 0x4101
#define AL_FOLDBACK_MODE_STEREO 0x4102
typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void);
typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback);
AL_API void AL_APIENTRY alRequestFoldbackStop(void);
AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alRequestFoldbackStop(void) AL_API_NOEXCEPT;
#endif
#endif
@@ -255,15 +266,15 @@ AL_API void AL_APIENTRY alRequestFoldbackStop(void);
#define AL_SAMPLE_LENGTH_SOFT 0x200A
#define AL_SEC_LENGTH_SOFT 0x200B
typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*);
typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum);
typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data);
AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format);
AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data) AL_API_NOEXCEPT;
AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format) AL_API_NOEXCEPT;
#endif
#endif
@@ -294,13 +305,13 @@ AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format);
#define ALC_6POINT1_SOFT 0x1505
#define ALC_7POINT1_SOFT 0x1506
typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*);
typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum);
typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei);
typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*) ALC_API_NOEXCEPT17;
typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei) ALC_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName);
ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type);
ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName) AL_API_NOEXCEPT;
ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type) AL_API_NOEXCEPT;
ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples) AL_API_NOEXCEPT;
#endif
#endif
@@ -318,38 +329,764 @@ ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffe
#define AL_SOFT_source_latency 1
#define AL_SAMPLE_OFFSET_LATENCY_SOFT 0x1200
#define AL_SEC_OFFSET_LATENCY_SOFT 0x1201
typedef int64_t ALint64SOFT;
typedef uint64_t ALuint64SOFT;
typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble);
typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble);
typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*);
typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT);
typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT);
typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*);
typedef _alsoft_int64_t ALint64SOFT;
typedef _alsoft_uint64_t ALuint64SOFT;
typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value);
AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3);
AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values);
AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value);
AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3);
AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values);
AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value);
AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3);
AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values);
AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value);
AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3);
AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values);
AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values) AL_API_NOEXCEPT;
#endif
#endif
#ifndef ALC_EXT_DEFAULT_FILTER_ORDER
#define ALC_EXT_DEFAULT_FILTER_ORDER 1
#define ALC_DEFAULT_FILTER_ORDER 0x1100
#endif
#ifndef AL_SOFT_deferred_updates
#define AL_SOFT_deferred_updates 1
#define AL_DEFERRED_UPDATES_SOFT 0xC002
typedef void (AL_APIENTRY*LPALDEFERUPDATESSOFT)(void) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALPROCESSUPDATESSOFT)(void) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alDeferUpdatesSOFT(void) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alProcessUpdatesSOFT(void) AL_API_NOEXCEPT;
#endif
#endif
#ifndef AL_SOFT_block_alignment
#define AL_SOFT_block_alignment 1
#define AL_UNPACK_BLOCK_ALIGNMENT_SOFT 0x200C
#define AL_PACK_BLOCK_ALIGNMENT_SOFT 0x200D
#endif
#ifndef AL_SOFT_MSADPCM
#define AL_SOFT_MSADPCM 1
#define AL_FORMAT_MONO_MSADPCM_SOFT 0x1302
#define AL_FORMAT_STEREO_MSADPCM_SOFT 0x1303
#endif
#ifndef AL_SOFT_source_length
#define AL_SOFT_source_length 1
/*#define AL_BYTE_LENGTH_SOFT 0x2009*/
/*#define AL_SAMPLE_LENGTH_SOFT 0x200A*/
/*#define AL_SEC_LENGTH_SOFT 0x200B*/
#endif
#ifndef AL_SOFT_buffer_length_query
#define AL_SOFT_buffer_length_query 1
/*#define AL_BYTE_LENGTH_SOFT 0x2009*/
/*#define AL_SAMPLE_LENGTH_SOFT 0x200A*/
/*#define AL_SEC_LENGTH_SOFT 0x200B*/
#endif
#ifndef ALC_SOFT_pause_device
#define ALC_SOFT_pause_device 1
typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY*LPALCDEVICERESUMESOFT)(ALCdevice *device) ALC_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALC_API void ALC_APIENTRY alcDevicePauseSOFT(ALCdevice *device) ALC_API_NOEXCEPT;
ALC_API void ALC_APIENTRY alcDeviceResumeSOFT(ALCdevice *device) ALC_API_NOEXCEPT;
#endif
#endif
#ifndef AL_EXT_BFORMAT
#define AL_EXT_BFORMAT 1
/* Provides support for B-Format ambisonic buffers (first-order, FuMa scaling
* and layout).
*
* BFORMAT2D_8: Unsigned 8-bit, 3-channel non-periphonic (WXY).
* BFORMAT2D_16: Signed 16-bit, 3-channel non-periphonic (WXY).
* BFORMAT2D_FLOAT32: 32-bit float, 3-channel non-periphonic (WXY).
* BFORMAT3D_8: Unsigned 8-bit, 4-channel periphonic (WXYZ).
* BFORMAT3D_16: Signed 16-bit, 4-channel periphonic (WXYZ).
* BFORMAT3D_FLOAT32: 32-bit float, 4-channel periphonic (WXYZ).
*/
#define AL_FORMAT_BFORMAT2D_8 0x20021
#define AL_FORMAT_BFORMAT2D_16 0x20022
#define AL_FORMAT_BFORMAT2D_FLOAT32 0x20023
#define AL_FORMAT_BFORMAT3D_8 0x20031
#define AL_FORMAT_BFORMAT3D_16 0x20032
#define AL_FORMAT_BFORMAT3D_FLOAT32 0x20033
#endif
#ifndef AL_EXT_MULAW_BFORMAT
#define AL_EXT_MULAW_BFORMAT 1
#define AL_FORMAT_BFORMAT2D_MULAW 0x10031
#define AL_FORMAT_BFORMAT3D_MULAW 0x10032
#endif
#ifndef ALC_SOFT_HRTF
#define ALC_SOFT_HRTF 1
#define ALC_HRTF_SOFT 0x1992
#define ALC_DONT_CARE_SOFT 0x0002
#define ALC_HRTF_STATUS_SOFT 0x1993
#define ALC_HRTF_DISABLED_SOFT 0x0000
#define ALC_HRTF_ENABLED_SOFT 0x0001
#define ALC_HRTF_DENIED_SOFT 0x0002
#define ALC_HRTF_REQUIRED_SOFT 0x0003
#define ALC_HRTF_HEADPHONES_DETECTED_SOFT 0x0004
#define ALC_HRTF_UNSUPPORTED_FORMAT_SOFT 0x0005
#define ALC_NUM_HRTF_SPECIFIERS_SOFT 0x1994
#define ALC_HRTF_SPECIFIER_SOFT 0x1995
#define ALC_HRTF_ID_SOFT 0x1996
typedef const ALCchar* (ALC_APIENTRY*LPALCGETSTRINGISOFT)(ALCdevice *device, ALCenum paramName, ALCsizei index) ALC_API_NOEXCEPT17;
typedef ALCboolean (ALC_APIENTRY*LPALCRESETDEVICESOFT)(ALCdevice *device, const ALCint *attribs) ALC_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALC_API const ALCchar* ALC_APIENTRY alcGetStringiSOFT(ALCdevice *device, ALCenum paramName, ALCsizei index) ALC_API_NOEXCEPT;
ALC_API ALCboolean ALC_APIENTRY alcResetDeviceSOFT(ALCdevice *device, const ALCint *attribs) ALC_API_NOEXCEPT;
#endif
#endif
#ifndef AL_SOFT_gain_clamp_ex
#define AL_SOFT_gain_clamp_ex 1
#define AL_GAIN_LIMIT_SOFT 0x200E
#endif
#ifndef AL_SOFT_source_resampler
#define AL_SOFT_source_resampler
#define AL_NUM_RESAMPLERS_SOFT 0x1210
#define AL_DEFAULT_RESAMPLER_SOFT 0x1211
#define AL_SOURCE_RESAMPLER_SOFT 0x1212
#define AL_RESAMPLER_NAME_SOFT 0x1213
typedef const ALchar* (AL_APIENTRY*LPALGETSTRINGISOFT)(ALenum pname, ALsizei index) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API const ALchar* AL_APIENTRY alGetStringiSOFT(ALenum pname, ALsizei index) AL_API_NOEXCEPT;
#endif
#endif
#ifndef AL_SOFT_source_spatialize
#define AL_SOFT_source_spatialize
#define AL_SOURCE_SPATIALIZE_SOFT 0x1214
#define AL_AUTO_SOFT 0x0002
#endif
#ifndef ALC_SOFT_output_limiter
#define ALC_SOFT_output_limiter
#define ALC_OUTPUT_LIMITER_SOFT 0x199A
#endif
#ifndef ALC_SOFT_device_clock
#define ALC_SOFT_device_clock 1
typedef _alsoft_int64_t ALCint64SOFT;
typedef _alsoft_uint64_t ALCuint64SOFT;
#define ALC_DEVICE_CLOCK_SOFT 0x1600
#define ALC_DEVICE_LATENCY_SOFT 0x1601
#define ALC_DEVICE_CLOCK_LATENCY_SOFT 0x1602
#define AL_SAMPLE_OFFSET_CLOCK_SOFT 0x1202
#define AL_SEC_OFFSET_CLOCK_SOFT 0x1203
typedef void (ALC_APIENTRY*LPALCGETINTEGER64VSOFT)(ALCdevice *device, ALCenum pname, ALsizei size, ALCint64SOFT *values) ALC_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALC_API void ALC_APIENTRY alcGetInteger64vSOFT(ALCdevice *device, ALCenum pname, ALsizei size, ALCint64SOFT *values) ALC_API_NOEXCEPT;
#endif
#endif
#ifndef AL_SOFT_direct_channels_remix
#define AL_SOFT_direct_channels_remix 1
#define AL_DROP_UNMATCHED_SOFT 0x0001
#define AL_REMIX_UNMATCHED_SOFT 0x0002
#endif
#ifndef AL_SOFT_bformat_ex
#define AL_SOFT_bformat_ex 1
#define AL_AMBISONIC_LAYOUT_SOFT 0x1997
#define AL_AMBISONIC_SCALING_SOFT 0x1998
/* Ambisonic layouts */
#define AL_FUMA_SOFT 0x0000
#define AL_ACN_SOFT 0x0001
/* Ambisonic scalings (normalization) */
/*#define AL_FUMA_SOFT*/
#define AL_SN3D_SOFT 0x0001
#define AL_N3D_SOFT 0x0002
#endif
#ifndef ALC_SOFT_loopback_bformat
#define ALC_SOFT_loopback_bformat 1
#define ALC_AMBISONIC_LAYOUT_SOFT 0x1997
#define ALC_AMBISONIC_SCALING_SOFT 0x1998
#define ALC_AMBISONIC_ORDER_SOFT 0x1999
#define ALC_MAX_AMBISONIC_ORDER_SOFT 0x199B
#define ALC_BFORMAT3D_SOFT 0x1507
/* Ambisonic layouts */
#define ALC_FUMA_SOFT 0x0000
#define ALC_ACN_SOFT 0x0001
/* Ambisonic scalings (normalization) */
/*#define ALC_FUMA_SOFT*/
#define ALC_SN3D_SOFT 0x0001
#define ALC_N3D_SOFT 0x0002
#endif
#ifndef AL_SOFT_effect_target
#define AL_SOFT_effect_target
#define AL_EFFECTSLOT_TARGET_SOFT 0x199C
#endif
#ifndef AL_SOFT_events
#define AL_SOFT_events 1
#define AL_EVENT_CALLBACK_FUNCTION_SOFT 0x19A2
#define AL_EVENT_CALLBACK_USER_PARAM_SOFT 0x19A3
#define AL_EVENT_TYPE_BUFFER_COMPLETED_SOFT 0x19A4
#define AL_EVENT_TYPE_SOURCE_STATE_CHANGED_SOFT 0x19A5
#define AL_EVENT_TYPE_DISCONNECTED_SOFT 0x19A6
typedef void (AL_APIENTRY*ALEVENTPROCSOFT)(ALenum eventType, ALuint object, ALuint param,
ALsizei length, const ALchar *message, void *userParam) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALEVENTCONTROLSOFT)(ALsizei count, const ALenum *types, ALboolean enable) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALEVENTCALLBACKSOFT)(ALEVENTPROCSOFT callback, void *userParam) AL_API_NOEXCEPT17;
typedef void* (AL_APIENTRY*LPALGETPOINTERSOFT)(ALenum pname) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETPOINTERVSOFT)(ALenum pname, void **values) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alEventControlSOFT(ALsizei count, const ALenum *types, ALboolean enable) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alEventCallbackSOFT(ALEVENTPROCSOFT callback, void *userParam) AL_API_NOEXCEPT;
AL_API void* AL_APIENTRY alGetPointerSOFT(ALenum pname) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetPointervSOFT(ALenum pname, void **values) AL_API_NOEXCEPT;
#endif
#endif
#ifndef ALC_SOFT_reopen_device
#define ALC_SOFT_reopen_device
typedef ALCboolean (ALC_APIENTRY*LPALCREOPENDEVICESOFT)(ALCdevice *device,
const ALCchar *deviceName, const ALCint *attribs) ALC_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALCboolean ALC_APIENTRY alcReopenDeviceSOFT(ALCdevice *device, const ALCchar *deviceName,
const ALCint *attribs) ALC_API_NOEXCEPT;
#endif
#endif
#ifndef AL_SOFT_callback_buffer
#define AL_SOFT_callback_buffer
#define AL_BUFFER_CALLBACK_FUNCTION_SOFT 0x19A0
#define AL_BUFFER_CALLBACK_USER_PARAM_SOFT 0x19A1
typedef ALsizei (AL_APIENTRY*ALBUFFERCALLBACKTYPESOFT)(ALvoid *userptr, ALvoid *sampledata, ALsizei numbytes) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALBUFFERCALLBACKSOFT)(ALuint buffer, ALenum format, ALsizei freq, ALBUFFERCALLBACKTYPESOFT callback, ALvoid *userptr) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETBUFFERPTRSOFT)(ALuint buffer, ALenum param, ALvoid **value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETBUFFER3PTRSOFT)(ALuint buffer, ALenum param, ALvoid **value1, ALvoid **value2, ALvoid **value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETBUFFERPTRVSOFT)(ALuint buffer, ALenum param, ALvoid **values) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alBufferCallbackSOFT(ALuint buffer, ALenum format, ALsizei freq, ALBUFFERCALLBACKTYPESOFT callback, ALvoid *userptr) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBufferPtrSOFT(ALuint buffer, ALenum param, ALvoid **ptr) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBuffer3PtrSOFT(ALuint buffer, ALenum param, ALvoid **ptr0, ALvoid **ptr1, ALvoid **ptr2) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetBufferPtrvSOFT(ALuint buffer, ALenum param, ALvoid **ptr) AL_API_NOEXCEPT;
#endif
#endif
#ifndef AL_SOFT_UHJ
#define AL_SOFT_UHJ
#define AL_FORMAT_UHJ2CHN8_SOFT 0x19A2
#define AL_FORMAT_UHJ2CHN16_SOFT 0x19A3
#define AL_FORMAT_UHJ2CHN_FLOAT32_SOFT 0x19A4
#define AL_FORMAT_UHJ3CHN8_SOFT 0x19A5
#define AL_FORMAT_UHJ3CHN16_SOFT 0x19A6
#define AL_FORMAT_UHJ3CHN_FLOAT32_SOFT 0x19A7
#define AL_FORMAT_UHJ4CHN8_SOFT 0x19A8
#define AL_FORMAT_UHJ4CHN16_SOFT 0x19A9
#define AL_FORMAT_UHJ4CHN_FLOAT32_SOFT 0x19AA
#define AL_STEREO_MODE_SOFT 0x19B0
#define AL_NORMAL_SOFT 0x0000
#define AL_SUPER_STEREO_SOFT 0x0001
#define AL_SUPER_STEREO_WIDTH_SOFT 0x19B1
#endif
#ifndef AL_SOFT_UHJ_ex
#define AL_SOFT_UHJ_ex
#define AL_FORMAT_UHJ2CHN_MULAW_SOFT 0x19B3
#define AL_FORMAT_UHJ2CHN_ALAW_SOFT 0x19B4
#define AL_FORMAT_UHJ2CHN_IMA4_SOFT 0x19B5
#define AL_FORMAT_UHJ2CHN_MSADPCM_SOFT 0x19B6
#define AL_FORMAT_UHJ3CHN_MULAW_SOFT 0x19B7
#define AL_FORMAT_UHJ3CHN_ALAW_SOFT 0x19B8
#define AL_FORMAT_UHJ4CHN_MULAW_SOFT 0x19B9
#define AL_FORMAT_UHJ4CHN_ALAW_SOFT 0x19BA
#endif
#ifndef ALC_SOFT_output_mode
#define ALC_SOFT_output_mode
#define ALC_OUTPUT_MODE_SOFT 0x19AC
#define ALC_ANY_SOFT 0x19AD
/*#define ALC_MONO_SOFT 0x1500*/
/*#define ALC_STEREO_SOFT 0x1501*/
#define ALC_STEREO_BASIC_SOFT 0x19AE
#define ALC_STEREO_UHJ_SOFT 0x19AF
#define ALC_STEREO_HRTF_SOFT 0x19B2
/*#define ALC_QUAD_SOFT 0x1503*/
#define ALC_SURROUND_5_1_SOFT 0x1504
#define ALC_SURROUND_6_1_SOFT 0x1505
#define ALC_SURROUND_7_1_SOFT 0x1506
#endif
#ifndef AL_SOFT_source_start_delay
#define AL_SOFT_source_start_delay
typedef void (AL_APIENTRY*LPALSOURCEPLAYATTIMESOFT)(ALuint source, ALint64SOFT start_time) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALSOURCEPLAYATTIMEVSOFT)(ALsizei n, const ALuint *sources, ALint64SOFT start_time) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
void AL_APIENTRY alSourcePlayAtTimeSOFT(ALuint source, ALint64SOFT start_time) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcePlayAtTimevSOFT(ALsizei n, const ALuint *sources, ALint64SOFT start_time) AL_API_NOEXCEPT;
#endif
#endif
#ifndef ALC_EXT_debug
#define ALC_EXT_debug
#define ALC_CONTEXT_FLAGS_EXT 0x19CF
#define ALC_CONTEXT_DEBUG_BIT_EXT 0x0001
#endif
#ifndef AL_EXT_debug
#define AL_EXT_debug
#define AL_DONT_CARE_EXT 0x0002
#define AL_DEBUG_OUTPUT_EXT 0x19B2
#define AL_DEBUG_CALLBACK_FUNCTION_EXT 0x19B3
#define AL_DEBUG_CALLBACK_USER_PARAM_EXT 0x19B4
#define AL_DEBUG_SOURCE_API_EXT 0x19B5
#define AL_DEBUG_SOURCE_AUDIO_SYSTEM_EXT 0x19B6
#define AL_DEBUG_SOURCE_THIRD_PARTY_EXT 0x19B7
#define AL_DEBUG_SOURCE_APPLICATION_EXT 0x19B8
#define AL_DEBUG_SOURCE_OTHER_EXT 0x19B9
#define AL_DEBUG_TYPE_ERROR_EXT 0x19BA
#define AL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_EXT 0x19BB
#define AL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_EXT 0x19BC
#define AL_DEBUG_TYPE_PORTABILITY_EXT 0x19BD
#define AL_DEBUG_TYPE_PERFORMANCE_EXT 0x19BE
#define AL_DEBUG_TYPE_MARKER_EXT 0x19BF
#define AL_DEBUG_TYPE_PUSH_GROUP_EXT 0x19C0
#define AL_DEBUG_TYPE_POP_GROUP_EXT 0x19C1
#define AL_DEBUG_TYPE_OTHER_EXT 0x19C2
#define AL_DEBUG_SEVERITY_HIGH_EXT 0x19C3
#define AL_DEBUG_SEVERITY_MEDIUM_EXT 0x19C4
#define AL_DEBUG_SEVERITY_LOW_EXT 0x19C5
#define AL_DEBUG_SEVERITY_NOTIFICATION_EXT 0x19C6
#define AL_DEBUG_LOGGED_MESSAGES_EXT 0x19C7
#define AL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_EXT 0x19C8
#define AL_MAX_DEBUG_MESSAGE_LENGTH_EXT 0x19C9
#define AL_MAX_DEBUG_LOGGED_MESSAGES_EXT 0x19CA
#define AL_MAX_DEBUG_GROUP_STACK_DEPTH_EXT 0x19CB
#define AL_MAX_LABEL_LENGTH_EXT 0x19CC
#define AL_STACK_OVERFLOW_EXT 0x19CD
#define AL_STACK_UNDERFLOW_EXT 0x19CE
#define AL_CONTEXT_FLAGS_EXT 0x19CF
#define AL_BUFFER_EXT 0x1009 /* Same as AL_BUFFER */
#define AL_SOURCE_EXT 0x19D0
#define AL_FILTER_EXT 0x19D1
#define AL_EFFECT_EXT 0x19D2
#define AL_AUXILIARY_EFFECT_SLOT_EXT 0x19D3
typedef void (AL_APIENTRY*ALDEBUGPROCEXT)(ALenum source, ALenum type, ALuint id, ALenum severity, ALsizei length, const ALchar *message, void *userParam) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALDEBUGMESSAGECALLBACKEXT)(ALDEBUGPROCEXT callback, void *userParam) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALDEBUGMESSAGEINSERTEXT)(ALenum source, ALenum type, ALuint id, ALenum severity, ALsizei length, const ALchar *message) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALDEBUGMESSAGECONTROLEXT)(ALenum source, ALenum type, ALenum severity, ALsizei count, const ALuint *ids, ALboolean enable) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALPUSHDEBUGGROUPEXT)(ALenum source, ALuint id, ALsizei length, const ALchar *message) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALPOPDEBUGGROUPEXT)(void) AL_API_NOEXCEPT17;
typedef ALuint (AL_APIENTRY*LPALGETDEBUGMESSAGELOGEXT)(ALuint count, ALsizei logBufSize, ALenum *sources, ALenum *types, ALuint *ids, ALenum *severities, ALsizei *lengths, ALchar *logBuf) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALOBJECTLABELEXT)(ALenum identifier, ALuint name, ALsizei length, const ALchar *label) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETOBJECTLABELEXT)(ALenum identifier, ALuint name, ALsizei bufSize, ALsizei *length, ALchar *label) AL_API_NOEXCEPT17;
typedef void* (AL_APIENTRY*LPALGETPOINTEREXT)(ALenum pname) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETPOINTERVEXT)(ALenum pname, void **values) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
void AL_APIENTRY alDebugMessageCallbackEXT(ALDEBUGPROCEXT callback, void *userParam) AL_API_NOEXCEPT;
void AL_APIENTRY alDebugMessageInsertEXT(ALenum source, ALenum type, ALuint id, ALenum severity, ALsizei length, const ALchar *message) AL_API_NOEXCEPT;
void AL_APIENTRY alDebugMessageControlEXT(ALenum source, ALenum type, ALenum severity, ALsizei count, const ALuint *ids, ALboolean enable) AL_API_NOEXCEPT;
void AL_APIENTRY alPushDebugGroupEXT(ALenum source, ALuint id, ALsizei length, const ALchar *message) AL_API_NOEXCEPT;
void AL_APIENTRY alPopDebugGroupEXT(void) AL_API_NOEXCEPT;
ALuint AL_APIENTRY alGetDebugMessageLogEXT(ALuint count, ALsizei logBufSize, ALenum *sources, ALenum *types, ALuint *ids, ALenum *severities, ALsizei *lengths, ALchar *logBuf) AL_API_NOEXCEPT;
void AL_APIENTRY alObjectLabelEXT(ALenum identifier, ALuint name, ALsizei length, const ALchar *label) AL_API_NOEXCEPT;
void AL_APIENTRY alGetObjectLabelEXT(ALenum identifier, ALuint name, ALsizei bufSize, ALsizei *length, ALchar *label) AL_API_NOEXCEPT;
void* AL_APIENTRY alGetPointerEXT(ALenum pname) AL_API_NOEXCEPT;
void AL_APIENTRY alGetPointervEXT(ALenum pname, void **values) AL_API_NOEXCEPT;
#endif
#endif
#ifndef ALC_SOFT_system_events
#define ALC_SOFT_system_events
#define ALC_PLAYBACK_DEVICE_SOFT 0x19D4
#define ALC_CAPTURE_DEVICE_SOFT 0x19D5
#define ALC_EVENT_TYPE_DEFAULT_DEVICE_CHANGED_SOFT 0x19D6
#define ALC_EVENT_TYPE_DEVICE_ADDED_SOFT 0x19D7
#define ALC_EVENT_TYPE_DEVICE_REMOVED_SOFT 0x19D8
#define ALC_EVENT_SUPPORTED_SOFT 0x19D9
#define ALC_EVENT_NOT_SUPPORTED_SOFT 0x19DA
typedef void (ALC_APIENTRY*ALCEVENTPROCTYPESOFT)(ALCenum eventType, ALCenum deviceType,
ALCdevice *device, ALCsizei length, const ALCchar *message, void *userParam) ALC_API_NOEXCEPT17;
typedef ALCenum (ALC_APIENTRY*LPALCEVENTISSUPPORTEDSOFT)(ALCenum eventType, ALCenum deviceType) ALC_API_NOEXCEPT17;
typedef ALCboolean (ALC_APIENTRY*LPALCEVENTCONTROLSOFT)(ALCsizei count, const ALCenum *events, ALCboolean enable) ALC_API_NOEXCEPT17;
typedef void (ALC_APIENTRY*LPALCEVENTCALLBACKSOFT)(ALCEVENTPROCTYPESOFT callback, void *userParam) ALC_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALCenum ALC_APIENTRY alcEventIsSupportedSOFT(ALCenum eventType, ALCenum deviceType) ALC_API_NOEXCEPT;
ALCboolean ALC_APIENTRY alcEventControlSOFT(ALCsizei count, const ALCenum *events, ALCboolean enable) ALC_API_NOEXCEPT;
void ALC_APIENTRY alcEventCallbackSOFT(ALCEVENTPROCTYPESOFT callback, void *userParam) ALC_API_NOEXCEPT;
#endif
#endif
#ifndef AL_EXT_direct_context
#define AL_EXT_direct_context
typedef ALCvoid* (ALC_APIENTRY *LPALCGETPROCADDRESS2)(ALCdevice *device, const ALCchar *funcname) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALENABLEDIRECT)(ALCcontext *context, ALenum capability) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDISABLEDIRECT)(ALCcontext *context, ALenum capability) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISENABLEDDIRECT)(ALCcontext *context, ALenum capability) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDOPPLERFACTORDIRECT)(ALCcontext *context, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSPEEDOFSOUNDDIRECT)(ALCcontext *context, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDISTANCEMODELDIRECT)(ALCcontext *context, ALenum distanceModel) AL_API_NOEXCEPT17;
typedef const ALchar* (AL_APIENTRY *LPALGETSTRINGDIRECT)(ALCcontext *context, ALenum param) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBOOLEANVDIRECT)(ALCcontext *context, ALenum param, ALboolean *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETINTEGERVDIRECT)(ALCcontext *context, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFLOATVDIRECT)(ALCcontext *context, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETDOUBLEVDIRECT)(ALCcontext *context, ALenum param, ALdouble *values) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALGETBOOLEANDIRECT)(ALCcontext *context, ALenum param) AL_API_NOEXCEPT17;
typedef ALint (AL_APIENTRY *LPALGETINTEGERDIRECT)(ALCcontext *context, ALenum param) AL_API_NOEXCEPT17;
typedef ALfloat (AL_APIENTRY *LPALGETFLOATDIRECT)(ALCcontext *context, ALenum param) AL_API_NOEXCEPT17;
typedef ALdouble (AL_APIENTRY *LPALGETDOUBLEDIRECT)(ALCcontext *context, ALenum param) AL_API_NOEXCEPT17;
typedef ALenum (AL_APIENTRY *LPALGETERRORDIRECT)(ALCcontext *context) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENTDIRECT)(ALCcontext *context, const ALchar *extname) AL_API_NOEXCEPT17;
typedef void* (AL_APIENTRY *LPALGETPROCADDRESSDIRECT)(ALCcontext *context, const ALchar *fname) AL_API_NOEXCEPT17;
typedef ALenum (AL_APIENTRY *LPALGETENUMVALUEDIRECT)(ALCcontext *context, const ALchar *ename) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERFDIRECT)(ALCcontext *context, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENER3FDIRECT)(ALCcontext *context, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERFVDIRECT)(ALCcontext *context, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERIDIRECT)(ALCcontext *context, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENER3IDIRECT)(ALCcontext *context, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALLISTENERIVDIRECT)(ALCcontext *context, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERFDIRECT)(ALCcontext *context, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENER3FDIRECT)(ALCcontext *context, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERFVDIRECT)(ALCcontext *context, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERIDIRECT)(ALCcontext *context, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENER3IDIRECT)(ALCcontext *context, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETLISTENERIVDIRECT)(ALCcontext *context, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGENSOURCESDIRECT)(ALCcontext *context, ALsizei n, ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETESOURCESDIRECT)(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISSOURCEDIRECT)(ALCcontext *context, ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEFDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCE3FDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEFVDIRECT)(ALCcontext *context, ALuint source, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEIDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCE3IDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEIVDIRECT)(ALCcontext *context, ALuint source, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEFDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCE3FDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEFVDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEIDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCE3IDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEIVDIRECT)(ALCcontext *context, ALuint source, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPLAYDIRECT)(ALCcontext *context, ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCESTOPDIRECT)(ALCcontext *context, ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEREWINDDIRECT)(ALCcontext *context, ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPAUSEDIRECT)(ALCcontext *context, ALuint source) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPLAYVDIRECT)(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCESTOPVDIRECT)(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEREWINDVDIRECT)(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPAUSEVDIRECT)(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERSDIRECT)(ALCcontext *context, ALuint source, ALsizei nb, const ALuint *buffers) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERSDIRECT)(ALCcontext *context, ALuint source, ALsizei nb, ALuint *buffers) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGENBUFFERSDIRECT)(ALCcontext *context, ALsizei n, ALuint *buffers) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEBUFFERSDIRECT)(ALCcontext *context, ALsizei n, const ALuint *buffers) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISBUFFERDIRECT)(ALCcontext *context, ALuint buffer) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERDATADIRECT)(ALCcontext *context, ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei samplerate) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERFDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFER3FDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERFVDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERIDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFER3IDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALBUFFERIVDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERFDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFER3FDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERFVDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERIDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFER3IDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERIVDIRECT)(ALCcontext *context, ALuint buffer, ALenum param, ALint *values) AL_API_NOEXCEPT17;
/* ALC_EXT_EFX */
typedef void (AL_APIENTRY *LPALGENEFFECTSDIRECT)(ALCcontext *context, ALsizei n, ALuint *effects) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEEFFECTSDIRECT)(ALCcontext *context, ALsizei n, const ALuint *effects) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISEFFECTDIRECT)(ALCcontext *context, ALuint effect) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTIDIRECT)(ALCcontext *context, ALuint effect, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTIVDIRECT)(ALCcontext *context, ALuint effect, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTFDIRECT)(ALCcontext *context, ALuint effect, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTFVDIRECT)(ALCcontext *context, ALuint effect, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTIDIRECT)(ALCcontext *context, ALuint effect, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTIVDIRECT)(ALCcontext *context, ALuint effect, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTFDIRECT)(ALCcontext *context, ALuint effect, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTFVDIRECT)(ALCcontext *context, ALuint effect, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGENFILTERSDIRECT)(ALCcontext *context, ALsizei n, ALuint *filters) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEFILTERSDIRECT)(ALCcontext *context, ALsizei n, const ALuint *filters) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISFILTERDIRECT)(ALCcontext *context, ALuint filter) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERIDIRECT)(ALCcontext *context, ALuint filter, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERIVDIRECT)(ALCcontext *context, ALuint filter, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERFDIRECT)(ALCcontext *context, ALuint filter, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERFVDIRECT)(ALCcontext *context, ALuint filter, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERIDIRECT)(ALCcontext *context, ALuint filter, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERIVDIRECT)(ALCcontext *context, ALuint filter, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERFDIRECT)(ALCcontext *context, ALuint filter, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERFVDIRECT)(ALCcontext *context, ALuint filter, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTSDIRECT)(ALCcontext *context, ALsizei n, ALuint *effectslots) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTSDIRECT)(ALCcontext *context, ALsizei n, const ALuint *effectslots) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOTDIRECT)(ALCcontext *context, ALuint effectslot) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, ALint value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIVDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, const ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, ALfloat value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFVDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, const ALfloat *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, ALint *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIVDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, ALint *values) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, ALfloat *value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFVDIRECT)(ALCcontext *context, ALuint effectslot, ALenum param, ALfloat *values) AL_API_NOEXCEPT17;
/* AL_EXT_BUFFER_DATA_STATIC */
typedef void (AL_APIENTRY *LPALBUFFERDATASTATICDIRECT)(ALCcontext *context, ALuint buffer, ALenum format, ALvoid *data, ALsizei size, ALsizei freq) AL_API_NOEXCEPT17;
/* AL_EXT_debug */
typedef void (AL_APIENTRY*LPALDEBUGMESSAGECALLBACKDIRECTEXT)(ALCcontext *context, ALDEBUGPROCEXT callback, void *userParam) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALDEBUGMESSAGEINSERTDIRECTEXT)(ALCcontext *context, ALenum source, ALenum type, ALuint id, ALenum severity, ALsizei length, const ALchar *message) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALDEBUGMESSAGECONTROLDIRECTEXT)(ALCcontext *context, ALenum source, ALenum type, ALenum severity, ALsizei count, const ALuint *ids, ALboolean enable) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALPUSHDEBUGGROUPDIRECTEXT)(ALCcontext *context, ALenum source, ALuint id, ALsizei length, const ALchar *message) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALPOPDEBUGGROUPDIRECTEXT)(ALCcontext *context) AL_API_NOEXCEPT17;
typedef ALuint (AL_APIENTRY*LPALGETDEBUGMESSAGELOGDIRECTEXT)(ALCcontext *context, ALuint count, ALsizei logBufSize, ALenum *sources, ALenum *types, ALuint *ids, ALenum *severities, ALsizei *lengths, ALchar *logBuf) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALOBJECTLABELDIRECTEXT)(ALCcontext *context, ALenum identifier, ALuint name, ALsizei length, const ALchar *label) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETOBJECTLABELDIRECTEXT)(ALCcontext *context, ALenum identifier, ALuint name, ALsizei bufSize, ALsizei *length, ALchar *label) AL_API_NOEXCEPT17;
typedef void* (AL_APIENTRY*LPALGETPOINTERDIRECTEXT)(ALCcontext *context, ALenum pname) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY*LPALGETPOINTERVDIRECTEXT)(ALCcontext *context, ALenum pname, void **values) AL_API_NOEXCEPT17;
/* AL_EXT_FOLDBACK */
typedef void (AL_APIENTRY *LPALREQUESTFOLDBACKSTARTDIRECT)(ALCcontext *context, ALenum mode, ALsizei count, ALsizei length, ALfloat *mem, LPALFOLDBACKCALLBACK callback) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALREQUESTFOLDBACKSTOPDIRECT)(ALCcontext *context) AL_API_NOEXCEPT17;
/* AL_SOFT_buffer_sub_data */
typedef void (AL_APIENTRY *LPALBUFFERSUBDATADIRECTSOFT)(ALCcontext *context, ALuint buffer, ALenum format, const ALvoid *data, ALsizei offset, ALsizei length) AL_API_NOEXCEPT17;
/* AL_SOFT_source_latency */
typedef void (AL_APIENTRY *LPALSOURCEDDIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALdouble) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCE3DDIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALdouble,ALdouble,ALdouble) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEDVDIRECTSOFT)(ALCcontext*,ALuint,ALenum,const ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEDDIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCE3DDIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEDVDIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALdouble*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEI64DIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALint64SOFT) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCE3I64DIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEI64VDIRECTSOFT)(ALCcontext*,ALuint,ALenum,const ALint64SOFT*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEI64DIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALint64SOFT*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCE3I64DIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETSOURCEI64VDIRECTSOFT)(ALCcontext*,ALuint,ALenum,ALint64SOFT*) AL_API_NOEXCEPT17;
/* AL_SOFT_deferred_updates */
typedef void (AL_APIENTRY *LPALDEFERUPDATESDIRECTSOFT)(ALCcontext *context) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALPROCESSUPDATESDIRECTSOFT)(ALCcontext *context) AL_API_NOEXCEPT17;
/* AL_SOFT_source_resampler */
typedef const ALchar* (AL_APIENTRY *LPALGETSTRINGIDIRECTSOFT)(ALCcontext *context, ALenum pname, ALsizei index) AL_API_NOEXCEPT17;
/* AL_SOFT_events */
typedef void (AL_APIENTRY *LPALEVENTCONTROLDIRECTSOFT)(ALCcontext *context, ALsizei count, const ALenum *types, ALboolean enable) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEVENTCALLBACKDIRECTSOFT)(ALCcontext *context, ALEVENTPROCSOFT callback, void *userParam) AL_API_NOEXCEPT17;
typedef void* (AL_APIENTRY *LPALGETPOINTERDIRECTSOFT)(ALCcontext *context, ALenum pname) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETPOINTERVDIRECTSOFT)(ALCcontext *context, ALenum pname, void **values) AL_API_NOEXCEPT17;
/* AL_SOFT_callback_buffer */
typedef void (AL_APIENTRY *LPALBUFFERCALLBACKDIRECTSOFT)(ALCcontext *context, ALuint buffer, ALenum format, ALsizei freq, ALBUFFERCALLBACKTYPESOFT callback, ALvoid *userptr) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERPTRDIRECTSOFT)(ALCcontext *context, ALuint buffer, ALenum param, ALvoid **value) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFER3PTRDIRECTSOFT)(ALCcontext *context, ALuint buffer, ALenum param, ALvoid **value1, ALvoid **value2, ALvoid **value3) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETBUFFERPTRVDIRECTSOFT)(ALCcontext *context, ALuint buffer, ALenum param, ALvoid **values) AL_API_NOEXCEPT17;
/* AL_SOFT_source_start_delay */
typedef void (AL_APIENTRY *LPALSOURCEPLAYATTIMEDIRECTSOFT)(ALCcontext *context, ALuint source, ALint64SOFT start_time) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALSOURCEPLAYATTIMEVDIRECTSOFT)(ALCcontext *context, ALsizei n, const ALuint *sources, ALint64SOFT start_time) AL_API_NOEXCEPT17;
/* EAX */
typedef ALenum (AL_APIENTRY *LPEAXSETDIRECT)(ALCcontext *context, const struct _GUID *property_set_id, ALuint property_id, ALuint source_id, ALvoid *value, ALuint value_size) AL_API_NOEXCEPT17;
typedef ALenum (AL_APIENTRY *LPEAXGETDIRECT)(ALCcontext *context, const struct _GUID *property_set_id, ALuint property_id, ALuint source_id, ALvoid *value, ALuint value_size) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPEAXSETBUFFERMODEDIRECT)(ALCcontext *context, ALsizei n, const ALuint *buffers, ALint value) AL_API_NOEXCEPT17;
typedef ALenum (AL_APIENTRY *LPEAXGETBUFFERMODEDIRECT)(ALCcontext *context, ALuint buffer, ALint *pReserved) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
ALCvoid* ALC_APIENTRY alcGetProcAddress2(ALCdevice *device, const ALCchar *funcName) AL_API_NOEXCEPT;
void AL_APIENTRY alEnableDirect(ALCcontext *context, ALenum capability) AL_API_NOEXCEPT;
void AL_APIENTRY alDisableDirect(ALCcontext *context, ALenum capability) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alIsEnabledDirect(ALCcontext *context, ALenum capability) AL_API_NOEXCEPT;
void AL_APIENTRY alDopplerFactorDirect(ALCcontext *context, ALfloat value) AL_API_NOEXCEPT;
void AL_APIENTRY alSpeedOfSoundDirect(ALCcontext *context, ALfloat value) AL_API_NOEXCEPT;
void AL_APIENTRY alDistanceModelDirect(ALCcontext *context, ALenum distanceModel) AL_API_NOEXCEPT;
const ALchar* AL_APIENTRY alGetStringDirect(ALCcontext *context, ALenum param) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBooleanvDirect(ALCcontext *context, ALenum param, ALboolean *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetIntegervDirect(ALCcontext *context, ALenum param, ALint *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetFloatvDirect(ALCcontext *context, ALenum param, ALfloat *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetDoublevDirect(ALCcontext *context, ALenum param, ALdouble *values) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alGetBooleanDirect(ALCcontext *context, ALenum param) AL_API_NOEXCEPT;
ALint AL_APIENTRY alGetIntegerDirect(ALCcontext *context, ALenum param) AL_API_NOEXCEPT;
ALfloat AL_APIENTRY alGetFloatDirect(ALCcontext *context, ALenum param) AL_API_NOEXCEPT;
ALdouble AL_APIENTRY alGetDoubleDirect(ALCcontext *context, ALenum param) AL_API_NOEXCEPT;
ALenum AL_APIENTRY alGetErrorDirect(ALCcontext *context) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alIsExtensionPresentDirect(ALCcontext *context, const ALchar *extname) AL_API_NOEXCEPT;
void* AL_APIENTRY alGetProcAddressDirect(ALCcontext *context, const ALchar *fname) AL_API_NOEXCEPT;
ALenum AL_APIENTRY alGetEnumValueDirect(ALCcontext *context, const ALchar *ename) AL_API_NOEXCEPT;
void AL_APIENTRY alListenerfDirect(ALCcontext *context, ALenum param, ALfloat value) AL_API_NOEXCEPT;
void AL_APIENTRY alListener3fDirect(ALCcontext *context, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT;
void AL_APIENTRY alListenerfvDirect(ALCcontext *context, ALenum param, const ALfloat *values) AL_API_NOEXCEPT;
void AL_APIENTRY alListeneriDirect(ALCcontext *context, ALenum param, ALint value) AL_API_NOEXCEPT;
void AL_APIENTRY alListener3iDirect(ALCcontext *context, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT;
void AL_APIENTRY alListenerivDirect(ALCcontext *context, ALenum param, const ALint *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetListenerfDirect(ALCcontext *context, ALenum param, ALfloat *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetListener3fDirect(ALCcontext *context, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetListenerfvDirect(ALCcontext *context, ALenum param, ALfloat *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetListeneriDirect(ALCcontext *context, ALenum param, ALint *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetListener3iDirect(ALCcontext *context, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetListenerivDirect(ALCcontext *context, ALenum param, ALint *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGenSourcesDirect(ALCcontext *context, ALsizei n, ALuint *sources) AL_API_NOEXCEPT;
void AL_APIENTRY alDeleteSourcesDirect(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alIsSourceDirect(ALCcontext *context, ALuint source) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcefDirect(ALCcontext *context, ALuint source, ALenum param, ALfloat value) AL_API_NOEXCEPT;
void AL_APIENTRY alSource3fDirect(ALCcontext *context, ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcefvDirect(ALCcontext *context, ALuint source, ALenum param, const ALfloat *values) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceiDirect(ALCcontext *context, ALuint source, ALenum param, ALint value) AL_API_NOEXCEPT;
void AL_APIENTRY alSource3iDirect(ALCcontext *context, ALuint source, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceivDirect(ALCcontext *context, ALuint source, ALenum param, const ALint *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourcefDirect(ALCcontext *context, ALuint source, ALenum param, ALfloat *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSource3fDirect(ALCcontext *context, ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourcefvDirect(ALCcontext *context, ALuint source, ALenum param, ALfloat *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourceiDirect(ALCcontext *context, ALuint source, ALenum param, ALint *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSource3iDirect(ALCcontext *context, ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourceivDirect(ALCcontext *context, ALuint source, ALenum param, ALint *values) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcePlayDirect(ALCcontext *context, ALuint source) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceStopDirect(ALCcontext *context, ALuint source) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceRewindDirect(ALCcontext *context, ALuint source) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcePauseDirect(ALCcontext *context, ALuint source) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcePlayvDirect(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceStopvDirect(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceRewindvDirect(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcePausevDirect(ALCcontext *context, ALsizei n, const ALuint *sources) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceQueueBuffersDirect(ALCcontext *context, ALuint source, ALsizei nb, const ALuint *buffers) AL_API_NOEXCEPT;
void AL_APIENTRY alSourceUnqueueBuffersDirect(ALCcontext *context, ALuint source, ALsizei nb, ALuint *buffers) AL_API_NOEXCEPT;
void AL_APIENTRY alGenBuffersDirect(ALCcontext *context, ALsizei n, ALuint *buffers) AL_API_NOEXCEPT;
void AL_APIENTRY alDeleteBuffersDirect(ALCcontext *context, ALsizei n, const ALuint *buffers) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alIsBufferDirect(ALCcontext *context, ALuint buffer) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferDataDirect(ALCcontext *context, ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei samplerate) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferfDirect(ALCcontext *context, ALuint buffer, ALenum param, ALfloat value) AL_API_NOEXCEPT;
void AL_APIENTRY alBuffer3fDirect(ALCcontext *context, ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferfvDirect(ALCcontext *context, ALuint buffer, ALenum param, const ALfloat *values) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferiDirect(ALCcontext *context, ALuint buffer, ALenum param, ALint value) AL_API_NOEXCEPT;
void AL_APIENTRY alBuffer3iDirect(ALCcontext *context, ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferivDirect(ALCcontext *context, ALuint buffer, ALenum param, const ALint *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBufferfDirect(ALCcontext *context, ALuint buffer, ALenum param, ALfloat *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBuffer3fDirect(ALCcontext *context, ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBufferfvDirect(ALCcontext *context, ALuint buffer, ALenum param, ALfloat *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBufferiDirect(ALCcontext *context, ALuint buffer, ALenum param, ALint *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBuffer3iDirect(ALCcontext *context, ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBufferivDirect(ALCcontext *context, ALuint buffer, ALenum param, ALint *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGenEffectsDirect(ALCcontext *context, ALsizei n, ALuint *effects) AL_API_NOEXCEPT;
void AL_APIENTRY alDeleteEffectsDirect(ALCcontext *context, ALsizei n, const ALuint *effects) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alIsEffectDirect(ALCcontext *context, ALuint effect) AL_API_NOEXCEPT;
void AL_APIENTRY alEffectiDirect(ALCcontext *context, ALuint effect, ALenum param, ALint iValue) AL_API_NOEXCEPT;
void AL_APIENTRY alEffectivDirect(ALCcontext *context, ALuint effect, ALenum param, const ALint *piValues) AL_API_NOEXCEPT;
void AL_APIENTRY alEffectfDirect(ALCcontext *context, ALuint effect, ALenum param, ALfloat flValue) AL_API_NOEXCEPT;
void AL_APIENTRY alEffectfvDirect(ALCcontext *context, ALuint effect, ALenum param, const ALfloat *pflValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGetEffectiDirect(ALCcontext *context, ALuint effect, ALenum param, ALint *piValue) AL_API_NOEXCEPT;
void AL_APIENTRY alGetEffectivDirect(ALCcontext *context, ALuint effect, ALenum param, ALint *piValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGetEffectfDirect(ALCcontext *context, ALuint effect, ALenum param, ALfloat *pflValue) AL_API_NOEXCEPT;
void AL_APIENTRY alGetEffectfvDirect(ALCcontext *context, ALuint effect, ALenum param, ALfloat *pflValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGenFiltersDirect(ALCcontext *context, ALsizei n, ALuint *filters) AL_API_NOEXCEPT;
void AL_APIENTRY alDeleteFiltersDirect(ALCcontext *context, ALsizei n, const ALuint *filters) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alIsFilterDirect(ALCcontext *context, ALuint filter) AL_API_NOEXCEPT;
void AL_APIENTRY alFilteriDirect(ALCcontext *context, ALuint filter, ALenum param, ALint iValue) AL_API_NOEXCEPT;
void AL_APIENTRY alFilterivDirect(ALCcontext *context, ALuint filter, ALenum param, const ALint *piValues) AL_API_NOEXCEPT;
void AL_APIENTRY alFilterfDirect(ALCcontext *context, ALuint filter, ALenum param, ALfloat flValue) AL_API_NOEXCEPT;
void AL_APIENTRY alFilterfvDirect(ALCcontext *context, ALuint filter, ALenum param, const ALfloat *pflValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGetFilteriDirect(ALCcontext *context, ALuint filter, ALenum param, ALint *piValue) AL_API_NOEXCEPT;
void AL_APIENTRY alGetFilterivDirect(ALCcontext *context, ALuint filter, ALenum param, ALint *piValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGetFilterfDirect(ALCcontext *context, ALuint filter, ALenum param, ALfloat *pflValue) AL_API_NOEXCEPT;
void AL_APIENTRY alGetFilterfvDirect(ALCcontext *context, ALuint filter, ALenum param, ALfloat *pflValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGenAuxiliaryEffectSlotsDirect(ALCcontext *context, ALsizei n, ALuint *effectslots) AL_API_NOEXCEPT;
void AL_APIENTRY alDeleteAuxiliaryEffectSlotsDirect(ALCcontext *context, ALsizei n, const ALuint *effectslots) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY alIsAuxiliaryEffectSlotDirect(ALCcontext *context, ALuint effectslot) AL_API_NOEXCEPT;
void AL_APIENTRY alAuxiliaryEffectSlotiDirect(ALCcontext *context, ALuint effectslot, ALenum param, ALint iValue) AL_API_NOEXCEPT;
void AL_APIENTRY alAuxiliaryEffectSlotivDirect(ALCcontext *context, ALuint effectslot, ALenum param, const ALint *piValues) AL_API_NOEXCEPT;
void AL_APIENTRY alAuxiliaryEffectSlotfDirect(ALCcontext *context, ALuint effectslot, ALenum param, ALfloat flValue) AL_API_NOEXCEPT;
void AL_APIENTRY alAuxiliaryEffectSlotfvDirect(ALCcontext *context, ALuint effectslot, ALenum param, const ALfloat *pflValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGetAuxiliaryEffectSlotiDirect(ALCcontext *context, ALuint effectslot, ALenum param, ALint *piValue) AL_API_NOEXCEPT;
void AL_APIENTRY alGetAuxiliaryEffectSlotivDirect(ALCcontext *context, ALuint effectslot, ALenum param, ALint *piValues) AL_API_NOEXCEPT;
void AL_APIENTRY alGetAuxiliaryEffectSlotfDirect(ALCcontext *context, ALuint effectslot, ALenum param, ALfloat *pflValue) AL_API_NOEXCEPT;
void AL_APIENTRY alGetAuxiliaryEffectSlotfvDirect(ALCcontext *context, ALuint effectslot, ALenum param, ALfloat *pflValues) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferDataStaticDirect(ALCcontext *context, ALuint buffer, ALenum format, ALvoid *data, ALsizei size, ALsizei freq) AL_API_NOEXCEPT;
void AL_APIENTRY alDebugMessageCallbackDirectEXT(ALCcontext *context, ALDEBUGPROCEXT callback, void *userParam) AL_API_NOEXCEPT;
void AL_APIENTRY alDebugMessageInsertDirectEXT(ALCcontext *context, ALenum source, ALenum type, ALuint id, ALenum severity, ALsizei length, const ALchar *message) AL_API_NOEXCEPT;
void AL_APIENTRY alDebugMessageControlDirectEXT(ALCcontext *context, ALenum source, ALenum type, ALenum severity, ALsizei count, const ALuint *ids, ALboolean enable) AL_API_NOEXCEPT;
void AL_APIENTRY alPushDebugGroupDirectEXT(ALCcontext *context, ALenum source, ALuint id, ALsizei length, const ALchar *message) AL_API_NOEXCEPT;
void AL_APIENTRY alPopDebugGroupDirectEXT(ALCcontext *context) AL_API_NOEXCEPT;
ALuint AL_APIENTRY alGetDebugMessageLogDirectEXT(ALCcontext *context, ALuint count, ALsizei logBufSize, ALenum *sources, ALenum *types, ALuint *ids, ALenum *severities, ALsizei *lengths, ALchar *logBuf) AL_API_NOEXCEPT;
void AL_APIENTRY alObjectLabelDirectEXT(ALCcontext *context, ALenum identifier, ALuint name, ALsizei length, const ALchar *label) AL_API_NOEXCEPT;
void AL_APIENTRY alGetObjectLabelDirectEXT(ALCcontext *context, ALenum identifier, ALuint name, ALsizei bufSize, ALsizei *length, ALchar *label) AL_API_NOEXCEPT;
void* AL_APIENTRY alGetPointerDirectEXT(ALCcontext *context, ALenum pname) AL_API_NOEXCEPT;
void AL_APIENTRY alGetPointervDirectEXT(ALCcontext *context, ALenum pname, void **values) AL_API_NOEXCEPT;
void AL_APIENTRY alRequestFoldbackStartDirect(ALCcontext *context, ALenum mode, ALsizei count, ALsizei length, ALfloat *mem, LPALFOLDBACKCALLBACK callback) AL_API_NOEXCEPT;
void AL_APIENTRY alRequestFoldbackStopDirect(ALCcontext *context) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferSubDataDirectSOFT(ALCcontext *context, ALuint buffer, ALenum format, const ALvoid *data, ALsizei offset, ALsizei length) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcedDirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALdouble value) AL_API_NOEXCEPT;
void AL_APIENTRY alSource3dDirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcedvDirectSOFT(ALCcontext *context, ALuint source, ALenum param, const ALdouble *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourcedDirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALdouble *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSource3dDirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourcedvDirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALdouble *values) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcei64DirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALint64SOFT value) AL_API_NOEXCEPT;
void AL_APIENTRY alSource3i64DirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcei64vDirectSOFT(ALCcontext *context, ALuint source, ALenum param, const ALint64SOFT *values) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourcei64DirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALint64SOFT *value) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSource3i64DirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3) AL_API_NOEXCEPT;
void AL_APIENTRY alGetSourcei64vDirectSOFT(ALCcontext *context, ALuint source, ALenum param, ALint64SOFT *values) AL_API_NOEXCEPT;
void AL_APIENTRY alDeferUpdatesDirectSOFT(ALCcontext *context) AL_API_NOEXCEPT;
void AL_APIENTRY alProcessUpdatesDirectSOFT(ALCcontext *context) AL_API_NOEXCEPT;
const ALchar* AL_APIENTRY alGetStringiDirectSOFT(ALCcontext *context, ALenum pname, ALsizei index) AL_API_NOEXCEPT;
void AL_APIENTRY alEventControlDirectSOFT(ALCcontext *context, ALsizei count, const ALenum *types, ALboolean enable) AL_API_NOEXCEPT;
void AL_APIENTRY alEventCallbackDirectSOFT(ALCcontext *context, ALEVENTPROCSOFT callback, void *userParam) AL_API_NOEXCEPT;
void* AL_APIENTRY alGetPointerDirectSOFT(ALCcontext *context, ALenum pname) AL_API_NOEXCEPT;
void AL_APIENTRY alGetPointervDirectSOFT(ALCcontext *context, ALenum pname, void **values) AL_API_NOEXCEPT;
void AL_APIENTRY alBufferCallbackDirectSOFT(ALCcontext *context, ALuint buffer, ALenum format, ALsizei freq, ALBUFFERCALLBACKTYPESOFT callback, ALvoid *userptr) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBufferPtrDirectSOFT(ALCcontext *context, ALuint buffer, ALenum param, ALvoid **ptr) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBuffer3PtrDirectSOFT(ALCcontext *context, ALuint buffer, ALenum param, ALvoid **ptr0, ALvoid **ptr1, ALvoid **ptr2) AL_API_NOEXCEPT;
void AL_APIENTRY alGetBufferPtrvDirectSOFT(ALCcontext *context, ALuint buffer, ALenum param, ALvoid **ptr) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcePlayAtTimeDirectSOFT(ALCcontext *context, ALuint source, ALint64SOFT start_time) AL_API_NOEXCEPT;
void AL_APIENTRY alSourcePlayAtTimevDirectSOFT(ALCcontext *context, ALsizei n, const ALuint *sources, ALint64SOFT start_time) AL_API_NOEXCEPT;
ALenum AL_APIENTRY EAXSetDirect(ALCcontext *context, const struct _GUID *property_set_id, ALuint property_id, ALuint source_id, ALvoid *value, ALuint value_size) AL_API_NOEXCEPT;
ALenum AL_APIENTRY EAXGetDirect(ALCcontext *context, const struct _GUID *property_set_id, ALuint property_id, ALuint source_id, ALvoid *value, ALuint value_size) AL_API_NOEXCEPT;
ALboolean AL_APIENTRY EAXSetBufferModeDirect(ALCcontext *context, ALsizei n, const ALuint *buffers, ALint value) AL_API_NOEXCEPT;
ALenum AL_APIENTRY EAXGetBufferModeDirect(ALCcontext *context, ALuint buffer, ALint *pReserved) AL_API_NOEXCEPT;
#endif
#endif
#ifndef AL_SOFT_bformat_hoa
#define AL_SOFT_bformat_hoa
#define AL_UNPACK_AMBISONIC_ORDER_SOFT 0x199D
#endif
#ifdef __cplusplus
}
#endif
/* NOLINTEND */
#endif
+3 -1
View File
@@ -2,6 +2,7 @@
#ifndef EFX_PRESETS_H
#define EFX_PRESETS_H
/* NOLINTBEGIN */
#ifndef EFXEAXREVERBPROPERTIES_DEFINED
#define EFXEAXREVERBPROPERTIES_DEFINED
@@ -345,7 +346,7 @@ typedef struct {
/* Driving Presets */
#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \
{ 1.0000f, 0.0000f, 3.1623f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
{ 1.0000f, 0.0000f, 0.3162f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \
{ 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
@@ -399,4 +400,5 @@ typedef struct {
#define EFX_REVERB_PRESET_SMALLWATERROOM \
{ 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* NOLINTEND */
#endif /* EFX_PRESETS_H */
+69 -66
View File
@@ -1,6 +1,8 @@
#ifndef AL_EFX_H
#define AL_EFX_H
/* NOLINTBEGIN */
#include <float.h>
#include "alc.h"
#include "al.h"
@@ -203,80 +205,80 @@ extern "C" {
/* Effect object function types. */
typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint);
typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*) AL_API_NOEXCEPT17;
/* Filter object function types. */
typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint);
typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*) AL_API_NOEXCEPT17;
/* Auxiliary Effect Slot object function types. */
typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*) AL_API_NOEXCEPT17;
typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*) AL_API_NOEXCEPT17;
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*) AL_API_NOEXCEPT17;
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects);
AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects);
AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect);
AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues);
AL_API void AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects) AL_API_NOEXCEPT;
AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues) AL_API_NOEXCEPT;
AL_API ALvoid AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters);
AL_API ALvoid AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters);
AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter);
AL_API ALvoid AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues);
AL_API void AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters) AL_API_NOEXCEPT;
AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues) AL_API_NOEXCEPT;
AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots);
AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots);
AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues);
AL_API void AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots) AL_API_NOEXCEPT;
AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue) AL_API_NOEXCEPT;
AL_API void AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues) AL_API_NOEXCEPT;
#endif
/* Filter ranges and defaults. */
@@ -757,5 +759,6 @@ AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum p
#ifdef __cplusplus
} /* extern "C" */
#endif
/* NOLINTEND */
#endif /* AL_EFX_H */
+40
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@@ -0,0 +1,40 @@
cmake_minimum_required(VERSION 3.12)
project(Launcher)
set(LAUNCHER_SOURCES "${CMAKE_SOURCE_DIR}/code/Launcher/launch_main.cpp")
if (WIN32)
set(LAUNCHER_SOURCES ${LAUNCHER_SOURCES}
"${CMAKE_SOURCE_DIR}/code/Launcher/launch_win32.cpp"
"${CMAKE_SOURCE_DIR}/code/sys/win_resource.rc")
else()
set(LAUNCHER_SOURCES ${LAUNCHER_SOURCES}
"${CMAKE_SOURCE_DIR}/code/Launcher/launch_linux.cpp")
endif()
function (create_launcher name type)
if (NOT BUILD_NO_CLIENT)
add_executable(openmohaa_launcher_${name} ${LAUNCHER_SOURCES})
target_include_directories(openmohaa_launcher_${name} PUBLIC "../qcommon")
target_compile_definitions(openmohaa_launcher_${name} PRIVATE NO_RC_MANIFEST=1 TARGET_GAME=${type})
target_compile_features(openmohaa_launcher_${name} PRIVATE cxx_std_17)
set_target_properties(openmohaa_launcher_${name} PROPERTIES OUTPUT_NAME "launch_openmohaa_${name}${TARGET_BIN_SUFFIX}")
set_target_properties(openmohaa_launcher_${name} PROPERTIES DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
INSTALL(TARGETS openmohaa_launcher_${name} DESTINATION ${CMAKE_INSTALL_BINDIR}/${BIN_INSTALL_SUBDIR})
endif()
#add_executable(omohaaded_launcher_${name} ${LAUNCHER_SOURCES})
#target_include_directories(omohaaded_launcher_${name} PUBLIC "../qcommon")
#target_compile_definitions(omohaaded_launcher_${name} PRIVATE NO_RC_MANIFEST=1 TARGET_GAME=${type} DEDICATED=1)
#target_compile_features(omohaaded_launcher_${name} PRIVATE cxx_std_17)
#set_target_properties(omohaaded_launcher_${name} PROPERTIES OUTPUT_NAME "launch_omohaaded_${name}${TARGET_BIN_SUFFIX}")
#set_target_properties(omohaaded_launcher_${name} PROPERTIES DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
#
#INSTALL(TARGETS omohaaded_launcher_${name} DESTINATION ${CMAKE_INSTALL_BINDIR}/${PROJECT_INSTALL_SUBDIR})
endfunction()
create_launcher(base 0)
create_launcher(spearhead 1)
create_launcher(breakthrough 2)
+32
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@@ -0,0 +1,32 @@
/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// launch.h: Base interface for starting programs
#include "q_platform.h"
#include <filesystem>
#include <string>
#include <vector>
std::filesystem::path GetProgramLocation();
void LaunchProgram(const std::filesystem::path& path, const std::vector<std::string>& argumentList);
+80
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@@ -0,0 +1,80 @@
/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// main.cpp: Windows implementation of the launcher
#include "launch.h"
#include <unistd.h>
#include <spawn.h>
#include <sys/wait.h>
#include <stdlib.h>
#include <string>
#include <iostream>
extern "C" char **environ;
std::filesystem::path GetProgramLocation()
{
char path[FILENAME_MAX];
ssize_t count = readlink("/proc/self/exe", path, FILENAME_MAX);
return std::filesystem::path(std::string(path, (count > 0) ? count : 0)).parent_path();
}
void LaunchProgram(const std::filesystem::path& path, const std::vector<std::string>& argumentList)
{
pid_t pid;
std::string pathString = path.string();
size_t argCount = argumentList.size();
char **argv;
int status;
argv = new char *[argCount + 2];
argv[0] = (char *)pathString.c_str();
for (size_t i = 0; i < argCount; i++) {
argv[i + 1] = (char *)argumentList[i].c_str();
}
argv[argCount + 1] = NULL;
//status = posix_spawn(&pid, pathString.c_str(), NULL, NULL, argv, environ);
//delete[] argv;
//if (status != 0) {
// std::cout << "posix_spawn returned error: " << status << std::endl;
// return;
//}
//
// Using execve rather than posix_spawn
// This replaces the current process that is not needed anyway
//
status = execve(pathString.c_str(), argv, environ);
delete[] argv;
if (status == -1) {
std::cout << "posix_spawn returned error: " << errno << std::endl;
return;
}
waitpid(pid, NULL, 0);
}
+63
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@@ -0,0 +1,63 @@
/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// main.cpp: The launcher
#include "launch.h"
#include <iostream>
#include <string>
#include <vector>
const char *targetGameList[] = {"Base", "Spearhead", "Breakthrough"};
int main(int argc, const char *argv[])
{
std::vector<std::string> argumentList;
#if !defined(DEDICATED) || !DEDICATED
const char *programName = "openmohaa" DLL_SUFFIX EXE_EXT;
#else
const char *programName = "omohaaded" DLL_SUFFIX EXE_EXT;
#endif
argumentList.push_back("+set");
argumentList.push_back("com_target_game");
argumentList.push_back(std::to_string(TARGET_GAME));
for (size_t i = 1; i < argc; i++) {
argumentList.push_back(argv[i]);
}
std::cout << "Using the target game: " << targetGameList[TARGET_GAME] << std::endl;
std::cout << std::endl;
std::cout << "Expected program name: " << programName << std::endl;
const std::filesystem::path programLocation = GetProgramLocation();
const std::filesystem::path programPath = programLocation / programName;
std::cout << "Program location: " << programLocation << std::endl;
std::cout << "Expected path: " << programPath << std::endl;
LaunchProgram(programPath, argumentList);
return 0;
}
+87
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@@ -0,0 +1,87 @@
/*
===========================================================================
Copyright (C) 2025 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// main.cpp: Windows implementation of the launcher
#include "launch.h"
#include <Windows.h>
#include <string>
#include <iostream>
std::filesystem::path GetProgramLocation()
{
wchar_t path[FILENAME_MAX] = {0};
GetModuleFileNameW(nullptr, path, FILENAME_MAX);
return std::filesystem::path(path).parent_path();
}
void LaunchProgram(const std::filesystem::path& path, const std::vector<std::string>& argumentList)
{
PROCESS_INFORMATION processInfo;
STARTUPINFOW startupInfo;
BOOL returnValue;
std::wstring osCommandLine;
std::wstring commandLine;
size_t argCount = argumentList.size();
memset(&processInfo, 0, sizeof(processInfo));
memset(&startupInfo, 0, sizeof(startupInfo));
startupInfo.cb = sizeof(startupInfo);
for (size_t i = 0; i < argCount; i++) {
commandLine += L"\"";
commandLine += std::wstring(argumentList[i].begin(), argumentList[i].end());
commandLine += L"\"";
if (i != argCount - 1) {
commandLine += L" ";
}
}
osCommandLine = L"\"" + path.wstring() + L"\"";
osCommandLine += L" ";
osCommandLine += commandLine;
returnValue = CreateProcessW(
path.wstring().c_str(),
(LPWSTR)osCommandLine.c_str(),
NULL,
NULL,
FALSE,
0,
NULL,
std::filesystem::current_path().wstring().c_str(),
&startupInfo,
&processInfo
);
if (!returnValue) {
std::cout << "Error in CreateProcess: " << GetLastError() << std::endl;
return;
}
WaitForSingleObject(processInfo.hProcess, INFINITE);
CloseHandle(processInfo.hProcess);
CloseHandle(processInfo.hThread);
}
+232
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@@ -0,0 +1,232 @@
/*
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.h
*
* Main include header for the SDL library
*/
#ifndef SDL_h_
#define SDL_h_
#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hidapi.h"
#include "SDL_hints.h"
#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_metal.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_shape.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"
#include "SDL_locale.h"
#include "SDL_misc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */
/**
* Initialize the SDL library.
*
* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
* two may be used interchangeably. Though for readability of your code
* SDL_InitSubSystem() might be preferred.
*
* The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
* subsystems are initialized by default. Message boxes
* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
* video subsystem, in hopes of being useful in showing an error dialog when
* SDL_Init fails. You must specifically initialize other subsystems if you
* use them in your application.
*
* Logging (such as SDL_Log) works without initialization, too.
*
* `flags` may be any of the following OR'd together:
*
* - `SDL_INIT_TIMER`: timer subsystem
* - `SDL_INIT_AUDIO`: audio subsystem
* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
* subsystem
* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
* events subsystem
* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
* - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
* initializes the joystick subsystem
* - `SDL_INIT_EVENTS`: events subsystem
* - `SDL_INIT_EVERYTHING`: all of the above subsystems
* - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
*
* Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
* for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
* this call will increase the ref-count and return.
*
* \param flags subsystem initialization flags
* \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_InitSubSystem
* \sa SDL_Quit
* \sa SDL_SetMainReady
* \sa SDL_WasInit
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* Compatibility function to initialize the SDL library.
*
* In SDL2, this function and SDL_Init() are interchangeable.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \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_Init
* \sa SDL_Quit
* \sa SDL_QuitSubSystem
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* Shut down specific SDL subsystems.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
* that subsystem's quit function (SDL_VideoQuit()) directly instead. But
* generally, you should not be using those functions directly anyhow; use
* SDL_Init() instead.
*
* You still need to call SDL_Quit() even if you close all open subsystems
* with SDL_QuitSubSystem().
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* Get a mask of the specified subsystems which are currently initialized.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
* returns the initialization status of the specified subsystems.
*
* The return value does not include SDL_INIT_NOPARACHUTE.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_InitSubSystem
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* Clean up all initialized subsystems.
*
* You should call this function even if you have already shutdown each
* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
* function even in the case of errors in initialization.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
* it down before calling SDL_Quit(). But generally, you should not be using
* those functions directly anyhow; use SDL_Init() instead.
*
* You can use this function with atexit() to ensure that it is run when your
* application is shutdown, but it is not wise to do this from a library or
* other dynamically loaded code.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_QuitSubSystem
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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.
*/
#ifndef SDL_assert_h_
#define SDL_assert_h_
#include "SDL_config.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef SDL_ASSERT_LEVEL
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif /* SDL_ASSERT_LEVEL */
/*
These are macros and not first class functions so that the debugger breaks
on the assertion line and not in some random guts of SDL, and so each
assert can have unique static variables associated with it.
*/
#if defined(_MSC_VER)
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(__APPLE__) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* How do we trigger breakpoints on this platform? */
#define SDL_TriggerBreakpoint()
#endif
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((__GNUC__ >= 2) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
#define SDL_FILE __FILE__
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#ifdef _MSC_VER /* stupid /W4 warnings. */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
typedef enum
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
typedef struct SDL_AssertData
{
int always_ignore;
unsigned int trigger_count;
const char *condition;
const char *filename;
int linenum;
const char *function;
const struct SDL_AssertData *next;
} SDL_AssertData;
#if (SDL_ASSERT_LEVEL > 0)
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
and that the analyzer should assume the condition was always true past this
SDL_assert test. */
__attribute__((analyzer_noreturn))
#endif
#endif
;
/* the do {} while(0) avoids dangling else problems:
if (x) SDL_assert(y); else blah();
... without the do/while, the "else" could attach to this macro's "if".
We try to handle just the minimum we need here in a macro...the loop,
the static vars, and break points. The heavy lifting is handled in
SDL_ReportAssertion(), in SDL_assert.c.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#endif /* enabled assertions support code */
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/* this assertion is never disabled at any level. */
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
/**
* A callback that fires when an SDL assertion fails.
*
* \param data a pointer to the SDL_AssertData structure corresponding to the
* current assertion
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler()
* \returns an SDL_AssertState value indicating how to handle the failure.
*/
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
* Set an application-defined assertion handler.
*
* This function allows an application to show its own assertion UI and/or
* force the response to an assertion failure. If the application doesn't
* provide this, SDL will try to do the right thing, popping up a
* system-specific GUI dialog, and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \param handler the SDL_AssertionHandler function to call when an assertion
* fails or NULL for the default handler
* \param userdata a pointer that is passed to `handler`
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetAssertionHandler
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL, that
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
* provide a different function.
*
* \returns the default SDL_AssertionHandler that is called when an assert
* triggers.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_GetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is set,
* is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* The parameter `puserdata` is a pointer to a void*, which will store the
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
* will always be NULL for the default handler. If you don't care about this
* data, it is safe to pass a NULL pointer to this function to ignore it.
*
* \param puserdata pointer which is filled with the "userdata" pointer that
* was passed to SDL_SetAssertionHandler()
* \returns the SDL_AssertionHandler that is called when an assert triggers.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_SetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* Get a list of all assertion failures.
*
* This function gets all assertions triggered since the last call to
* SDL_ResetAssertionReport(), or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* ```c
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* ```
*
* \returns a list of all failed assertions or NULL if the list is empty. This
* memory should not be modified or freed by the application.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* Clear the list of all assertion failures.
*
* This function will clear the list of all assertions triggered up to that
* point. Immediately following this call, SDL_GetAssertionReport will return
* no items. In addition, any previously-triggered assertions will be reset to
* a trigger_count of zero, and their always_ignore state will be false.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* these had wrong naming conventions until 2.0.4. Please update your app! */
#define SDL_assert_state SDL_AssertState
#define SDL_assert_data SDL_AssertData
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_assert_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_atomic.h
*
* Atomic operations.
*
* IMPORTANT:
* If you are not an expert in concurrent lockless programming, you should
* only be using the atomic lock and reference counting functions in this
* file. In all other cases you should be protecting your data structures
* with full mutexes.
*
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
*
* Seriously, here be dragons!
* ^^^^^^^^^^^^^^^^^^^^^^^^^^^
*
* You can find out a little more about lockless programming and the
* subtle issues that can arise here:
* http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* These operations may or may not actually be implemented using
* processor specific atomic operations. When possible they are
* implemented as true processor specific atomic operations. When that
* is not possible the are implemented using locks that *do* use the
* available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef SDL_atomic_h_
#define SDL_atomic_h_
#include "SDL_stdinc.h"
#include "SDL_platform.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name SDL AtomicLock
*
* The atomic locks are efficient spinlocks using CPU instructions,
* but are vulnerable to starvation and can spin forever if a thread
* holding a lock has been terminated. For this reason you should
* minimize the code executed inside an atomic lock and never do
* expensive things like API or system calls while holding them.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note:
* The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
/* @{ */
typedef int SDL_SpinLock;
/**
* Try to lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
* \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already
* held.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicLock
* \sa SDL_AtomicUnlock
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
* Lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicTryLock
* \sa SDL_AtomicUnlock
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
* Unlock a spin lock by setting it to 0.
*
* Always returns immediately.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicLock
* \sa SDL_AtomicTryLock
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
/* @} *//* SDL AtomicLock */
/**
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
#if defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#elif defined(__WATCOMC__)
extern __inline void SDL_CompilerBarrier(void);
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); }
#endif
/**
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag, and
* for thread B to read the flag and get the data. In this case you would
* insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the flag
* and reading the data, to ensure that all the reads associated with the flag
* have completed.
*
* In this pattern you should always see a release barrier paired with an
* acquire barrier and you should gate the data reads/writes with a single
* flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__aarch64__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if 0 /* defined(__LINUX__) || defined(__ANDROID__) */
/* Information from:
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
The Linux kernel provides a helper function which provides the right code for a memory barrier,
hard-coded at address 0xffff0fa0
*/
typedef void (*SDL_KernelMemoryBarrierFunc)();
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#elif 0 /* defined(__QNXNTO__) */
#include <sys/cpuinline.h>
#define SDL_MemoryBarrierRelease() __cpu_membarrier()
#define SDL_MemoryBarrierAcquire() __cpu_membarrier()
#else
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __LINUX__ || __ANDROID__ */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/**
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
*/
typedef struct { int value; } SDL_atomic_t;
/**
* Set an atomic variable to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param oldval the old value
* \param newval the new value
* \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGet
* \sa SDL_AtomicSet
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
* Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicGet
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
* Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable
* \returns the current value of an atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicSet
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
* Add to an atomic variable.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value to add
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicDecRef
* \sa SDL_AtomicIncRef
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
/**
* \brief Increment an atomic variable used as a reference count.
*/
#ifndef SDL_AtomicIncRef
#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1)
#endif
/**
* \brief Decrement an atomic variable used as a reference count.
*
* \return SDL_TRUE if the variable reached zero after decrementing,
* SDL_FALSE otherwise
*/
#ifndef SDL_AtomicDecRef
#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1)
#endif
/**
* Set a pointer to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param oldval the old pointer value
* \param newval the new pointer value
* \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCAS
* \sa SDL_AtomicGetPtr
* \sa SDL_AtomicSetPtr
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
* Set a pointer to a value atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param v the desired pointer value
* \returns the previous value of the pointer.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
* Get the value of a pointer atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \returns the current value of a pointer.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicSetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_atomic_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_bits.h
*
* Functions for fiddling with bits and bitmasks.
*/
#ifndef SDL_bits_h_
#define SDL_bits_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_bits.h
*/
/**
* Get the index of the most significant bit. Result is undefined when called
* with 0. This operation can also be stated as "count leading zeroes" and
* "log base 2".
*
* \return the index of the most significant bit, or -1 if the value is 0.
*/
#if defined(__WATCOMC__) && defined(__386__)
extern __inline int _SDL_bsr_watcom(Uint32);
#pragma aux _SDL_bsr_watcom = \
"bsr eax, eax" \
parm [eax] nomemory \
value [eax] \
modify exact [eax] nomemory;
#endif
SDL_FORCE_INLINE int
SDL_MostSignificantBitIndex32(Uint32 x)
{
#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
if (x == 0) {
return -1;
}
return 31 - __builtin_clz(x);
#elif defined(__WATCOMC__) && defined(__386__)
if (x == 0) {
return -1;
}
return _SDL_bsr_watcom(x);
#elif defined(_MSC_VER)
unsigned long index;
if (_BitScanReverse(&index, x)) {
return index;
}
return -1;
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <seander@cs.stanford.edu>, released in the public domain.
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
*/
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
const int S[] = {1, 2, 4, 8, 16};
int msbIndex = 0;
int i;
if (x == 0) {
return -1;
}
for (i = 4; i >= 0; i--)
{
if (x & b[i])
{
x >>= S[i];
msbIndex |= S[i];
}
}
return msbIndex;
#endif
}
SDL_FORCE_INLINE SDL_bool
SDL_HasExactlyOneBitSet32(Uint32 x)
{
if (x && !(x & (x - 1))) {
return SDL_TRUE;
}
return SDL_FALSE;
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_bits_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_blendmode.h
*
* Header file declaring the SDL_BlendMode enumeration
*/
#ifndef SDL_blendmode_h_
#define SDL_blendmode_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The blend mode used in SDL_RenderCopy() and drawing operations.
*/
typedef enum
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
dstA = srcA + (dstA * (1-srcA)) */
SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA)) */
SDL_BLENDMODE_INVALID = 0x7FFFFFFF
/* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
} SDL_BlendMode;
/**
* \brief The blend operation used when combining source and destination pixel components
*/
typedef enum
{
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
} SDL_BlendOperation;
/**
* \brief The normalized factor used to multiply pixel components
*/
typedef enum
{
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
} SDL_BlendFactor;
/**
* Compose a custom blend mode for renderers.
*
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
* the SDL_BlendMode returned by this function if the renderer supports it.
*
* A blend mode controls how the pixels from a drawing operation (source) get
* combined with the pixels from the render target (destination). First, the
* components of the source and destination pixels get multiplied with their
* blend factors. Then, the blend operation takes the two products and
* calculates the result that will get stored in the render target.
*
* Expressed in pseudocode, it would look like this:
*
* ```c
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
* ```
*
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
* dst)` can return one of the following:
*
* - `src + dst`
* - `src - dst`
* - `dst - src`
* - `min(src, dst)`
* - `max(src, dst)`
*
* The red, green, and blue components are always multiplied with the first,
* second, and third components of the SDL_BlendFactor, respectively. The
* fourth component is not used.
*
* The alpha component is always multiplied with the fourth component of the
* SDL_BlendFactor. The other components are not used in the alpha
* calculation.
*
* Support for these blend modes varies for each renderer. To check if a
* specific SDL_BlendMode is supported, create a renderer and pass it to
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
* return with an error if the blend mode is not supported.
*
* This list describes the support of custom blend modes for each renderer in
* SDL 2.0.6. All renderers support the four blend modes listed in the
* SDL_BlendMode enumeration.
*
* - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
* - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
* 2.0.6.
* - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. Color and alpha factors need to be the same. OpenGL ES 1
* implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
* and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
* operations being different from each other. May support color and alpha
* factors being different from each other.
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
* operations with all factors.
* - **psp**: No custom blend mode support.
* - **software**: No custom blend mode support.
*
* Some renderers do not provide an alpha component for the default render
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
* case.
*
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the source pixels
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the destination pixels
* \param colorOperation the SDL_BlendOperation used to combine the red,
* green, and blue components of the source and
* destination pixels
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the source pixels
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the destination pixels
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
* component of the source and destination pixels
* \returns an SDL_BlendMode that represents the chosen factors and
* operations.
*
* \since This function is available since SDL 2.0.6.
*
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_SetTextureBlendMode
* \sa SDL_GetTextureBlendMode
*/
extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
SDL_BlendFactor dstColorFactor,
SDL_BlendOperation colorOperation,
SDL_BlendFactor srcAlphaFactor,
SDL_BlendFactor dstAlphaFactor,
SDL_BlendOperation alphaOperation);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_blendmode_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_clipboard.h
*
* Include file for SDL clipboard handling
*/
#ifndef SDL_clipboard_h_
#define SDL_clipboard_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* Put UTF-8 text into the clipboard.
*
* \param text the text to store in the clipboard
* \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_GetClipboardText
* \sa SDL_HasClipboardText
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
* Get UTF-8 text from the clipboard, which must be freed with SDL_free().
*
* This functions returns empty string if there was not enough memory left for
* a copy of the clipboard's content.
*
* \returns the clipboard text on success or an empty string on failure; call
* SDL_GetError() for more information. Caller must call SDL_free()
* on the returned pointer when done with it (even if there was an
* error).
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasClipboardText
* \sa SDL_SetClipboardText
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* Query whether the clipboard exists and contains a non-empty text string.
*
* \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_SetClipboardText
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_clipboard_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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.
*/
#ifndef SDL_config_h_
#define SDL_config_h_
#include "SDL_platform.h"
/**
* \file SDL_config.h
*/
/* Add any platform that doesn't build using the configure system. */
#if defined(__WIN32__)
#include "SDL_config_windows.h"
#elif defined(__WINRT__)
#include "SDL_config_winrt.h"
#elif defined(__MACOSX__)
#include "SDL_config_macosx.h"
#elif defined(__IPHONEOS__)
#include "SDL_config_iphoneos.h"
#elif defined(__ANDROID__)
#include "SDL_config_android.h"
#elif defined(__OS2__)
#include "SDL_config_os2.h"
#elif defined(__EMSCRIPTEN__)
#include "SDL_config_emscripten.h"
#else
/* This is a minimal configuration just to get SDL running on new platforms. */
#include "SDL_config_minimal.h"
#endif /* platform config */
#ifdef USING_GENERATED_CONFIG_H
#error Wrong SDL_config.h, check your include path?
#endif
#endif /* SDL_config_h_ */
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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.
*/
#ifndef SDL_config_h_
#define SDL_config_h_
/**
* \file SDL_config.h.in
*
* This is a set of defines to configure the SDL features
*/
/* General platform specific identifiers */
#include "SDL_platform.h"
/* C language features */
#cmakedefine const @HAVE_CONST@
#cmakedefine inline @HAVE_INLINE@
#cmakedefine volatile @HAVE_VOLATILE@
/* C datatypes */
/* Define SIZEOF_VOIDP for 64/32 architectures */
#if defined(__LP64__) || defined(_LP64) || defined(_WIN64)
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#cmakedefine HAVE_GCC_ATOMICS @HAVE_GCC_ATOMICS@
#cmakedefine HAVE_GCC_SYNC_LOCK_TEST_AND_SET @HAVE_GCC_SYNC_LOCK_TEST_AND_SET@
/* Comment this if you want to build without any C library requirements */
#cmakedefine HAVE_LIBC 1
#if HAVE_LIBC
/* Useful headers */
#cmakedefine STDC_HEADERS 1
#cmakedefine HAVE_ALLOCA_H 1
#cmakedefine HAVE_CTYPE_H 1
#cmakedefine HAVE_FLOAT_H 1
#cmakedefine HAVE_ICONV_H 1
#cmakedefine HAVE_INTTYPES_H 1
#cmakedefine HAVE_LIMITS_H 1
#cmakedefine HAVE_MALLOC_H 1
#cmakedefine HAVE_MATH_H 1
#cmakedefine HAVE_MEMORY_H 1
#cmakedefine HAVE_SIGNAL_H 1
#cmakedefine HAVE_STDARG_H 1
#cmakedefine HAVE_STDINT_H 1
#cmakedefine HAVE_STDIO_H 1
#cmakedefine HAVE_STDLIB_H 1
#cmakedefine HAVE_STRINGS_H 1
#cmakedefine HAVE_STRING_H 1
#cmakedefine HAVE_SYS_TYPES_H 1
#cmakedefine HAVE_WCHAR_H 1
#cmakedefine HAVE_PTHREAD_NP_H 1
#cmakedefine HAVE_LIBUNWIND_H 1
/* C library functions */
#cmakedefine HAVE_DLOPEN 1
#cmakedefine HAVE_MALLOC 1
#cmakedefine HAVE_CALLOC 1
#cmakedefine HAVE_REALLOC 1
#cmakedefine HAVE_FREE 1
#cmakedefine HAVE_ALLOCA 1
#ifndef __WIN32__ /* Don't use C runtime versions of these on Windows */
#cmakedefine HAVE_GETENV 1
#cmakedefine HAVE_SETENV 1
#cmakedefine HAVE_PUTENV 1
#cmakedefine HAVE_UNSETENV 1
#endif
#cmakedefine HAVE_QSORT 1
#cmakedefine HAVE_ABS 1
#cmakedefine HAVE_BCOPY 1
#cmakedefine HAVE_MEMSET 1
#cmakedefine HAVE_MEMCPY 1
#cmakedefine HAVE_MEMMOVE 1
#cmakedefine HAVE_MEMCMP 1
#cmakedefine HAVE_WCSLEN 1
#cmakedefine HAVE_WCSLCPY 1
#cmakedefine HAVE_WCSLCAT 1
#cmakedefine HAVE__WCSDUP 1
#cmakedefine HAVE_WCSDUP 1
#cmakedefine HAVE_WCSSTR 1
#cmakedefine HAVE_WCSCMP 1
#cmakedefine HAVE_WCSNCMP 1
#cmakedefine HAVE_WCSCASECMP 1
#cmakedefine HAVE__WCSICMP 1
#cmakedefine HAVE_WCSNCASECMP 1
#cmakedefine HAVE__WCSNICMP 1
#cmakedefine HAVE_STRLEN 1
#cmakedefine HAVE_STRLCPY 1
#cmakedefine HAVE_STRLCAT 1
#cmakedefine HAVE__STRREV 1
#cmakedefine HAVE__STRUPR 1
#cmakedefine HAVE__STRLWR 1
#cmakedefine HAVE_INDEX 1
#cmakedefine HAVE_RINDEX 1
#cmakedefine HAVE_STRCHR 1
#cmakedefine HAVE_STRRCHR 1
#cmakedefine HAVE_STRSTR 1
#cmakedefine HAVE_STRTOK_R 1
#cmakedefine HAVE_ITOA 1
#cmakedefine HAVE__LTOA 1
#cmakedefine HAVE__UITOA 1
#cmakedefine HAVE__ULTOA 1
#cmakedefine HAVE_STRTOL 1
#cmakedefine HAVE_STRTOUL 1
#cmakedefine HAVE__I64TOA 1
#cmakedefine HAVE__UI64TOA 1
#cmakedefine HAVE_STRTOLL 1
#cmakedefine HAVE_STRTOULL 1
#cmakedefine HAVE_STRTOD 1
#cmakedefine HAVE_ATOI 1
#cmakedefine HAVE_ATOF 1
#cmakedefine HAVE_STRCMP 1
#cmakedefine HAVE_STRNCMP 1
#cmakedefine HAVE__STRICMP 1
#cmakedefine HAVE_STRCASECMP 1
#cmakedefine HAVE__STRNICMP 1
#cmakedefine HAVE_STRNCASECMP 1
#cmakedefine HAVE_SSCANF 1
#cmakedefine HAVE_VSSCANF 1
#cmakedefine HAVE_VSNPRINTF 1
#cmakedefine HAVE_M_PI 1
#cmakedefine HAVE_ACOS 1
#cmakedefine HAVE_ACOSF 1
#cmakedefine HAVE_ASIN 1
#cmakedefine HAVE_ASINF 1
#cmakedefine HAVE_ATAN 1
#cmakedefine HAVE_ATANF 1
#cmakedefine HAVE_ATAN2 1
#cmakedefine HAVE_ATAN2F 1
#cmakedefine HAVE_CEIL 1
#cmakedefine HAVE_CEILF 1
#cmakedefine HAVE_COPYSIGN 1
#cmakedefine HAVE_COPYSIGNF 1
#cmakedefine HAVE_COS 1
#cmakedefine HAVE_COSF 1
#cmakedefine HAVE_EXP 1
#cmakedefine HAVE_EXPF 1
#cmakedefine HAVE_FABS 1
#cmakedefine HAVE_FABSF 1
#cmakedefine HAVE_FLOOR 1
#cmakedefine HAVE_FLOORF 1
#cmakedefine HAVE_FMOD 1
#cmakedefine HAVE_FMODF 1
#cmakedefine HAVE_LOG 1
#cmakedefine HAVE_LOGF 1
#cmakedefine HAVE_LOG10 1
#cmakedefine HAVE_LOG10F 1
#cmakedefine HAVE_LROUND 1
#cmakedefine HAVE_LROUNDF 1
#cmakedefine HAVE_POW 1
#cmakedefine HAVE_POWF 1
#cmakedefine HAVE_ROUND 1
#cmakedefine HAVE_ROUNDF 1
#cmakedefine HAVE_SCALBN 1
#cmakedefine HAVE_SCALBNF 1
#cmakedefine HAVE_SIN 1
#cmakedefine HAVE_SINF 1
#cmakedefine HAVE_SQRT 1
#cmakedefine HAVE_SQRTF 1
#cmakedefine HAVE_TAN 1
#cmakedefine HAVE_TANF 1
#cmakedefine HAVE_TRUNC 1
#cmakedefine HAVE_TRUNCF 1
#cmakedefine HAVE_FOPEN64 1
#cmakedefine HAVE_FSEEKO 1
#cmakedefine HAVE_FSEEKO64 1
#cmakedefine HAVE_SIGACTION 1
#cmakedefine HAVE_SA_SIGACTION 1
#cmakedefine HAVE_SETJMP 1
#cmakedefine HAVE_NANOSLEEP 1
#cmakedefine HAVE_SYSCONF 1
#cmakedefine HAVE_SYSCTLBYNAME 1
#cmakedefine HAVE_CLOCK_GETTIME 1
#cmakedefine HAVE_GETPAGESIZE 1
#cmakedefine HAVE_MPROTECT 1
#cmakedefine HAVE_ICONV 1
#cmakedefine HAVE_PTHREAD_SETNAME_NP 1
#cmakedefine HAVE_PTHREAD_SET_NAME_NP 1
#cmakedefine HAVE_SEM_TIMEDWAIT 1
#cmakedefine HAVE_GETAUXVAL 1
#cmakedefine HAVE_ELF_AUX_INFO 1
#cmakedefine HAVE_POLL 1
#cmakedefine HAVE__EXIT 1
#elif defined(__WIN32__)
#cmakedefine HAVE_STDARG_H 1
#cmakedefine HAVE_STDDEF_H 1
#cmakedefine HAVE_FLOAT_H 1
#else
/* We may need some replacement for stdarg.h here */
#include <stdarg.h>
#endif /* HAVE_LIBC */
#cmakedefine HAVE_ALTIVEC_H 1
#cmakedefine HAVE_DBUS_DBUS_H 1
#cmakedefine HAVE_FCITX 1
#cmakedefine HAVE_IBUS_IBUS_H 1
#cmakedefine HAVE_SYS_INOTIFY_H 1
#cmakedefine HAVE_INOTIFY_INIT 1
#cmakedefine HAVE_INOTIFY_INIT1 1
#cmakedefine HAVE_INOTIFY 1
#cmakedefine HAVE_O_CLOEXEC 1
/* Apple platforms might be building universal binaries, where Intel builds
can use immintrin.h but other architectures can't. */
#ifdef __APPLE__
# if defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
# endif
#else /* non-Apple platforms can use the normal CMake check for this. */
#cmakedefine HAVE_IMMINTRIN_H 1
#endif
#cmakedefine HAVE_LIBUDEV_H 1
#cmakedefine HAVE_LIBSAMPLERATE_H 1
#cmakedefine HAVE_LIBDECOR_H 1
#cmakedefine HAVE_D3D_H @HAVE_D3D_H@
#cmakedefine HAVE_D3D11_H @HAVE_D3D11_H@
#cmakedefine HAVE_DDRAW_H @HAVE_DDRAW_H@
#cmakedefine HAVE_DSOUND_H @HAVE_DSOUND_H@
#cmakedefine HAVE_DINPUT_H @HAVE_DINPUT_H@
#cmakedefine HAVE_XINPUT_H @HAVE_XINPUT_H@
#cmakedefine HAVE_WINDOWS_GAMING_INPUT_H @HAVE_WINDOWS_GAMING_INPUT_H@
#cmakedefine HAVE_DXGI_H @HAVE_DXGI_H@
#cmakedefine HAVE_MMDEVICEAPI_H @HAVE_MMDEVICEAPI_H@
#cmakedefine HAVE_AUDIOCLIENT_H @HAVE_AUDIOCLIENT_H@
#cmakedefine HAVE_TPCSHRD_H @HAVE_TPCSHRD_H@
#cmakedefine HAVE_SENSORSAPI_H @HAVE_SENSORSAPI_H@
#cmakedefine HAVE_ROAPI_H @HAVE_ROAPI_H@
#cmakedefine HAVE_XINPUT_GAMEPAD_EX @HAVE_XINPUT_GAMEPAD_EX@
#cmakedefine HAVE_XINPUT_STATE_EX @HAVE_XINPUT_STATE_EX@
/* SDL internal assertion support */
#cmakedefine SDL_DEFAULT_ASSERT_LEVEL @SDL_DEFAULT_ASSERT_LEVEL@
/* Allow disabling of core subsystems */
#cmakedefine SDL_ATOMIC_DISABLED @SDL_ATOMIC_DISABLED@
#cmakedefine SDL_AUDIO_DISABLED @SDL_AUDIO_DISABLED@
#cmakedefine SDL_CPUINFO_DISABLED @SDL_CPUINFO_DISABLED@
#cmakedefine SDL_EVENTS_DISABLED @SDL_EVENTS_DISABLED@
#cmakedefine SDL_FILE_DISABLED @SDL_FILE_DISABLED@
#cmakedefine SDL_JOYSTICK_DISABLED @SDL_JOYSTICK_DISABLED@
#cmakedefine SDL_HAPTIC_DISABLED @SDL_HAPTIC_DISABLED@
#cmakedefine SDL_HIDAPI_DISABLED @SDL_HIDAPI_DISABLED@
#cmakedefine SDL_SENSOR_DISABLED @SDL_SENSOR_DISABLED@
#cmakedefine SDL_LOADSO_DISABLED @SDL_LOADSO_DISABLED@
#cmakedefine SDL_RENDER_DISABLED @SDL_RENDER_DISABLED@
#cmakedefine SDL_THREADS_DISABLED @SDL_THREADS_DISABLED@
#cmakedefine SDL_TIMERS_DISABLED @SDL_TIMERS_DISABLED@
#cmakedefine SDL_VIDEO_DISABLED @SDL_VIDEO_DISABLED@
#cmakedefine SDL_POWER_DISABLED @SDL_POWER_DISABLED@
#cmakedefine SDL_FILESYSTEM_DISABLED @SDL_FILESYSTEM_DISABLED@
#cmakedefine SDL_LOCALE_DISABLED @SDL_LOCALE_DISABLED@
#cmakedefine SDL_MISC_DISABLED @SDL_MISC_DISABLED@
/* Enable various audio drivers */
#cmakedefine SDL_AUDIO_DRIVER_ALSA @SDL_AUDIO_DRIVER_ALSA@
#cmakedefine SDL_AUDIO_DRIVER_ALSA_DYNAMIC @SDL_AUDIO_DRIVER_ALSA_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_ANDROID @SDL_AUDIO_DRIVER_ANDROID@
#cmakedefine SDL_AUDIO_DRIVER_OPENSLES @SDL_AUDIO_DRIVER_OPENSLES@
#cmakedefine SDL_AUDIO_DRIVER_AAUDIO @SDL_AUDIO_DRIVER_AAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_ARTS @SDL_AUDIO_DRIVER_ARTS@
#cmakedefine SDL_AUDIO_DRIVER_ARTS_DYNAMIC @SDL_AUDIO_DRIVER_ARTS_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_COREAUDIO @SDL_AUDIO_DRIVER_COREAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_DISK @SDL_AUDIO_DRIVER_DISK@
#cmakedefine SDL_AUDIO_DRIVER_DSOUND @SDL_AUDIO_DRIVER_DSOUND@
#cmakedefine SDL_AUDIO_DRIVER_DUMMY @SDL_AUDIO_DRIVER_DUMMY@
#cmakedefine SDL_AUDIO_DRIVER_EMSCRIPTEN @SDL_AUDIO_DRIVER_EMSCRIPTEN@
#cmakedefine SDL_AUDIO_DRIVER_ESD @SDL_AUDIO_DRIVER_ESD@
#cmakedefine SDL_AUDIO_DRIVER_ESD_DYNAMIC @SDL_AUDIO_DRIVER_ESD_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_FUSIONSOUND @SDL_AUDIO_DRIVER_FUSIONSOUND@
#cmakedefine SDL_AUDIO_DRIVER_FUSIONSOUND_DYNAMIC @SDL_AUDIO_DRIVER_FUSIONSOUND_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_HAIKU @SDL_AUDIO_DRIVER_HAIKU@
#cmakedefine SDL_AUDIO_DRIVER_JACK @SDL_AUDIO_DRIVER_JACK@
#cmakedefine SDL_AUDIO_DRIVER_JACK_DYNAMIC @SDL_AUDIO_DRIVER_JACK_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_NAS @SDL_AUDIO_DRIVER_NAS@
#cmakedefine SDL_AUDIO_DRIVER_NAS_DYNAMIC @SDL_AUDIO_DRIVER_NAS_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_NETBSD @SDL_AUDIO_DRIVER_NETBSD@
#cmakedefine SDL_AUDIO_DRIVER_OSS @SDL_AUDIO_DRIVER_OSS@
#cmakedefine SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H @SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H@
#cmakedefine SDL_AUDIO_DRIVER_PAUDIO @SDL_AUDIO_DRIVER_PAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_PIPEWIRE @SDL_AUDIO_DRIVER_PIPEWIRE@
#cmakedefine SDL_AUDIO_DRIVER_PIPEWIRE_DYNAMIC @SDL_AUDIO_DRIVER_PIPEWIRE_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_PULSEAUDIO @SDL_AUDIO_DRIVER_PULSEAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC @SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_QSA @SDL_AUDIO_DRIVER_QSA@
#cmakedefine SDL_AUDIO_DRIVER_SNDIO @SDL_AUDIO_DRIVER_SNDIO@
#cmakedefine SDL_AUDIO_DRIVER_SNDIO_DYNAMIC @SDL_AUDIO_DRIVER_SNDIO_DYNAMIC@
#cmakedefine SDL_AUDIO_DRIVER_SUNAUDIO @SDL_AUDIO_DRIVER_SUNAUDIO@
#cmakedefine SDL_AUDIO_DRIVER_WASAPI @SDL_AUDIO_DRIVER_WASAPI@
#cmakedefine SDL_AUDIO_DRIVER_WINMM @SDL_AUDIO_DRIVER_WINMM@
#cmakedefine SDL_AUDIO_DRIVER_OS2 @SDL_AUDIO_DRIVER_OS2@
#cmakedefine SDL_AUDIO_DRIVER_VITA @SDL_AUDIO_DRIVER_VITA@
#cmakedefine SDL_AUDIO_DRIVER_PSP @SDL_AUDIO_DRIVER_PSP@
/* Enable various input drivers */
#cmakedefine SDL_INPUT_LINUXEV @SDL_INPUT_LINUXEV@
#cmakedefine SDL_INPUT_LINUXKD @SDL_INPUT_LINUXKD@
#cmakedefine SDL_INPUT_FBSDKBIO @SDL_INPUT_FBSDKBIO@
#cmakedefine SDL_JOYSTICK_ANDROID @SDL_JOYSTICK_ANDROID@
#cmakedefine SDL_JOYSTICK_HAIKU @SDL_JOYSTICK_HAIKU@
#cmakedefine SDL_JOYSTICK_WGI @SDL_JOYSTICK_WGI@
#cmakedefine SDL_JOYSTICK_DINPUT @SDL_JOYSTICK_DINPUT@
#cmakedefine SDL_JOYSTICK_XINPUT @SDL_JOYSTICK_XINPUT@
#cmakedefine SDL_JOYSTICK_DUMMY @SDL_JOYSTICK_DUMMY@
#cmakedefine SDL_JOYSTICK_IOKIT @SDL_JOYSTICK_IOKIT@
#cmakedefine SDL_JOYSTICK_MFI @SDL_JOYSTICK_MFI@
#cmakedefine SDL_JOYSTICK_LINUX @SDL_JOYSTICK_LINUX@
#cmakedefine SDL_JOYSTICK_OS2 @SDL_JOYSTICK_OS2@
#cmakedefine SDL_JOYSTICK_USBHID @SDL_JOYSTICK_USBHID@
#cmakedefine SDL_HAVE_MACHINE_JOYSTICK_H @SDL_HAVE_MACHINE_JOYSTICK_H@
#cmakedefine SDL_JOYSTICK_HIDAPI @SDL_JOYSTICK_HIDAPI@
#cmakedefine SDL_JOYSTICK_RAWINPUT @SDL_JOYSTICK_RAWINPUT@
#cmakedefine SDL_JOYSTICK_EMSCRIPTEN @SDL_JOYSTICK_EMSCRIPTEN@
#cmakedefine SDL_JOYSTICK_VIRTUAL @SDL_JOYSTICK_VIRTUAL@
#cmakedefine SDL_JOYSTICK_VITA @SDL_JOYSTICK_VITA@
#cmakedefine SDL_JOYSTICK_PSP @SDL_JOYSTICK_PSP@
#cmakedefine SDL_HAPTIC_DUMMY @SDL_HAPTIC_DUMMY@
#cmakedefine SDL_HAPTIC_LINUX @SDL_HAPTIC_LINUX@
#cmakedefine SDL_HAPTIC_IOKIT @SDL_HAPTIC_IOKIT@
#cmakedefine SDL_HAPTIC_DINPUT @SDL_HAPTIC_DINPUT@
#cmakedefine SDL_HAPTIC_XINPUT @SDL_HAPTIC_XINPUT@
#cmakedefine SDL_HAPTIC_ANDROID @SDL_HAPTIC_ANDROID@
#cmakedefine SDL_LIBUSB_DYNAMIC @SDL_LIBUSB_DYNAMIC@
/* Enable various sensor drivers */
#cmakedefine SDL_SENSOR_ANDROID @SDL_SENSOR_ANDROID@
#cmakedefine SDL_SENSOR_COREMOTION @SDL_SENSOR_COREMOTION@
#cmakedefine SDL_SENSOR_WINDOWS @SDL_SENSOR_WINDOWS@
#cmakedefine SDL_SENSOR_DUMMY @SDL_SENSOR_DUMMY@
#cmakedefine SDL_SENSOR_VITA @SDL_SENSOR_VITA@
/* Enable various shared object loading systems */
#cmakedefine SDL_LOADSO_DLOPEN @SDL_LOADSO_DLOPEN@
#cmakedefine SDL_LOADSO_DUMMY @SDL_LOADSO_DUMMY@
#cmakedefine SDL_LOADSO_LDG @SDL_LOADSO_LDG@
#cmakedefine SDL_LOADSO_WINDOWS @SDL_LOADSO_WINDOWS@
#cmakedefine SDL_LOADSO_OS2 @SDL_LOADSO_OS2@
/* Enable various threading systems */
#cmakedefine SDL_THREAD_GENERIC_COND_SUFFIX @SDL_THREAD_GENERIC_COND_SUFFIX@
#cmakedefine SDL_THREAD_PTHREAD @SDL_THREAD_PTHREAD@
#cmakedefine SDL_THREAD_PTHREAD_RECURSIVE_MUTEX @SDL_THREAD_PTHREAD_RECURSIVE_MUTEX@
#cmakedefine SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP @SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP@
#cmakedefine SDL_THREAD_WINDOWS @SDL_THREAD_WINDOWS@
#cmakedefine SDL_THREAD_OS2 @SDL_THREAD_OS2@
#cmakedefine SDL_THREAD_VITA @SDL_THREAD_VITA@
#cmakedefine SDL_THREAD_PSP @SDL_THREAD_PSP@
/* Enable various timer systems */
#cmakedefine SDL_TIMER_HAIKU @SDL_TIMER_HAIKU@
#cmakedefine SDL_TIMER_DUMMY @SDL_TIMER_DUMMY@
#cmakedefine SDL_TIMER_UNIX @SDL_TIMER_UNIX@
#cmakedefine SDL_TIMER_WINDOWS @SDL_TIMER_WINDOWS@
#cmakedefine SDL_TIMER_OS2 @SDL_TIMER_OS2@
#cmakedefine SDL_TIMER_VITA @SDL_TIMER_VITA@
#cmakedefine SDL_TIMER_PSP @SDL_TIMER_PSP@
/* Enable various video drivers */
#cmakedefine SDL_VIDEO_DRIVER_ANDROID @SDL_VIDEO_DRIVER_ANDROID@
#cmakedefine SDL_VIDEO_DRIVER_EMSCRIPTEN @SDL_VIDEO_DRIVER_EMSCRIPTEN@
#cmakedefine SDL_VIDEO_DRIVER_HAIKU @SDL_VIDEO_DRIVER_HAIKU@
#cmakedefine SDL_VIDEO_DRIVER_COCOA @SDL_VIDEO_DRIVER_COCOA@
#cmakedefine SDL_VIDEO_DRIVER_UIKIT @SDL_VIDEO_DRIVER_UIKIT@
#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB @SDL_VIDEO_DRIVER_DIRECTFB@
#cmakedefine SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC @SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_DUMMY @SDL_VIDEO_DRIVER_DUMMY@
#cmakedefine SDL_VIDEO_DRIVER_OFFSCREEN @SDL_VIDEO_DRIVER_OFFSCREEN@
#cmakedefine SDL_VIDEO_DRIVER_WINDOWS @SDL_VIDEO_DRIVER_WINDOWS@
#cmakedefine SDL_VIDEO_DRIVER_WINRT @SDL_VIDEO_DRIVER_WINRT@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND @SDL_VIDEO_DRIVER_WAYLAND@
#cmakedefine SDL_VIDEO_DRIVER_RPI @SDL_VIDEO_DRIVER_RPI@
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE @SDL_VIDEO_DRIVER_VIVANTE@
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE_VDK @SDL_VIDEO_DRIVER_VIVANTE_VDK@
#cmakedefine SDL_VIDEO_DRIVER_OS2 @SDL_VIDEO_DRIVER_OS2@
#cmakedefine SDL_VIDEO_DRIVER_QNX @SDL_VIDEO_DRIVER_QNX@
#cmakedefine SDL_VIDEO_DRIVER_RISCOS @SDL_VIDEO_DRIVER_RISCOS@
#cmakedefine SDL_VIDEO_DRIVER_PSP @SDL_VIDEO_DRIVER_PSP@
#cmakedefine SDL_VIDEO_DRIVER_KMSDRM @SDL_VIDEO_DRIVER_KMSDRM@
#cmakedefine SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC @SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM @SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH @SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_LIBDECOR @SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_LIBDECOR@
#cmakedefine SDL_VIDEO_DRIVER_X11 @SDL_VIDEO_DRIVER_X11@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC @SDL_VIDEO_DRIVER_X11_DYNAMIC@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT @SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR @SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA @SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 @SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XFIXES @SDL_VIDEO_DRIVER_X11_DYNAMIC_XFIXES@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR @SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS @SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS@
#cmakedefine SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE @SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE@
#cmakedefine SDL_VIDEO_DRIVER_X11_XCURSOR @SDL_VIDEO_DRIVER_X11_XCURSOR@
#cmakedefine SDL_VIDEO_DRIVER_X11_XDBE @SDL_VIDEO_DRIVER_X11_XDBE@
#cmakedefine SDL_VIDEO_DRIVER_X11_XINERAMA @SDL_VIDEO_DRIVER_X11_XINERAMA@
#cmakedefine SDL_VIDEO_DRIVER_X11_XINPUT2 @SDL_VIDEO_DRIVER_X11_XINPUT2@
#cmakedefine SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH @SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH@
#cmakedefine SDL_VIDEO_DRIVER_X11_XFIXES @SDL_VIDEO_DRIVER_X11_XFIXES@
#cmakedefine SDL_VIDEO_DRIVER_X11_XRANDR @SDL_VIDEO_DRIVER_X11_XRANDR@
#cmakedefine SDL_VIDEO_DRIVER_X11_XSCRNSAVER @SDL_VIDEO_DRIVER_X11_XSCRNSAVER@
#cmakedefine SDL_VIDEO_DRIVER_X11_XSHAPE @SDL_VIDEO_DRIVER_X11_XSHAPE@
#cmakedefine SDL_VIDEO_DRIVER_X11_XVIDMODE @SDL_VIDEO_DRIVER_X11_XVIDMODE@
#cmakedefine SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS @SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS@
#cmakedefine SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM @SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM@
#cmakedefine SDL_VIDEO_DRIVER_VITA @SDL_VIDEO_DRIVER_VITA@
#cmakedefine SDL_VIDEO_RENDER_D3D @SDL_VIDEO_RENDER_D3D@
#cmakedefine SDL_VIDEO_RENDER_D3D11 @SDL_VIDEO_RENDER_D3D11@
#cmakedefine SDL_VIDEO_RENDER_OGL @SDL_VIDEO_RENDER_OGL@
#cmakedefine SDL_VIDEO_RENDER_OGL_ES @SDL_VIDEO_RENDER_OGL_ES@
#cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@
#cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@
#cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@
#cmakedefine SDL_VIDEO_RENDER_VITA_GXM @SDL_VIDEO_RENDER_VITA_GXM@
#cmakedefine SDL_VIDEO_RENDER_PSP @SDL_VIDEO_RENDER_PSP@
/* Enable OpenGL support */
#cmakedefine SDL_VIDEO_OPENGL @SDL_VIDEO_OPENGL@
#cmakedefine SDL_VIDEO_OPENGL_ES @SDL_VIDEO_OPENGL_ES@
#cmakedefine SDL_VIDEO_OPENGL_ES2 @SDL_VIDEO_OPENGL_ES2@
#cmakedefine SDL_VIDEO_OPENGL_BGL @SDL_VIDEO_OPENGL_BGL@
#cmakedefine SDL_VIDEO_OPENGL_CGL @SDL_VIDEO_OPENGL_CGL@
#cmakedefine SDL_VIDEO_OPENGL_GLX @SDL_VIDEO_OPENGL_GLX@
#cmakedefine SDL_VIDEO_OPENGL_WGL @SDL_VIDEO_OPENGL_WGL@
#cmakedefine SDL_VIDEO_OPENGL_EGL @SDL_VIDEO_OPENGL_EGL@
#cmakedefine SDL_VIDEO_OPENGL_OSMESA @SDL_VIDEO_OPENGL_OSMESA@
#cmakedefine SDL_VIDEO_OPENGL_OSMESA_DYNAMIC @SDL_VIDEO_OPENGL_OSMESA_DYNAMIC@
/* Enable Vulkan support */
#cmakedefine SDL_VIDEO_VULKAN @SDL_VIDEO_VULKAN@
/* Enable Metal support */
#cmakedefine SDL_VIDEO_METAL @SDL_VIDEO_METAL@
/* Enable system power support */
#cmakedefine SDL_POWER_ANDROID @SDL_POWER_ANDROID@
#cmakedefine SDL_POWER_LINUX @SDL_POWER_LINUX@
#cmakedefine SDL_POWER_WINDOWS @SDL_POWER_WINDOWS@
#cmakedefine SDL_POWER_WINRT @SDL_POWER_WINRT@
#cmakedefine SDL_POWER_MACOSX @SDL_POWER_MACOSX@
#cmakedefine SDL_POWER_UIKIT @SDL_POWER_UIKIT@
#cmakedefine SDL_POWER_HAIKU @SDL_POWER_HAIKU@
#cmakedefine SDL_POWER_EMSCRIPTEN @SDL_POWER_EMSCRIPTEN@
#cmakedefine SDL_POWER_HARDWIRED @SDL_POWER_HARDWIRED@
#cmakedefine SDL_POWER_VITA @SDL_POWER_VITA@
#cmakedefine SDL_POWER_PSP @SDL_POWER_PSP@
/* Enable system filesystem support */
#cmakedefine SDL_FILESYSTEM_ANDROID @SDL_FILESYSTEM_ANDROID@
#cmakedefine SDL_FILESYSTEM_HAIKU @SDL_FILESYSTEM_HAIKU@
#cmakedefine SDL_FILESYSTEM_COCOA @SDL_FILESYSTEM_COCOA@
#cmakedefine SDL_FILESYSTEM_DUMMY @SDL_FILESYSTEM_DUMMY@
#cmakedefine SDL_FILESYSTEM_RISCOS @SDL_FILESYSTEM_RISCOS@
#cmakedefine SDL_FILESYSTEM_UNIX @SDL_FILESYSTEM_UNIX@
#cmakedefine SDL_FILESYSTEM_WINDOWS @SDL_FILESYSTEM_WINDOWS@
#cmakedefine SDL_FILESYSTEM_EMSCRIPTEN @SDL_FILESYSTEM_EMSCRIPTEN@
#cmakedefine SDL_FILESYSTEM_OS2 @SDL_FILESYSTEM_OS2@
#cmakedefine SDL_FILESYSTEM_VITA @SDL_FILESYSTEM_VITA@
#cmakedefine SDL_FILESYSTEM_PSP @SDL_FILESYSTEM_PSP@
/* Enable misc subsystem */
#cmakedefine SDL_MISC_DUMMY @SDL_MISC_DUMMY@
/* Enable locale subsystem */
#cmakedefine SDL_LOCALE_DUMMY @SDL_LOCALE_DUMMY@
/* Enable assembly routines */
#cmakedefine SDL_ASSEMBLY_ROUTINES @SDL_ASSEMBLY_ROUTINES@
#cmakedefine SDL_ALTIVEC_BLITTERS @SDL_ALTIVEC_BLITTERS@
#cmakedefine SDL_ARM_SIMD_BLITTERS @SDL_ARM_SIMD_BLITTERS@
#cmakedefine SDL_ARM_NEON_BLITTERS @SDL_ARM_NEON_BLITTERS@
/* Whether SDL_DYNAMIC_API needs dlopen */
#cmakedefine DYNAPI_NEEDS_DLOPEN @DYNAPI_NEEDS_DLOPEN@
/* Enable dynamic libsamplerate support */
#cmakedefine SDL_LIBSAMPLERATE_DYNAMIC @SDL_LIBSAMPLERATE_DYNAMIC@
/* Enable ime support */
#cmakedefine SDL_USE_IME @SDL_USE_IME@
/* Platform specific definitions */
#cmakedefine SDL_IPHONE_KEYBOARD @SDL_IPHONE_KEYBOARD@
#cmakedefine SDL_IPHONE_LAUNCHSCREEN @SDL_IPHONE_LAUNCHSCREEN@
#cmakedefine SDL_VIDEO_VITA_PIB @SDL_VIDEO_VITA_PIB@
#cmakedefine SDL_VIDEO_VITA_PVR @SDL_VIDEO_VITA_PVR@
#cmakedefine SDL_VIDEO_VITA_PVR_OGL @SDL_VIDEO_VITA_PVR_OGL@
#if !defined(__WIN32__) && !defined(__WINRT__)
# if !defined(_STDINT_H_) && !defined(_STDINT_H) && !defined(HAVE_STDINT_H) && !defined(_HAVE_STDINT_H)
typedef unsigned int size_t;
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
typedef unsigned long uintptr_t;
# endif /* if (stdint.h isn't available) */
#else /* __WIN32__ */
# if !defined(_STDINT_H_) && !defined(HAVE_STDINT_H) && !defined(_HAVE_STDINT_H)
# if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__BORLANDC__) || defined(__CODEGEARC__)
#define HAVE_STDINT_H 1
# elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
# ifndef _UINTPTR_T_DEFINED
# ifdef _WIN64
typedef unsigned __int64 uintptr_t;
# else
typedef unsigned int uintptr_t;
# endif
#define _UINTPTR_T_DEFINED
# endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
# if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
# endif
# if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
# endif
# else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
# ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
# endif
typedef unsigned int uintptr_t;
# endif /* __GNUC__ || _MSC_VER */
# endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#endif /* __WIN32__ */
#endif /* SDL_config_h_ */
+491
View File
@@ -0,0 +1,491 @@
/*
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.
*/
#ifndef SDL_config_h_
#define SDL_config_h_
/**
* \file SDL_config.h.in
*
* This is a set of defines to configure the SDL features
*/
/* General platform specific identifiers */
#include "SDL_platform.h"
/* Make sure that this isn't included by Visual C++ */
#ifdef _MSC_VER
#error You should run git checkout -f include/SDL_config.h
#endif
/* C language features */
#undef const
#undef inline
#undef volatile
/* C datatypes */
#if defined(__LP64__) || defined(_LP64) || defined(_WIN64)
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#undef HAVE_GCC_ATOMICS
#undef HAVE_GCC_SYNC_LOCK_TEST_AND_SET
/* Comment this if you want to build without any C library requirements */
#undef HAVE_LIBC
#if HAVE_LIBC
/* Useful headers */
#undef STDC_HEADERS
#undef HAVE_ALLOCA_H
#undef HAVE_CTYPE_H
#undef HAVE_FLOAT_H
#undef HAVE_ICONV_H
#undef HAVE_INTTYPES_H
#undef HAVE_LIMITS_H
#undef HAVE_MALLOC_H
#undef HAVE_MATH_H
#undef HAVE_MEMORY_H
#undef HAVE_SIGNAL_H
#undef HAVE_STDARG_H
#undef HAVE_STDINT_H
#undef HAVE_STDIO_H
#undef HAVE_STDLIB_H
#undef HAVE_STRINGS_H
#undef HAVE_STRING_H
#undef HAVE_SYS_TYPES_H
#undef HAVE_WCHAR_H
#undef HAVE_PTHREAD_NP_H
#undef HAVE_LIBUNWIND_H
/* C library functions */
#undef HAVE_DLOPEN
#undef HAVE_MALLOC
#undef HAVE_CALLOC
#undef HAVE_REALLOC
#undef HAVE_FREE
#undef HAVE_ALLOCA
#ifndef __WIN32__ /* Don't use C runtime versions of these on Windows */
#undef HAVE_GETENV
#undef HAVE_SETENV
#undef HAVE_PUTENV
#undef HAVE_UNSETENV
#endif
#undef HAVE_QSORT
#undef HAVE_ABS
#undef HAVE_BCOPY
#undef HAVE_MEMSET
#undef HAVE_MEMCPY
#undef HAVE_MEMMOVE
#undef HAVE_MEMCMP
#undef HAVE_WCSLEN
#undef HAVE_WCSLCPY
#undef HAVE_WCSLCAT
#undef HAVE__WCSDUP
#undef HAVE_WCSDUP
#undef HAVE_WCSSTR
#undef HAVE_WCSCMP
#undef HAVE_WCSNCMP
#undef HAVE_WCSCASECMP
#undef HAVE__WCSICMP
#undef HAVE_WCSNCASECMP
#undef HAVE__WCSNICMP
#undef HAVE_STRLEN
#undef HAVE_STRLCPY
#undef HAVE_STRLCAT
#undef HAVE__STRREV
#undef HAVE__STRUPR
#undef HAVE__STRLWR
#undef HAVE_INDEX
#undef HAVE_RINDEX
#undef HAVE_STRCHR
#undef HAVE_STRRCHR
#undef HAVE_STRSTR
#undef HAVE_STRTOK_R
#undef HAVE_ITOA
#undef HAVE__LTOA
#undef HAVE__UITOA
#undef HAVE__ULTOA
#undef HAVE_STRTOL
#undef HAVE_STRTOUL
#undef HAVE__I64TOA
#undef HAVE__UI64TOA
#undef HAVE_STRTOLL
#undef HAVE_STRTOULL
#undef HAVE_STRTOD
#undef HAVE_ATOI
#undef HAVE_ATOF
#undef HAVE_STRCMP
#undef HAVE_STRNCMP
#undef HAVE__STRICMP
#undef HAVE_STRCASECMP
#undef HAVE__STRNICMP
#undef HAVE_STRNCASECMP
#undef HAVE_SSCANF
#undef HAVE_VSSCANF
#undef HAVE_SNPRINTF
#undef HAVE_VSNPRINTF
#undef HAVE_M_PI
#undef HAVE_ACOS
#undef HAVE_ACOSF
#undef HAVE_ASIN
#undef HAVE_ASINF
#undef HAVE_ATAN
#undef HAVE_ATANF
#undef HAVE_ATAN2
#undef HAVE_ATAN2F
#undef HAVE_CEIL
#undef HAVE_CEILF
#undef HAVE_COPYSIGN
#undef HAVE_COPYSIGNF
#undef HAVE_COS
#undef HAVE_COSF
#undef HAVE_EXP
#undef HAVE_EXPF
#undef HAVE_FABS
#undef HAVE_FABSF
#undef HAVE_FLOOR
#undef HAVE_FLOORF
#undef HAVE_FMOD
#undef HAVE_FMODF
#undef HAVE_LOG
#undef HAVE_LOGF
#undef HAVE_LOG10
#undef HAVE_LOG10F
#undef HAVE_LROUND
#undef HAVE_LROUNDF
#undef HAVE_POW
#undef HAVE_POWF
#undef HAVE_ROUND
#undef HAVE_ROUNDF
#undef HAVE_SCALBN
#undef HAVE_SCALBNF
#undef HAVE_SIN
#undef HAVE_SINF
#undef HAVE_SQRT
#undef HAVE_SQRTF
#undef HAVE_TAN
#undef HAVE_TANF
#undef HAVE_TRUNC
#undef HAVE_TRUNCF
#undef HAVE_FOPEN64
#undef HAVE_FSEEKO
#undef HAVE_FSEEKO64
#undef HAVE_SIGACTION
#undef HAVE_SA_SIGACTION
#undef HAVE_SETJMP
#undef HAVE_NANOSLEEP
#undef HAVE_SYSCONF
#undef HAVE_SYSCTLBYNAME
#undef HAVE_CLOCK_GETTIME
#undef HAVE_GETPAGESIZE
#undef HAVE_MPROTECT
#undef HAVE_ICONV
#undef HAVE_PTHREAD_SETNAME_NP
#undef HAVE_PTHREAD_SET_NAME_NP
#undef HAVE_SEM_TIMEDWAIT
#undef HAVE_GETAUXVAL
#undef HAVE_ELF_AUX_INFO
#undef HAVE_POLL
#undef HAVE__EXIT
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDINT_H 1
#endif /* HAVE_LIBC */
#undef HAVE_O_CLOEXEC
#undef HAVE_ALTIVEC_H
#undef HAVE_DBUS_DBUS_H
#undef HAVE_FCITX
#undef HAVE_SYS_INOTIFY_H
#undef HAVE_INOTIFY_INIT
#undef HAVE_INOTIFY_INIT1
#undef HAVE_INOTIFY
#undef HAVE_IBUS_IBUS_H
#undef HAVE_IMMINTRIN_H
#undef HAVE_LIBUDEV_H
#undef HAVE_LIBSAMPLERATE_H
#undef HAVE_LIBDECOR_H
#undef HAVE_DDRAW_H
#undef HAVE_DINPUT_H
#undef HAVE_DSOUND_H
#undef HAVE_DXGI_H
#undef HAVE_WINDOWS_GAMING_INPUT_H
#undef HAVE_XINPUT_H
#undef HAVE_XINPUT_GAMEPAD_EX
#undef HAVE_XINPUT_STATE_EX
#undef HAVE_MMDEVICEAPI_H
#undef HAVE_AUDIOCLIENT_H
#undef HAVE_TPCSHRD_H
#undef HAVE_SENSORSAPI_H
#undef HAVE_ROAPI_H
/* SDL internal assertion support */
#undef SDL_DEFAULT_ASSERT_LEVEL
/* Allow disabling of core subsystems */
#undef SDL_ATOMIC_DISABLED
#undef SDL_AUDIO_DISABLED
#undef SDL_CPUINFO_DISABLED
#undef SDL_EVENTS_DISABLED
#undef SDL_FILE_DISABLED
#undef SDL_JOYSTICK_DISABLED
#undef SDL_HAPTIC_DISABLED
#undef SDL_HIDAPI_DISABLED
#undef SDL_SENSOR_DISABLED
#undef SDL_LOADSO_DISABLED
#undef SDL_RENDER_DISABLED
#undef SDL_THREADS_DISABLED
#undef SDL_TIMERS_DISABLED
#undef SDL_VIDEO_DISABLED
#undef SDL_POWER_DISABLED
#undef SDL_FILESYSTEM_DISABLED
#undef SDL_LOCALE_DISABLED
#undef SDL_MISC_DISABLED
/* Enable various audio drivers */
#undef SDL_AUDIO_DRIVER_AAUDIO
#undef SDL_AUDIO_DRIVER_ALSA
#undef SDL_AUDIO_DRIVER_ALSA_DYNAMIC
#undef SDL_AUDIO_DRIVER_ANDROID
#undef SDL_AUDIO_DRIVER_ARTS
#undef SDL_AUDIO_DRIVER_ARTS_DYNAMIC
#undef SDL_AUDIO_DRIVER_COREAUDIO
#undef SDL_AUDIO_DRIVER_DISK
#undef SDL_AUDIO_DRIVER_DSOUND
#undef SDL_AUDIO_DRIVER_DUMMY
#undef SDL_AUDIO_DRIVER_EMSCRIPTEN
#undef SDL_AUDIO_DRIVER_ESD
#undef SDL_AUDIO_DRIVER_ESD_DYNAMIC
#undef SDL_AUDIO_DRIVER_FUSIONSOUND
#undef SDL_AUDIO_DRIVER_FUSIONSOUND_DYNAMIC
#undef SDL_AUDIO_DRIVER_HAIKU
#undef SDL_AUDIO_DRIVER_JACK
#undef SDL_AUDIO_DRIVER_JACK_DYNAMIC
#undef SDL_AUDIO_DRIVER_NACL
#undef SDL_AUDIO_DRIVER_NAS
#undef SDL_AUDIO_DRIVER_NAS_DYNAMIC
#undef SDL_AUDIO_DRIVER_NETBSD
#undef SDL_AUDIO_DRIVER_OPENSLES
#undef SDL_AUDIO_DRIVER_OSS
#undef SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H
#undef SDL_AUDIO_DRIVER_PAUDIO
#undef SDL_AUDIO_DRIVER_PIPEWIRE
#undef SDL_AUDIO_DRIVER_PIPEWIRE_DYNAMIC
#undef SDL_AUDIO_DRIVER_PULSEAUDIO
#undef SDL_AUDIO_DRIVER_PULSEAUDIO_DYNAMIC
#undef SDL_AUDIO_DRIVER_QSA
#undef SDL_AUDIO_DRIVER_SNDIO
#undef SDL_AUDIO_DRIVER_SNDIO_DYNAMIC
#undef SDL_AUDIO_DRIVER_SUNAUDIO
#undef SDL_AUDIO_DRIVER_WASAPI
#undef SDL_AUDIO_DRIVER_WINMM
#undef SDL_AUDIO_DRIVER_OS2
/* Enable various input drivers */
#undef SDL_INPUT_LINUXEV
#undef SDL_INPUT_FBSDKBIO
#undef SDL_INPUT_LINUXKD
#undef SDL_INPUT_WSCONS
#undef SDL_JOYSTICK_HAIKU
#undef SDL_JOYSTICK_DINPUT
#undef SDL_JOYSTICK_WGI
#undef SDL_JOYSTICK_XINPUT
#undef SDL_JOYSTICK_DUMMY
#undef SDL_JOYSTICK_IOKIT
#undef SDL_JOYSTICK_MFI
#undef SDL_JOYSTICK_LINUX
#undef SDL_JOYSTICK_ANDROID
#undef SDL_JOYSTICK_OS2
#undef SDL_JOYSTICK_USBHID
#undef SDL_HAVE_MACHINE_JOYSTICK_H
#undef SDL_JOYSTICK_HIDAPI
#undef SDL_JOYSTICK_RAWINPUT
#undef SDL_JOYSTICK_EMSCRIPTEN
#undef SDL_JOYSTICK_VIRTUAL
#undef SDL_HAPTIC_DUMMY
#undef SDL_HAPTIC_ANDROID
#undef SDL_HAPTIC_LINUX
#undef SDL_HAPTIC_IOKIT
#undef SDL_HAPTIC_DINPUT
#undef SDL_HAPTIC_XINPUT
/* Enable various sensor drivers */
#undef SDL_SENSOR_ANDROID
#undef SDL_SENSOR_COREMOTION
#undef SDL_SENSOR_WINDOWS
#undef SDL_SENSOR_DUMMY
/* Enable various shared object loading systems */
#undef SDL_LOADSO_DLOPEN
#undef SDL_LOADSO_DUMMY
#undef SDL_LOADSO_LDG
#undef SDL_LOADSO_WINDOWS
#undef SDL_LOADSO_OS2
/* Enable various threading systems */
#undef SDL_THREAD_GENERIC_COND_SUFFIX
#undef SDL_THREAD_PTHREAD
#undef SDL_THREAD_PTHREAD_RECURSIVE_MUTEX
#undef SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP
#undef SDL_THREAD_WINDOWS
#undef SDL_THREAD_OS2
/* Enable various timer systems */
#undef SDL_TIMER_HAIKU
#undef SDL_TIMER_DUMMY
#undef SDL_TIMER_UNIX
#undef SDL_TIMER_WINDOWS
#undef SDL_TIMER_OS2
/* Enable various video drivers */
#undef SDL_VIDEO_DRIVER_HAIKU
#undef SDL_VIDEO_DRIVER_COCOA
#undef SDL_VIDEO_DRIVER_DIRECTFB
#undef SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC
#undef SDL_VIDEO_DRIVER_DUMMY
#undef SDL_VIDEO_DRIVER_WINDOWS
#undef SDL_VIDEO_DRIVER_WAYLAND
#undef SDL_VIDEO_DRIVER_WAYLAND_QT_TOUCH
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_CURSOR
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_XKBCOMMON
#undef SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_LIBDECOR
#undef SDL_VIDEO_DRIVER_X11
#undef SDL_VIDEO_DRIVER_RPI
#undef SDL_VIDEO_DRIVER_KMSDRM
#undef SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC
#undef SDL_VIDEO_DRIVER_KMSDRM_DYNAMIC_GBM
#undef SDL_VIDEO_DRIVER_ANDROID
#undef SDL_VIDEO_DRIVER_EMSCRIPTEN
#undef SDL_VIDEO_DRIVER_OFFSCREEN
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XCURSOR
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XFIXES
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS
#undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE
#undef SDL_VIDEO_DRIVER_X11_XCURSOR
#undef SDL_VIDEO_DRIVER_X11_XDBE
#undef SDL_VIDEO_DRIVER_X11_XINERAMA
#undef SDL_VIDEO_DRIVER_X11_XINPUT2
#undef SDL_VIDEO_DRIVER_X11_XINPUT2_SUPPORTS_MULTITOUCH
#undef SDL_VIDEO_DRIVER_X11_XFIXES
#undef SDL_VIDEO_DRIVER_X11_XRANDR
#undef SDL_VIDEO_DRIVER_X11_XSCRNSAVER
#undef SDL_VIDEO_DRIVER_X11_XSHAPE
#undef SDL_VIDEO_DRIVER_X11_XVIDMODE
#undef SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS
#undef SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM
#undef SDL_VIDEO_DRIVER_NACL
#undef SDL_VIDEO_DRIVER_VIVANTE
#undef SDL_VIDEO_DRIVER_VIVANTE_VDK
#undef SDL_VIDEO_DRIVER_OS2
#undef SDL_VIDEO_DRIVER_QNX
#undef SDL_VIDEO_DRIVER_RISCOS
#undef SDL_VIDEO_RENDER_D3D
#undef SDL_VIDEO_RENDER_D3D11
#undef SDL_VIDEO_RENDER_OGL
#undef SDL_VIDEO_RENDER_OGL_ES
#undef SDL_VIDEO_RENDER_OGL_ES2
#undef SDL_VIDEO_RENDER_DIRECTFB
#undef SDL_VIDEO_RENDER_METAL
/* Enable OpenGL support */
#undef SDL_VIDEO_OPENGL
#undef SDL_VIDEO_OPENGL_ES
#undef SDL_VIDEO_OPENGL_ES2
#undef SDL_VIDEO_OPENGL_BGL
#undef SDL_VIDEO_OPENGL_CGL
#undef SDL_VIDEO_OPENGL_EGL
#undef SDL_VIDEO_OPENGL_GLX
#undef SDL_VIDEO_OPENGL_WGL
#undef SDL_VIDEO_OPENGL_OSMESA
#undef SDL_VIDEO_OPENGL_OSMESA_DYNAMIC
/* Enable Vulkan support */
#undef SDL_VIDEO_VULKAN
/* Enable Metal support */
#undef SDL_VIDEO_METAL
/* Enable system power support */
#undef SDL_POWER_LINUX
#undef SDL_POWER_WINDOWS
#undef SDL_POWER_MACOSX
#undef SDL_POWER_HAIKU
#undef SDL_POWER_ANDROID
#undef SDL_POWER_EMSCRIPTEN
#undef SDL_POWER_HARDWIRED
/* Enable system filesystem support */
#undef SDL_FILESYSTEM_ANDROID
#undef SDL_FILESYSTEM_HAIKU
#undef SDL_FILESYSTEM_COCOA
#undef SDL_FILESYSTEM_DUMMY
#undef SDL_FILESYSTEM_RISCOS
#undef SDL_FILESYSTEM_UNIX
#undef SDL_FILESYSTEM_WINDOWS
#undef SDL_FILESYSTEM_NACL
#undef SDL_FILESYSTEM_EMSCRIPTEN
#undef SDL_FILESYSTEM_OS2
#undef SDL_FILESYSTEM_VITA
#undef SDL_FILESYSTEM_PSP
/* Enable misc subsystem */
#undef SDL_MISC_DUMMY
/* Enable locale subsystem */
#undef SDL_LOCALE_DUMMY
/* Enable assembly routines */
#undef SDL_ASSEMBLY_ROUTINES
#undef SDL_ALTIVEC_BLITTERS
#undef SDL_ARM_SIMD_BLITTERS
#undef SDL_ARM_NEON_BLITTERS
/* Whether SDL_DYNAMIC_API needs dlopen() */
#undef DYNAPI_NEEDS_DLOPEN
/* Enable ime support */
#undef SDL_USE_IME
/* Enable dynamic udev support */
#undef SDL_UDEV_DYNAMIC
/* Enable dynamic libusb support */
#undef SDL_LIBUSB_DYNAMIC
/* Enable dynamic libsamplerate support */
#undef SDL_LIBSAMPLERATE_DYNAMIC
#endif /* SDL_config_h_ */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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
@@ -19,17 +19,19 @@
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_psp_h_
#define SDL_config_psp_h_
#ifndef SDL_config_android_h_
#define SDL_config_android_h_
#define SDL_config_h_
#include "SDL_platform.h"
/**
* \file SDL_config_android.h
*
* This is a configuration that can be used to build SDL for Android
*/
#ifdef __GNUC__
#define HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1
#endif
#include <stdarg.h>
#define HAVE_GCC_ATOMICS 1
@@ -39,13 +41,14 @@
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
@@ -69,20 +72,20 @@
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
@@ -109,8 +112,12 @@
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
@@ -119,47 +126,67 @@
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
/* #define HAVE_SYSCONF 1 */
/* #define HAVE_SIGACTION 1 */
#define HAVE_SYSCONF 1
#define HAVE_CLOCK_GETTIME 1
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
/* PSP isn't that sophisticated */
#define LACKS_SYS_MMAN_H 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_ANDROID 1
#define SDL_AUDIO_DRIVER_OPENSLES 1
#define SDL_AUDIO_DRIVER_AAUDIO 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the PSP thread support (src/thread/psp/\*.c) */
#define SDL_THREAD_PSP 1
/* Enable the PSP timer support (src/timer/psp/\*.c) */
#define SDL_TIMERS_PSP 1
/* Enable the PSP joystick driver (src/joystick/psp/\*.c) */
#define SDL_JOYSTICK_PSP 1
/* Enable various input drivers */
#define SDL_JOYSTICK_ANDROID 1
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_ANDROID 1
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable sensor driver */
#define SDL_SENSOR_ANDROID 1
/* Enable the PSP audio driver (src/audio/psp/\*.c) */
#define SDL_AUDIO_DRIVER_PSP 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* PSP video driver */
#define SDL_VIDEO_DRIVER_PSP 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* PSP render driver */
#define SDL_VIDEO_RENDER_PSP 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
#define SDL_POWER_PSP 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_ANDROID 1
/* !!! FIXME: what does PSP do for filesystem stuff? */
#define SDL_FILESYSTEM_DUMMY 1
/* Enable OpenGL ES */
#define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
/* PSP doesn't have haptic device (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
/* Enable Vulkan support */
/* Android does not support Vulkan in native code using the "armeabi" ABI. */
#if defined(__ARM_ARCH) && __ARM_ARCH < 7
#define SDL_VIDEO_VULKAN 0
#else
#define SDL_VIDEO_VULKAN 1
#endif
/* PSP can't load shared object (src/loadso/dummy/\*.c) */
#define SDL_LOADSO_DISABLED 1
/* Enable system power support */
#define SDL_POWER_ANDROID 1
/* Enable the filesystem driver */
#define SDL_FILESYSTEM_ANDROID 1
#endif /* SDL_config_psp_h_ */
#endif /* SDL_config_android_h_ */
@@ -0,0 +1,217 @@
/*
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.
*/
#ifndef _SDL_config_emscripten_h_
#define _SDL_config_emscripten_h_
#include "SDL_platform.h"
/**
* \file SDL_config_emscripten.h
*
* This is a configuration that can be used to build SDL for Emscripten.
*/
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define HAVE_GCC_ATOMICS 1
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_ICONV_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MALLOC_H 1
#define HAVE_MATH_H 1
#define HAVE_MEMORY_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDARG_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STDLIB_H 1
#define HAVE_STRINGS_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_WCHAR_H 1
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_WCSLEN 1
#define HAVE_WCSDUP 1
#define HAVE_WCSSTR 1
#define HAVE_WCSCMP 1
#define HAVE_WCSNCMP 1
#define HAVE_WCSCASECMP 1
#define HAVE_WCSNCASECMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_SSCANF 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_FSEEKO 1
#define HAVE_FSEEKO64 1
#define HAVE_SIGACTION 1
#define HAVE_SA_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_CLOCK_GETTIME 1
/* #undef HAVE_GETPAGESIZE */
#define HAVE_MPROTECT 1
#define HAVE_ICONV 1
/* SDL internal assertion support */
/* #undef SDL_DEFAULT_ASSERT_LEVEL */
#define SDL_CPUINFO_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#define SDL_HIDAPI_DISABLED 1
#ifndef __EMSCRIPTEN_PTHREADS__
#define SDL_THREADS_DISABLED 1
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_EMSCRIPTEN 1
/* Enable various input drivers */
#define SDL_JOYSTICK_EMSCRIPTEN 1
/* Enable various sensor drivers */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#ifdef __EMSCRIPTEN_PTHREADS__
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
#endif
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_EMSCRIPTEN 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
/* Enable OpenGL support */
/* #undef SDL_VIDEO_OPENGL */
/* #undef SDL_VIDEO_OPENGL_ES */
#define SDL_VIDEO_OPENGL_ES2 1
/* #undef SDL_VIDEO_OPENGL_BGL */
/* #undef SDL_VIDEO_OPENGL_CGL */
/* #undef SDL_VIDEO_OPENGL_GLX */
/* #undef SDL_VIDEO_OPENGL_WGL */
#define SDL_VIDEO_OPENGL_EGL 1
/* #undef SDL_VIDEO_OPENGL_OSMESA */
/* #undef SDL_VIDEO_OPENGL_OSMESA_DYNAMIC */
/* Enable system power support */
#define SDL_POWER_EMSCRIPTEN 1
/* Enable system filesystem support */
#define SDL_FILESYSTEM_EMSCRIPTEN 1
#endif /* _SDL_config_emscripten_h_ */
@@ -0,0 +1,215 @@
/*
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.
*/
#ifndef SDL_config_iphoneos_h_
#define SDL_config_iphoneos_h_
#define SDL_config_h_
#include "SDL_platform.h"
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define HAVE_GCC_ATOMICS 1
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
/* The libunwind functions are only available on x86 */
/* #undef HAVE_LIBUNWIND_H */
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_SETENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#define HAVE_O_CLOEXEC 1
/* enable iPhone version of Core Audio driver */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DUMMY 1
/* Enable joystick support */
/* Only enable HIDAPI support if you want to support Steam Controllers on iOS and tvOS */
/*#define SDL_JOYSTICK_HIDAPI 1*/
#define SDL_JOYSTICK_MFI 1
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef __TVOS__
#define SDL_SENSOR_DUMMY 1
#else
/* Enable the CoreMotion sensor driver */
#define SDL_SENSOR_COREMOTION 1
#endif
/* Enable Unix style SO loading */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Supported video drivers */
#define SDL_VIDEO_DRIVER_UIKIT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES */
#if !TARGET_OS_MACCATALYST
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Metal supported on 64-bit devices running iOS 8.0 and tvOS 9.0 and newer
Also supported in simulator from iOS 13.0 and tvOS 13.0
*/
#if (TARGET_OS_SIMULATOR && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000) || (__TV_OS_VERSION_MIN_REQUIRED >= 130000))) || (!TARGET_CPU_ARM && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 80000) || (__TV_OS_VERSION_MIN_REQUIRED >= 90000)))
#define SDL_PLATFORM_SUPPORTS_METAL 1
#else
#define SDL_PLATFORM_SUPPORTS_METAL 0
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_RENDER_METAL 1
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_VULKAN 1
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#endif
/* Enable system power support */
#define SDL_POWER_UIKIT 1
/* enable iPhone keyboard support */
#define SDL_IPHONE_KEYBOARD 1
/* enable iOS extended launch screen */
#define SDL_IPHONE_LAUNCHSCREEN 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
#endif /* SDL_config_iphoneos_h_ */
@@ -0,0 +1,280 @@
/*
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.
*/
#ifndef SDL_config_macosx_h_
#define SDL_config_macosx_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */
#include <AvailabilityMacros.h>
/* This is a set of defines to configure the SDL features */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_LIBUNWIND_H 1
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#if defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
#if (MAC_OS_X_VERSION_MAX_ALLOWED >= 1070)
#define HAVE_O_CLOEXEC 1
#endif
#define HAVE_GCC_ATOMICS 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_HIDAPI 1
#define SDL_JOYSTICK_IOKIT 1
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_IOKIT 1
/* The MFI controller support requires ARC Objective C runtime */
#if MAC_OS_X_VERSION_MIN_REQUIRED >= 1080 && !defined(__i386__)
#define SDL_JOYSTICK_MFI 1
#endif
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_COCOA 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#undef SDL_VIDEO_DRIVER_X11
#define SDL_VIDEO_DRIVER_X11_DYNAMIC "/opt/X11/lib/libX11.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/opt/X11/lib/libXext.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINERAMA "/opt/X11/lib/libXinerama.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XINPUT2 "/opt/X11/lib/libXi.6.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/opt/X11/lib/libXrandr.2.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XSS "/opt/X11/lib/libXss.1.dylib"
#define SDL_VIDEO_DRIVER_X11_DYNAMIC_XVIDMODE "/opt/X11/lib/libXxf86vm.1.dylib"
#define SDL_VIDEO_DRIVER_X11_XDBE 1
#define SDL_VIDEO_DRIVER_X11_XINERAMA 1
#define SDL_VIDEO_DRIVER_X11_XRANDR 1
#define SDL_VIDEO_DRIVER_X11_XSCRNSAVER 1
#define SDL_VIDEO_DRIVER_X11_XSHAPE 1
#define SDL_VIDEO_DRIVER_X11_XVIDMODE 1
#define SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM 1
#ifdef MAC_OS_X_VERSION_10_8
/*
* No matter the versions targeted, this is the 10.8 or later SDK, so you have
* to use the external Xquartz, which is a more modern Xlib. Previous SDKs
* used an older Xlib.
*/
#define SDL_VIDEO_DRIVER_X11_XINPUT2 1
#define SDL_VIDEO_DRIVER_X11_SUPPORTS_GENERIC_EVENTS 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Metal only supported on 64-bit architectures with 10.11+ */
#if TARGET_RT_64_BIT && (MAC_OS_X_VERSION_MAX_ALLOWED >= 101100)
#define SDL_PLATFORM_SUPPORTS_METAL 1
#else
#define SDL_PLATFORM_SUPPORTS_METAL 0
#endif
#ifndef SDL_VIDEO_RENDER_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_RENDER_METAL 1
#else
#define SDL_VIDEO_RENDER_METAL 0
#endif
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_CGL
#define SDL_VIDEO_OPENGL_CGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_GLX
#define SDL_VIDEO_OPENGL_GLX 1
#endif
/* Enable Vulkan and Metal support */
#ifndef SDL_VIDEO_VULKAN
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_VULKAN 1
#else
#define SDL_VIDEO_VULKAN 0
#endif
#endif
#ifndef SDL_VIDEO_METAL
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#else
#define SDL_VIDEO_METAL 0
#endif
#endif
/* Enable system power support */
#define SDL_POWER_MACOSX 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
/* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1
#ifdef __ppc__
#define SDL_ALTIVEC_BLITTERS 1
#endif
#endif /* SDL_config_macosx_h_ */
@@ -0,0 +1,88 @@
/*
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.
*/
#ifndef SDL_config_minimal_h_
#define SDL_config_minimal_h_
#define SDL_config_h_
#include "SDL_platform.h"
/**
* \file SDL_config_minimal.h
*
* This is the minimal configuration that can be used to build SDL.
*/
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
/* Here are some reasonable defaults */
typedef unsigned int size_t;
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
typedef unsigned long uintptr_t;
#else
#define HAVE_STDINT_H 1
#endif /* Visual Studio 2008 */
#ifdef __GNUC__
#define HAVE_GCC_SYNC_LOCK_TEST_AND_SET 1
#endif
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub joystick driver (src/joystick/dummy/\*.c) */
#define SDL_JOYSTICK_DISABLED 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DISABLED 1
/* Enable the stub HIDAPI */
#define SDL_HIDAPI_DISABLED 1
/* Enable the stub sensor driver (src/sensor/dummy/\*.c) */
#define SDL_SENSOR_DISABLED 1
/* Enable the stub shared object loader (src/loadso/dummy/\*.c) */
#define SDL_LOADSO_DISABLED 1
/* Enable the stub thread support (src/thread/generic/\*.c) */
#define SDL_THREADS_DISABLED 1
/* Enable the stub timer support (src/timer/dummy/\*.c) */
#define SDL_TIMERS_DISABLED 1
/* Enable the dummy video driver (src/video/dummy/\*.c) */
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable the dummy filesystem driver (src/filesystem/dummy/\*.c) */
#define SDL_FILESYSTEM_DUMMY 1
#endif /* SDL_config_minimal_h_ */
+205
View File
@@ -0,0 +1,205 @@
/*
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.
*/
#ifndef SDL_config_os2_h_
#define SDL_config_os2_h_
#define SDL_config_h_
#include "SDL_platform.h"
#define SIZEOF_VOIDP 4
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_OS2 1
#define SDL_POWER_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#define SDL_SENSOR_DUMMY 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_OS2 1
#define SDL_JOYSTICK_OS2 1
#ifndef HAVE_LIBUSB_H /* see Makefile */
#define SDL_HIDAPI_DISABLED 1
/*#undef SDL_JOYSTICK_HIDAPI */
#else
#define SDL_JOYSTICK_HIDAPI 1
/* dynamically loaded libusb-1.0 dll: */
#define SDL_LIBUSB_DYNAMIC "usb100.dll"
#endif
/*#undef SDL_JOYSTICK_VIRTUAL */
/* Enable OpenGL support */
/* #undef SDL_VIDEO_OPENGL */
#define SDL_THREAD_OS2 1
#define SDL_LOADSO_OS2 1
#define SDL_TIMER_OS2 1
#define SDL_FILESYSTEM_OS2 1
/* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1
/* use libsamplerate for audio rate conversion. */
/*#define HAVE_LIBSAMPLERATE_H 1 */
/* Enable dynamic libsamplerate support */
#define SDL_LIBSAMPLERATE_DYNAMIC "SAMPRATE.DLL"
#define HAVE_LIBC 1
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDINT_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STDLIB_H 1
#define HAVE_MALLOC_H 1
#define HAVE_MEMORY_H 1
#define HAVE_STRING_H 1
#define HAVE_STRINGS_H 1
#define HAVE_WCHAR_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_FLOAT_H 1
#define HAVE_SIGNAL_H 1
#if 0 /* see Makefile */
#define HAVE_ICONV 1
#define HAVE_ICONV_H 1
#endif
/* #undef HAVE_DLOPEN */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#if defined(__WATCOMC__)
#define HAVE__FSEEKI64 1
#define HAVE__FTELLI64 1
#endif
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_WCSLEN 1
#define HAVE_WCSLCPY 1
#define HAVE_WCSLCAT 1
#define HAVE_WCSCMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE_WCSLEN 1
#define HAVE_WCSLCPY 1
#define HAVE_WCSLCAT 1
/* #undef HAVE_WCSDUP */
#define HAVE__WCSDUP 1
#define HAVE_WCSSTR 1
#define HAVE_WCSCMP 1
#define HAVE_WCSNCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE__STRLWR 1
/* #undef HAVE_INDEX */
/* #undef HAVE_RINDEX */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
#define HAVE_ITOA 1
#define HAVE__LTOA 1
#define HAVE__ULTOA 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE__I64TOA 1
#define HAVE__UI64TOA 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRICMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_SSCANF 1
#define HAVE_VSSCANF 1
#define HAVE_SNPRINTF 1
#define HAVE_VSNPRINTF 1
#define HAVE_SETJMP 1
#define HAVE_ACOS 1
/* #undef HAVE_ACOSF */
#define HAVE_ASIN 1
/* #undef HAVE_ASINF */
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
/* #undef HAVE_ATAN2F */
#define HAVE_CEIL 1
/* #undef HAVE_CEILF */
/* #undef HAVE_COPYSIGN */
/* #undef HAVE_COPYSIGNF */
#define HAVE_COS 1
/* #undef HAVE_COSF */
#define HAVE_EXP 1
/* #undef HAVE_EXPF */
#define HAVE_FABS 1
/* #undef HAVE_FABSF */
#define HAVE_FLOOR 1
/* #undef HAVE_FLOORF */
#define HAVE_FMOD 1
/* #undef HAVE_FMODF */
#define HAVE_LOG 1
/* #undef HAVE_LOGF */
#define HAVE_LOG10 1
/* #undef HAVE_LOG10F */
#define HAVE_POW 1
/* #undef HAVE_POWF */
#define HAVE_SIN 1
/* #undef HAVE_SINF */
/* #undef HAVE_SCALBN */
/* #undef HAVE_SCALBNF */
#define HAVE_SQRT 1
/* #undef HAVE_SQRTF */
#define HAVE_TAN 1
/* #undef HAVE_TANF */
/* #undef HAVE_TRUNC */
/* #undef HAVE_TRUNCF */
/* #undef HAVE_LROUND */
/* #undef HAVE_LROUNDF */
/* #undef HAVE_ROUND */
/* #undef HAVE_ROUNDF */
#endif /* SDL_config_os2_h_ */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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
@@ -19,8 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_wiz_h_
#define SDL_config_wiz_h_
#ifndef SDL_config_pandora_h_
#define SDL_config_pandora_h_
#define SDL_config_h_
/* This is a set of defines to configure the SDL features */
@@ -28,6 +28,12 @@
/* General platform specific identifiers */
#include "SDL_platform.h"
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define SDL_BYTEORDER 1234
#define STDC_HEADERS 1
@@ -48,6 +54,7 @@
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
@@ -67,7 +74,6 @@
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
@@ -81,52 +87,31 @@
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_CEIL 1
#define HAVE_COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_POW 1
#define SDL_AUDIO_DRIVER_DUMMY 1
#define SDL_AUDIO_DRIVER_OSS 1
@@ -136,7 +121,7 @@
#define SDL_JOYSTICK_VIRTUAL 1
#define SDL_HAPTIC_LINUX 1
#define SDL_SENSOR_DUMMY 1
#define SDL_SENSOR_DUMMY 1
#define SDL_LOADSO_DLOPEN 1
@@ -144,10 +129,12 @@
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP 1
#define SDL_TIMER_UNIX 1
#define SDL_FILESYSTEM_UNIX 1
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_X11 1
#define SDL_VIDEO_DRIVER_PANDORA 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_OPENGL_ES 1
#endif /* SDL_config_wiz_h_ */
#endif /* SDL_config_pandora_h_ */
@@ -0,0 +1,310 @@
/*
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.
*/
#ifndef SDL_config_windows_h_
#define SDL_config_windows_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK,
* but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence.
* If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */
#if !defined(HAVE_WINSDKVER_H) && defined(__has_include)
#if __has_include(<winsdkver.h>)
#define HAVE_WINSDKVER_H 1
#endif
#endif
#ifdef HAVE_WINSDKVER_H
#include <winsdkver.h>
#endif
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__clang__) || defined(__BORLANDC__) || defined(__CODEGEARC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */
#define HAVE_WINDOWS_GAMING_INPUT_H 1
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */
#define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_SENSORSAPI_H 1
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#endif
/* This function is available with at least the VC++ 2008 C runtime library */
#if _MSC_VER >= 1400
#define HAVE__FSEEKI64 1
#endif
#endif
#if !defined(_MSC_VER) || defined(_USE_MATH_DEFINES)
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#ifndef __WINRT__
#define SDL_JOYSTICK_RAWINPUT 1
#endif
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable the sensor driver */
#define SDL_SENSOR_WINDOWS 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
#define SDL_VIDEO_RENDER_D3D11 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* SDL_config_windows_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+264
View File
@@ -0,0 +1,264 @@
/*
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.
*/
#ifndef SDL_config_winrt_h_
#define SDL_config_winrt_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* Make sure the Windows SDK's NTDDI_VERSION macro gets defined. This is used
by SDL to determine which version of the Windows SDK is being used.
*/
#include <sdkddkver.h>
/* Define possibly-undefined NTDDI values (used when compiling SDL against
older versions of the Windows SDK.
*/
#ifndef NTDDI_WINBLUE
#define NTDDI_WINBLUE 0x06030000
#endif
#ifndef NTDDI_WIN10
#define NTDDI_WIN10 0x0A000000
#endif
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
/* Useful headers */
#define HAVE_DXGI_H 1
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
#define HAVE_XINPUT_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_LIBC 1
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
/* #undef HAVE_STRTOLL */
/* #undef HAVE_STRTOULL */
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_VSNPRINTF 1
/* TODO, WinRT: consider using ??_s versions of the following */
/* #undef HAVE__STRLWR */
/* #undef HAVE_ITOA */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
/* #undef HAVE_SSCANF */
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE__SCALB 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE__FSEEKI64 1
#define HAVE_ROAPI_H 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define SDL_JOYSTICK_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_VIRTUAL 1
#if (NTDDI_VERSION >= NTDDI_WIN10)
#define SDL_JOYSTICK_WGI 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_XINPUT 1
#endif /* WIN10 */
#endif
/* WinRT doesn't have HIDAPI available */
#define SDL_HIDAPI_DISABLED 1
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#if (NTDDI_VERSION >= NTDDI_WINBLUE)
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
#else
/* WinRT on Windows 8.0 and Windows Phone 8.0 don't support CreateThread() */
#define SDL_THREAD_STDCPP 1
#endif
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_WINRT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES 2.0 (via a modified ANGLE library) */
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
/* Enable appropriate renderer(s) */
#define SDL_VIDEO_RENDER_D3D11 1
#if SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Enable system power support */
#define SDL_POWER_WINRT 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* SDL_config_winrt_h_ */
+20
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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.
*/
+559
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@@ -0,0 +1,559 @@
/*
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_cpuinfo.h
*
* CPU feature detection for SDL.
*/
#ifndef SDL_cpuinfo_h_
#define SDL_cpuinfo_h_
#include "SDL_stdinc.h"
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#ifdef __clang__
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#ifndef _WIN64
#ifndef __MMX__
#define __MMX__
#endif
#ifndef __3dNOW__
#define __3dNOW__
#endif
#endif
#ifndef __SSE__
#define __SSE__
#endif
#ifndef __SSE2__
#define __SSE2__
#endif
#ifndef __SSE3__
#define __SSE3__
#endif
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON)
# include <arm_neon.h>
#endif
#else
/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
#include <altivec.h>
#endif
#if !defined(SDL_DISABLE_ARM_NEON_H)
# if defined(__ARM_NEON)
# include <arm_neon.h>
# elif defined(__WINDOWS__) || defined(__WINRT__)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# if defined(_M_ARM)
# include <armintr.h>
# include <arm_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# if defined (_M_ARM64)
# include <arm64intr.h>
# include <arm64_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# endif
#endif
#endif /* compiler version */
#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
#include <mm3dnow.h>
#endif
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
#include <immintrin.h>
#else
#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
#include <mmintrin.h>
#endif
#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H)
#include <xmmintrin.h>
#endif
#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H)
#include <emmintrin.h>
#endif
#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H)
#include <pmmintrin.h>
#endif
#endif /* HAVE_IMMINTRIN_H */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* This is a guess for the cacheline size used for padding.
* Most x86 processors have a 64 byte cache line.
* The 64-bit PowerPC processors have a 128 byte cache line.
* We'll use the larger value to be generally safe.
*/
#define SDL_CACHELINE_SIZE 128
/**
* Get the number of CPU cores available.
*
* \returns the total number of logical CPU cores. On CPUs that include
* technologies such as hyperthreading, the number of logical cores
* may be more than the number of physical cores.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
/**
* Determine the L1 cache line size of the CPU.
*
* This is useful for determining multi-threaded structure padding or SIMD
* prefetch sizes.
*
* \returns the L1 cache line size of the CPU, in bytes.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* Determine whether the CPU has the RDTSC instruction.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has the RDTSC instruction or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
/**
* Determine whether the CPU has AltiVec features.
*
* This always returns false on CPUs that aren't using PowerPC instruction
* sets.
*
* \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
/**
* Determine whether the CPU has MMX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
/**
* Determine whether the CPU has 3DNow! features.
*
* This always returns false on CPUs that aren't using AMD instruction sets.
*
* \returns SDL_TRUE if the CPU has 3DNow! features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
/**
* Determine whether the CPU has SSE features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
/**
* Determine whether the CPU has SSE2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
/**
* Determine whether the CPU has SSE3 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
/**
* Determine whether the CPU has SSE4.1 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
/**
* Determine whether the CPU has SSE4.2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
/**
* Determine whether the CPU has AVX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/**
* Determine whether the CPU has AVX2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* Determine whether the CPU has AVX-512F (foundation) features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.9.
*
* \sa SDL_HasAVX
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
/**
* Determine whether the CPU has ARM SIMD (ARMv6) features.
*
* This is different from ARM NEON, which is a different instruction set.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_HasNEON
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void);
/**
* Determine whether the CPU has NEON (ARM SIMD) features.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
/**
* Get the amount of RAM configured in the system.
*
* \returns the amount of RAM configured in the system in MB.
*
* \since This function is available since SDL 2.0.1.
*/
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/**
* Report the alignment this system needs for SIMD allocations.
*
* This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine. For
* example, if the machine supports SSE only, it will return 16, but if it
* supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly.
*
* \returns the alignment in bytes needed for available, known SIMD
* instructions.
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
/**
* Allocate memory in a SIMD-friendly way.
*
* This will allocate a block of memory that is suitable for use with SIMD
* instructions. Specifically, it will be properly aligned and padded for the
* system's supported vector instructions.
*
* The memory returned will be padded such that it is safe to read or write an
* incomplete vector at the end of the memory block. This can be useful so you
* don't have to drop back to a scalar fallback at the end of your SIMD
* processing loop to deal with the final elements without overflowing the
* allocated buffer.
*
* You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or
* delete[], etc.
*
* Note that SDL will only deal with SIMD instruction sets it is aware of; for
* example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and
* AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants
* 64. To be clear: if you can't decide to use an instruction set with an
* SDL_Has*() function, don't use that instruction set with memory allocated
* through here.
*
* SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
* out of memory, but you are not allowed to dereference it (because you only
* own zero bytes of that buffer).
*
* \param len The length, in bytes, of the block to allocate. The actual
* allocated block might be larger due to padding, etc.
* \returns a pointer to the newly-allocated block, NULL if out of memory.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_SIMDAlignment
* \sa SDL_SIMDRealloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
/**
* Reallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
* SDL_malloc, memalign, new[], etc.
*
* \param mem The pointer obtained from SDL_SIMDAlloc. This function also
* accepts NULL, at which point this function is the same as
* calling SDL_SIMDAlloc with a NULL pointer.
* \param len The length, in bytes, of the block to allocated. The actual
* allocated block might be larger due to padding, etc. Passing 0
* will return a non-NULL pointer, assuming the system isn't out of
* memory.
* \returns a pointer to the newly-reallocated block, NULL if out of memory.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_SIMDAlignment
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, const size_t len);
/**
* Deallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc() or SDL_SIMDRealloc(). It can't be used on pointers from
* malloc, realloc, SDL_malloc, memalign, new[], etc.
*
* However, SDL_SIMDFree(NULL) is a legal no-op.
*
* The memory pointed to by `ptr` is no longer valid for access upon return,
* and may be returned to the system or reused by a future allocation. The
* pointer passed to this function is no longer safe to dereference once this
* function returns, and should be discarded.
*
* \param ptr The pointer, returned from SDL_SIMDAlloc or SDL_SIMDRealloc, to
* deallocate. NULL is a legal no-op.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDRealloc
*/
extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_cpuinfo_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_endian.h
*
* Functions for reading and writing endian-specific values
*/
#ifndef SDL_endian_h_
#define SDL_endian_h_
#include "SDL_stdinc.h"
#if defined(_MSC_VER) && (_MSC_VER >= 1400)
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifdef __clang__
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#endif
/**
* \name The two types of endianness
*/
/* @{ */
#define SDL_LIL_ENDIAN 1234
#define SDL_BIG_ENDIAN 4321
/* @} */
#ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#elif defined(__OpenBSD__)
#include <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
#elif defined(__FreeBSD__) || defined(__NetBSD__)
#include <sys/endian.h>
#define SDL_BYTEORDER BYTE_ORDER
/* predefs from newer gcc and clang versions: */
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif /**/
#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
defined(__sparc__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#endif
#endif /* __linux__ */
#endif /* !SDL_BYTEORDER */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_endian.h
*/
/* various modern compilers may have builtin swap */
#if defined(__GNUC__) || defined(__clang__)
# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
/* this one is broken */
# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
#else
# define HAS_BUILTIN_BSWAP16 0
# define HAS_BUILTIN_BSWAP32 0
# define HAS_BUILTIN_BSWAP64 0
# define HAS_BROKEN_BSWAP 0
#endif
#if HAS_BUILTIN_BSWAP16
#define SDL_Swap16(x) __builtin_bswap16(x)
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
#pragma intrinsic(_byteswap_ushort)
#define SDL_Swap16(x) _byteswap_ushort(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
int result;
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint16 SDL_Swap16(Uint16);
#pragma aux SDL_Swap16 = \
"xchg al, ah" \
parm [ax] \
modify [ax];
#else
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
}
#endif
#if HAS_BUILTIN_BSWAP32
#define SDL_Swap32(x) __builtin_bswap32(x)
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
#pragma intrinsic(_byteswap_ulong)
#define SDL_Swap32(x) _byteswap_ulong(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
return result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint32 SDL_Swap32(Uint32);
#pragma aux SDL_Swap32 = \
"bswap eax" \
parm [eax] \
modify [eax];
#else
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
((x >> 8) & 0x0000FF00) | (x >> 24)));
}
#endif
#if HAS_BUILTIN_BSWAP64
#define SDL_Swap64(x) __builtin_bswap64(x)
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
#pragma intrinsic(_byteswap_uint64)
#define SDL_Swap64(x) _byteswap_uint64(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
union {
struct {
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
: "=r"(v.s.a), "=r"(v.s.b)
: "0" (v.s.a), "1"(v.s.b));
return v.u;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint64 SDL_Swap64(Uint64);
#pragma aux SDL_Swap64 = \
"bswap eax" \
"bswap edx" \
"xchg eax,edx" \
parm [eax edx] \
modify [eax edx];
#else
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
Uint32 hi, lo;
/* Separate into high and low 32-bit values and swap them */
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x >>= 32;
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x = SDL_Swap32(lo);
x <<= 32;
x |= SDL_Swap32(hi);
return (x);
}
#endif
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
union {
float f;
Uint32 ui32;
} swapper;
swapper.f = x;
swapper.ui32 = SDL_Swap32(swapper.ui32);
return swapper.f;
}
/* remove extra macros */
#undef HAS_BROKEN_BSWAP
#undef HAS_BUILTIN_BSWAP16
#undef HAS_BUILTIN_BSWAP32
#undef HAS_BUILTIN_BSWAP64
/**
* \name Swap to native
* Byteswap item from the specified endianness to the native endianness.
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_SwapLE16(X) (X)
#define SDL_SwapLE32(X) (X)
#define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X)
#define SDL_SwapBE16(X) SDL_Swap16(X)
#define SDL_SwapBE32(X) SDL_Swap32(X)
#define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else
#define SDL_SwapLE16(X) SDL_Swap16(X)
#define SDL_SwapLE32(X) SDL_Swap32(X)
#define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
#define SDL_SwapBE16(X) (X)
#define SDL_SwapBE32(X) (X)
#define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X)
#endif
/* @} *//* Swap to native */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_endian_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_error.h
*
* Simple error message routines for SDL.
*/
#ifndef SDL_error_h_
#define SDL_error_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Public functions */
/**
* Set the SDL error message for the current thread.
*
* Calling this function will replace any previous error message that was set.
*
* This function always returns -1, since SDL frequently uses -1 to signify an
* failing result, leading to this idiom:
*
* ```c
* if (error_code) {
* return SDL_SetError("This operation has failed: %d", error_code);
* }
* ```
*
* \param fmt a printf()-style message format string
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any
* \returns always -1.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ClearError
* \sa SDL_GetError
*/
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Retrieve a message about the last error that occurred on the current
* thread.
*
* It is possible for multiple errors to occur before calling SDL_GetError().
* Only the last error is returned.
*
* The message is only applicable when an SDL function has signaled an error.
* You must check the return values of SDL function calls to determine when to
* appropriately call SDL_GetError(). You should *not* use the results of
* SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
* an error string even when reporting success.
*
* SDL will *not* clear the error string for successful API calls. You *must*
* check return values for failure cases before you can assume the error
* string applies.
*
* Error strings are set per-thread, so an error set in a different thread
* will not interfere with the current thread's operation.
*
* The returned string is internally allocated and must not be freed by the
* application.
*
* \returns a message with information about the specific error that occurred,
* or an empty string if there hasn't been an error message set since
* the last call to SDL_ClearError(). The message is only applicable
* when an SDL function has signaled an error. You must check the
* return values of SDL function calls to determine when to
* appropriately call SDL_GetError().
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ClearError
* \sa SDL_SetError
*/
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
/**
* Get the last error message that was set for the current thread.
*
* This allows the caller to copy the error string into a provided buffer, but
* otherwise operates exactly the same as SDL_GetError().
*
* \param errstr A buffer to fill with the last error message that was set for
* the current thread
* \param maxlen The size of the buffer pointed to by the errstr parameter
* \returns the pointer passed in as the `errstr` parameter.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_GetError
*/
extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen);
/**
* Clear any previous error message for this thread.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetError
* \sa SDL_SetError
*/
extern DECLSPEC void SDLCALL SDL_ClearError(void);
/**
* \name Internal error functions
*
* \internal
* Private error reporting function - used internally.
*/
/* @{ */
#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
typedef enum
{
SDL_ENOMEM,
SDL_EFREAD,
SDL_EFWRITE,
SDL_EFSEEK,
SDL_UNSUPPORTED,
SDL_LASTERROR
} SDL_errorcode;
/* SDL_Error() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
/* @} *//* Internal error functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_error_h_ */
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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_filesystem.h
*
* \brief Include file for filesystem SDL API functions
*/
#ifndef SDL_filesystem_h_
#define SDL_filesystem_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Get the directory where the application was run from.
*
* This is not necessarily a fast call, so you should call this once near
* startup and save the string if you need it.
*
* **Mac OS X and iOS Specific Functionality**: If the application is in a
* ".app" bundle, this function returns the Resource directory (e.g.
* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
* a property to the Info.plist file. Adding a string key with the name
* SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
* behaviour.
*
* Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
* application in /Applications/SDLApp/MyApp.app):
*
* - `resource`: bundle resource directory (the default). For example:
* `/Applications/SDLApp/MyApp.app/Contents/Resources`
* - `bundle`: the Bundle directory. For example:
* `/Applications/SDLApp/MyApp.app/`
* - `parent`: the containing directory of the bundle. For example:
* `/Applications/SDLApp/`
*
* The returned path is guaranteed to end with a path separator ('\' on
* Windows, '/' on most other platforms).
*
* The pointer returned is owned by the caller. Please call SDL_free() on the
* pointer when done with it.
*
* \returns an absolute path in UTF-8 encoding to the application data
* directory. NULL will be returned on error or when the platform
* doesn't implement this functionality, call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.1.
*
* \sa SDL_GetPrefPath
*/
extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
/**
* Get the user-and-app-specific path where files can be written.
*
* Get the "pref dir". This is meant to be where users can write personal
* files (preferences and save games, etc) that are specific to your
* application. This directory is unique per user, per application.
*
* This function will decide the appropriate location in the native
* filesystem, create the directory if necessary, and return a string of the
* absolute path to the directory in UTF-8 encoding.
*
* On Windows, the string might look like:
*
* `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
*
* On Linux, the string might look like"
*
* `/home/bob/.local/share/My Program Name/`
*
* On Mac OS X, the string might look like:
*
* `/Users/bob/Library/Application Support/My Program Name/`
*
* You should assume the path returned by this function is the only safe place
* to write files (and that SDL_GetBasePath(), while it might be writable, or
* even the parent of the returned path, isn't where you should be writing
* things).
*
* Both the org and app strings may become part of a directory name, so please
* follow these rules:
*
* - Try to use the same org string (_including case-sensitivity_) for all
* your applications that use this function.
* - Always use a unique app string for each one, and make sure it never
* changes for an app once you've decided on it.
* - Unicode characters are legal, as long as it's UTF-8 encoded, but...
* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
*
* The returned path is guaranteed to end with a path separator ('\' on
* Windows, '/' on most other platforms).
*
* The pointer returned is owned by the caller. Please call SDL_free() on the
* pointer when done with it.
*
* \param org the name of your organization
* \param app the name of your application
* \returns a UTF-8 string of the user directory in platform-dependent
* notation. NULL if there's a problem (creating directory failed,
* etc.).
*
* \since This function is available since SDL 2.0.1.
*
* \sa SDL_GetBasePath
*/
extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_filesystem_h_ */
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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_gesture.h
*
* Include file for SDL gesture event handling.
*/
#ifndef SDL_gesture_h_
#define SDL_gesture_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef Sint64 SDL_GestureID;
/* Function prototypes */
/**
* Begin recording a gesture on a specified touch device or all touch devices.
*
* If the parameter `touchId` is -1 (i.e., all devices), this function will
* always return 1, regardless of whether there actually are any devices.
*
* \param touchId the touch device id, or -1 for all touch devices
* \returns 1 on success or 0 if the specified device could not be found.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTouchDevice
*/
extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
/**
* Save all currently loaded Dollar Gesture templates.
*
* \param dst a SDL_RWops to save to
* \returns the number of saved templates on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadDollarTemplates
* \sa SDL_SaveDollarTemplate
*/
extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
/**
* Save a currently loaded Dollar Gesture template.
*
* \param gestureId a gesture id
* \param dst a SDL_RWops to save to
* \returns 1 on success or 0 on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadDollarTemplates
* \sa SDL_SaveAllDollarTemplates
*/
extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
/**
* Load Dollar Gesture templates from a file.
*
* \param touchId a touch id
* \param src a SDL_RWops to load from
* \returns the number of loaded templates on success or a negative error code
* (or 0) on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SaveAllDollarTemplates
* \sa SDL_SaveDollarTemplate
*/
extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_gesture_h_ */
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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_hidapi.h
*
* Header file for SDL HIDAPI functions.
*
* This is an adaptation of the original HIDAPI interface by Alan Ott,
* and includes source code licensed under the following BSD license:
*
Copyright (c) 2010, Alan Ott, Signal 11 Software
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Signal 11 Software nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
*
* If you would like a version of SDL without this code, you can build SDL
* with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example
* on iOS or tvOS to avoid a dependency on the CoreBluetooth framework.
*/
#ifndef SDL_hidapi_h_
#define SDL_hidapi_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A handle representing an open HID device
*/
struct SDL_hid_device_;
typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */
/** hidapi info structure */
/**
* \brief Information about a connected HID device
*/
typedef struct SDL_hid_device_info
{
/** Platform-specific device path */
char *path;
/** Device Vendor ID */
unsigned short vendor_id;
/** Device Product ID */
unsigned short product_id;
/** Serial Number */
wchar_t *serial_number;
/** Device Release Number in binary-coded decimal,
also known as Device Version Number */
unsigned short release_number;
/** Manufacturer String */
wchar_t *manufacturer_string;
/** Product string */
wchar_t *product_string;
/** Usage Page for this Device/Interface
(Windows/Mac only). */
unsigned short usage_page;
/** Usage for this Device/Interface
(Windows/Mac only).*/
unsigned short usage;
/** The USB interface which this logical device
represents.
* Valid on both Linux implementations in all cases.
* Valid on the Windows implementation only if the device
contains more than one interface. */
int interface_number;
/** Additional information about the USB interface.
Valid on libusb and Android implementations. */
int interface_class;
int interface_subclass;
int interface_protocol;
/** Pointer to the next device */
struct SDL_hid_device_info *next;
} SDL_hid_device_info;
/**
* Initialize the HIDAPI library.
*
* This function initializes the HIDAPI library. Calling it is not strictly
* necessary, as it will be called automatically by SDL_hid_enumerate() and
* any of the SDL_hid_open_*() functions if it is needed. This function should
* be called at the beginning of execution however, if there is a chance of
* HIDAPI handles being opened by different threads simultaneously.
*
* Each call to this function should have a matching call to SDL_hid_exit()
*
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_exit
*/
extern DECLSPEC int SDLCALL SDL_hid_init(void);
/**
* Finalize the HIDAPI library.
*
* This function frees all of the static data associated with HIDAPI. It
* should be called at the end of execution to avoid memory leaks.
*
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_init
*/
extern DECLSPEC int SDLCALL SDL_hid_exit(void);
/**
* Check to see if devices may have been added or removed.
*
* Enumerating the HID devices is an expensive operation, so you can call this
* to see if there have been any system device changes since the last call to
* this function. A change in the counter returned doesn't necessarily mean
* that anything has changed, but you can call SDL_hid_enumerate() to get an
* updated device list.
*
* Calling this function for the first time may cause a thread or other system
* resource to be allocated to track device change notifications.
*
* \returns a change counter that is incremented with each potential device
* change, or 0 if device change detection isn't available.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_enumerate
*/
extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void);
/**
* Enumerate the HID Devices.
*
* This function returns a linked list of all the HID devices attached to the
* system which match vendor_id and product_id. If `vendor_id` is set to 0
* then any vendor matches. If `product_id` is set to 0 then any product
* matches. If `vendor_id` and `product_id` are both set to 0, then all HID
* devices will be returned.
*
* \param vendor_id The Vendor ID (VID) of the types of device to open.
* \param product_id The Product ID (PID) of the types of device to open.
* \returns a pointer to a linked list of type SDL_hid_device_info, containing
* information about the HID devices attached to the system, or NULL
* in the case of failure. Free this linked list by calling
* SDL_hid_free_enumeration().
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_hid_device_change_count
*/
extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id);
/**
* Free an enumeration Linked List
*
* This function frees a linked list created by SDL_hid_enumerate().
*
* \param devs Pointer to a list of struct_device returned from
* SDL_hid_enumerate().
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs);
/**
* Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally
* a serial number.
*
* If `serial_number` is NULL, the first device with the specified VID and PID
* is opened.
*
* \param vendor_id The Vendor ID (VID) of the device to open.
* \param product_id The Product ID (PID) of the device to open.
* \param serial_number The Serial Number of the device to open (Optionally
* NULL).
* \returns a pointer to a SDL_hid_device object on success or NULL on
* failure.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number);
/**
* Open a HID device by its path name.
*
* The path name be determined by calling SDL_hid_enumerate(), or a
* platform-specific path name can be used (eg: /dev/hidraw0 on Linux).
*
* \param path The path name of the device to open
* \returns a pointer to a SDL_hid_device object on success or NULL on
* failure.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */);
/**
* Write an Output report to a HID device.
*
* The first byte of `data` must contain the Report ID. For devices which only
* support a single report, this must be set to 0x0. The remaining bytes
* contain the report data. Since the Report ID is mandatory, calls to
* SDL_hid_write() will always contain one more byte than the report contains.
* For example, if a hid report is 16 bytes long, 17 bytes must be passed to
* SDL_hid_write(), the Report ID (or 0x0, for devices with a single report),
* followed by the report data (16 bytes). In this example, the length passed
* in would be 17.
*
* SDL_hid_write() will send the data on the first OUT endpoint, if one
* exists. If it does not, it will send the data through the Control Endpoint
* (Endpoint 0).
*
* \param dev A device handle returned from SDL_hid_open().
* \param data The data to send, including the report number as the first
* byte.
* \param length The length in bytes of the data to send.
* \returns the actual number of bytes written and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length);
/**
* Read an Input report from a HID device with timeout.
*
* Input reports are returned to the host through the INTERRUPT IN endpoint.
* The first byte will contain the Report number if the device uses numbered
* reports.
*
* \param dev A device handle returned from SDL_hid_open().
* \param data A buffer to put the read data into.
* \param length The number of bytes to read. For devices with multiple
* reports, make sure to read an extra byte for the report
* number.
* \param milliseconds timeout in milliseconds or -1 for blocking wait.
* \returns the actual number of bytes read and -1 on error. If no packet was
* available to be read within the timeout period, this function
* returns 0.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds);
/**
* Read an Input report from a HID device.
*
* Input reports are returned to the host through the INTERRUPT IN endpoint.
* The first byte will contain the Report number if the device uses numbered
* reports.
*
* \param dev A device handle returned from SDL_hid_open().
* \param data A buffer to put the read data into.
* \param length The number of bytes to read. For devices with multiple
* reports, make sure to read an extra byte for the report
* number.
* \returns the actual number of bytes read and -1 on error. If no packet was
* available to be read and the handle is in non-blocking mode, this
* function returns 0.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length);
/**
* Set the device handle to be non-blocking.
*
* In non-blocking mode calls to SDL_hid_read() will return immediately with a
* value of 0 if there is no data to be read. In blocking mode, SDL_hid_read()
* will wait (block) until there is data to read before returning.
*
* Nonblocking can be turned on and off at any time.
*
* \param dev A device handle returned from SDL_hid_open().
* \param nonblock enable or not the nonblocking reads - 1 to enable
* nonblocking - 0 to disable nonblocking.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock);
/**
* Send a Feature report to the device.
*
* Feature reports are sent over the Control endpoint as a Set_Report
* transfer. The first byte of `data` must contain the Report ID. For devices
* which only support a single report, this must be set to 0x0. The remaining
* bytes contain the report data. Since the Report ID is mandatory, calls to
* SDL_hid_send_feature_report() will always contain one more byte than the
* report contains. For example, if a hid report is 16 bytes long, 17 bytes
* must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for
* devices which do not use numbered reports), followed by the report data (16
* bytes). In this example, the length passed in would be 17.
*
* \param dev A device handle returned from SDL_hid_open().
* \param data The data to send, including the report number as the first
* byte.
* \param length The length in bytes of the data to send, including the report
* number.
* \returns the actual number of bytes written and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length);
/**
* Get a feature report from a HID device.
*
* Set the first byte of `data` to the Report ID of the report to be read.
* Make sure to allow space for this extra byte in `data`. Upon return, the
* first byte will still contain the Report ID, and the report data will start
* in data[1].
*
* \param dev A device handle returned from SDL_hid_open().
* \param data A buffer to put the read data into, including the Report ID.
* Set the first byte of `data` to the Report ID of the report to
* be read, or set it to zero if your device does not use numbered
* reports.
* \param length The number of bytes to read, including an extra byte for the
* report ID. The buffer can be longer than the actual report.
* \returns the number of bytes read plus one for the report ID (which is
* still in the first byte), or -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length);
/**
* Close a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev);
/**
* Get The Manufacturer String from a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get The Product String from a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get The Serial Number String from a HID device.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
/**
* Get a string from a HID device, based on its string index.
*
* \param dev A device handle returned from SDL_hid_open().
* \param string_index The index of the string to get.
* \param string A wide string buffer to put the data into.
* \param maxlen The length of the buffer in multiples of wchar_t.
* \returns 0 on success and -1 on error.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen);
/**
* Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers
*
* \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_hidapi_h_ */
/* vi: set sts=4 ts=4 sw=4 expandtab: */
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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_joystick.h
*
* Include file for SDL joystick event handling
*
* The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
* behind a device_index changing as joysticks are plugged and unplugged.
*
* The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
* then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
*
* The term "player_index" is the number assigned to a player on a specific
* controller. For XInput controllers this returns the XInput user index.
* Many joysticks will not be able to supply this information.
*
* The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
* the device (a X360 wired controller for example). This identifier is platform dependent.
*/
#ifndef SDL_joystick_h_
#define SDL_joystick_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_joystick.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system
* for joysticks, and load appropriate drivers.
*
* If you would like to receive joystick updates while the application
* is in the background, you should set the following hint before calling
* SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
*/
/**
* The joystick structure used to identify an SDL joystick
*/
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
/* A structure that encodes the stable unique id for a joystick device */
typedef struct {
Uint8 data[16];
} SDL_JoystickGUID;
/**
* This is a unique ID for a joystick for the time it is connected to the system,
* and is never reused for the lifetime of the application. If the joystick is
* disconnected and reconnected, it will get a new ID.
*
* The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
*/
typedef Sint32 SDL_JoystickID;
typedef enum
{
SDL_JOYSTICK_TYPE_UNKNOWN,
SDL_JOYSTICK_TYPE_GAMECONTROLLER,
SDL_JOYSTICK_TYPE_WHEEL,
SDL_JOYSTICK_TYPE_ARCADE_STICK,
SDL_JOYSTICK_TYPE_FLIGHT_STICK,
SDL_JOYSTICK_TYPE_DANCE_PAD,
SDL_JOYSTICK_TYPE_GUITAR,
SDL_JOYSTICK_TYPE_DRUM_KIT,
SDL_JOYSTICK_TYPE_ARCADE_PAD,
SDL_JOYSTICK_TYPE_THROTTLE
} SDL_JoystickType;
typedef enum
{
SDL_JOYSTICK_POWER_UNKNOWN = -1,
SDL_JOYSTICK_POWER_EMPTY, /* <= 5% */
SDL_JOYSTICK_POWER_LOW, /* <= 20% */
SDL_JOYSTICK_POWER_MEDIUM, /* <= 70% */
SDL_JOYSTICK_POWER_FULL, /* <= 100% */
SDL_JOYSTICK_POWER_WIRED,
SDL_JOYSTICK_POWER_MAX
} SDL_JoystickPowerLevel;
/* Set max recognized G-force from accelerometer
See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
*/
#define SDL_IPHONE_MAX_GFORCE 5.0
/* Function prototypes */
/**
* Locking for multi-threaded access to the joystick API
*
* If you are using the joystick API or handling events from multiple threads
* you should use these locking functions to protect access to the joysticks.
*
* In particular, you are guaranteed that the joystick list won't change, so
* the API functions that take a joystick index will be valid, and joystick
* and game controller events will not be delivered.
*
* \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
/**
* Unlocking for multi-threaded access to the joystick API
*
* If you are using the joystick API or handling events from multiple threads
* you should use these locking functions to protect access to the joysticks.
*
* In particular, you are guaranteed that the joystick list won't change, so
* the API functions that take a joystick index will be valid, and joystick
* and game controller events will not be delivered.
*
* \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
/**
* Count the number of joysticks attached to the system.
*
* \returns the number of attached joysticks 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_JoystickName
* \sa SDL_JoystickOpen
*/
extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
/**
* Get the implementation dependent name of a joystick.
*
* This can be called before any joysticks are opened.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system)
* \returns the name of the selected joystick. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickName
* \sa SDL_JoystickOpen
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
/**
* Get the player index of a joystick, or -1 if it's not available This can be
* called before any joysticks are opened.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
/**
* Get the implementation-dependent GUID for the joystick at a given device
* index.
*
* This function can be called before any joysticks are opened.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the GUID of the selected joystick. If called on an invalid index,
* this function returns a zero GUID
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickGetGUID
* \sa SDL_JoystickGetGUIDString
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
/**
* Get the USB vendor ID of a joystick, if available.
*
* This can be called before any joysticks are opened. If the vendor ID isn't
* available this function returns 0.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the USB vendor ID of the selected joystick. If called on an
* invalid index, this function returns zero
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
/**
* Get the USB product ID of a joystick, if available.
*
* This can be called before any joysticks are opened. If the product ID isn't
* available this function returns 0.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the USB product ID of the selected joystick. If called on an
* invalid index, this function returns zero
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
/**
* Get the product version of a joystick, if available.
*
* This can be called before any joysticks are opened. If the product version
* isn't available this function returns 0.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the product version of the selected joystick. If called on an
* invalid index, this function returns zero
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
/**
* Get the type of a joystick, if available.
*
* This can be called before any joysticks are opened.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the SDL_JoystickType of the selected joystick. If called on an
* invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
/**
* Get the instance ID of a joystick.
*
* This can be called before any joysticks are opened. If the index is out of
* range, this function will return -1.
*
* \param device_index the index of the joystick to query (the N'th joystick
* on the system
* \returns the instance id of the selected joystick. If called on an invalid
* index, this function returns zero
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
/**
* Open a joystick for use.
*
* The `device_index` argument refers to the N'th joystick presently
* recognized by SDL on the system. It is **NOT** the same as the instance ID
* used to identify the joystick in future events. See
* SDL_JoystickInstanceID() for more details about instance IDs.
*
* The joystick subsystem must be initialized before a joystick can be opened
* for use.
*
* \param device_index the index of the joystick to query
* \returns a joystick identifier or NULL if an error occurred; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickClose
* \sa SDL_JoystickInstanceID
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
/**
* Get the SDL_Joystick associated with an instance id.
*
* \param instance_id the instance id to get the SDL_Joystick for
* \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.4.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id);
/**
* Get the SDL_Joystick associated with a player index.
*
* \param player_index the player index to get the SDL_Joystick for
* \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.12.
*/
extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index);
/**
* Attach a new virtual joystick.
*
* \returns the joystick's device index, or -1 if an error occurred.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
int naxes,
int nbuttons,
int nhats);
/**
* Detach a virtual joystick.
*
* \param device_index a value previously returned from
* SDL_JoystickAttachVirtual()
* \returns 0 on success, or -1 if an error occurred.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
/**
* Query whether or not the joystick at a given device index is virtual.
*
* \param device_index a joystick device index.
* \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
/**
* Set values on an opened, virtual-joystick's axis.
*
* Please note that values set here will not be applied until the next call to
* SDL_JoystickUpdate, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param axis the specific axis on the virtual joystick to set.
* \param value the new value for the specified axis.
* \returns 0 on success, -1 on error.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value);
/**
* Set values on an opened, virtual-joystick's button.
*
* Please note that values set here will not be applied until the next call to
* SDL_JoystickUpdate, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param button the specific button on the virtual joystick to set.
* \param value the new value for the specified button.
* \returns 0 on success, -1 on error.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value);
/**
* Set values on an opened, virtual-joystick's hat.
*
* Please note that values set here will not be applied until the next call to
* SDL_JoystickUpdate, which can either be called directly, or can be called
* indirectly through various other SDL APIs, including, but not limited to
* the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
* SDL_WaitEvent.
*
* \param joystick the virtual joystick on which to set state.
* \param hat the specific hat on the virtual joystick to set.
* \param value the new value for the specified hat.
* \returns 0 on success, -1 on error.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value);
/**
* Get the implementation dependent name of a joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the name of the selected joystick. If no name can be found, this
* function returns NULL; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickNameForIndex
* \sa SDL_JoystickOpen
*/
extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick);
/**
* Get the player index of an opened joystick.
*
* For XInput controllers this returns the XInput user index. Many joysticks
* will not be able to supply this information.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the player index, or -1 if it's not available.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick);
/**
* Set the player index of an opened joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \param player_index the player index to set.
*
* \since This function is available since SDL 2.0.12.
*/
extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index);
/**
* Get the implementation-dependent GUID for the joystick.
*
* This function requires an open joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the GUID of the given joystick. If called on an invalid index,
* this function returns a zero GUID; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickGetDeviceGUID
* \sa SDL_JoystickGetGUIDString
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *joystick);
/**
* Get the USB vendor ID of an opened joystick, if available.
*
* If the vendor ID isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the USB vendor ID of the selected joystick, or 0 if unavailable.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick);
/**
* Get the USB product ID of an opened joystick, if available.
*
* If the product ID isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the USB product ID of the selected joystick, or 0 if unavailable.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick);
/**
* Get the product version of an opened joystick, if available.
*
* If the product version isn't available this function returns 0.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the product version of the selected joystick, or 0 if unavailable.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick);
/**
* Get the serial number of an opened joystick, if available.
*
* Returns the serial number of the joystick, or NULL if it is not available.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the serial number of the selected joystick, or NULL if
* unavailable.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *joystick);
/**
* Get the type of an opened joystick.
*
* \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
* \returns the SDL_JoystickType of the selected joystick.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick);
/**
* Get an ASCII string representation for a given SDL_JoystickGUID.
*
* You should supply at least 33 bytes for pszGUID.
*
* \param guid the SDL_JoystickGUID you wish to convert to string
* \param pszGUID buffer in which to write the ASCII string
* \param cbGUID the size of pszGUID
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickGetDeviceGUID
* \sa SDL_JoystickGetGUID
* \sa SDL_JoystickGetGUIDFromString
*/
extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
/**
* Convert a GUID string into a SDL_JoystickGUID structure.
*
* Performs no error checking. If this function is given a string containing
* an invalid GUID, the function will silently succeed, but the GUID generated
* will not be useful.
*
* \param pchGUID string containing an ASCII representation of a GUID
* \returns a SDL_JoystickGUID structure.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickGetGUIDString
*/
extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
/**
* Get the status of a specified joystick.
*
* \param joystick the joystick to query
* \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickClose
* \sa SDL_JoystickOpen
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick *joystick);
/**
* Get the instance ID of an opened joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the instance ID of the specified joystick 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_JoystickOpen
*/
extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick *joystick);
/**
* Get the number of general axis controls on a joystick.
*
* Often, the directional pad on a game controller will either look like 4
* separate buttons or a POV hat, and not axes, but all of this is up to the
* device and platform.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the number of axis controls/number of axes 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_JoystickGetAxis
* \sa SDL_JoystickOpen
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick);
/**
* Get the number of trackballs on a joystick.
*
* Joystick trackballs have only relative motion events associated with them
* and their state cannot be polled.
*
* Most joysticks do not have trackballs.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the number of trackballs 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_JoystickGetBall
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick);
/**
* Get the number of POV hats on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the number of POV hats 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_JoystickGetHat
* \sa SDL_JoystickOpen
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick);
/**
* Get the number of buttons on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \returns the number of buttons 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_JoystickGetButton
* \sa SDL_JoystickOpen
*/
extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick);
/**
* Update the current state of the open joysticks.
*
* This is called automatically by the event loop if any joystick events are
* enabled.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickEventState
*/
extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
/**
* Enable/disable joystick event polling.
*
* If joystick events are disabled, you must call SDL_JoystickUpdate()
* yourself and manually check the state of the joystick when you want
* joystick information.
*
* It is recommended that you leave joystick event handling enabled.
*
* **WARNING**: Calling this function may delete all events currently in SDL's
* event queue.
*
* \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
* \returns 1 if enabled, 0 if disabled, or a negative error code on failure;
* call SDL_GetError() for more information.
*
* If `state` is `SDL_QUERY` then the current state is returned,
* otherwise the new processing state is returned.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GameControllerEventState
*/
extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
#define SDL_JOYSTICK_AXIS_MAX 32767
#define SDL_JOYSTICK_AXIS_MIN -32768
/**
* Get the current state of an axis control on a joystick.
*
* SDL makes no promises about what part of the joystick any given axis refers
* to. Your game should have some sort of configuration UI to let users
* specify what each axis should be bound to. Alternately, SDL's higher-level
* Game Controller API makes a great effort to apply order to this lower-level
* interface, so you know that a specific axis is the "left thumb stick," etc.
*
* The value returned by SDL_JoystickGetAxis() is a signed integer (-32768 to
* 32767) representing the current position of the axis. It may be necessary
* to impose certain tolerances on these values to account for jitter.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \param axis the axis to query; the axis indices start at index 0
* \returns a 16-bit signed integer representing the current position of the
* axis or 0 on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickNumAxes
*/
extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick,
int axis);
/**
* Get the initial state of an axis control on a joystick.
*
* The state is a value ranging from -32768 to 32767.
*
* The axis indices start at index 0.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \param axis the axis to query; the axis indices start at index 0
* \param state Upon return, the initial value is supplied here.
* \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick,
int axis, Sint16 *state);
/**
* \name Hat positions
*/
/* @{ */
#define SDL_HAT_CENTERED 0x00
#define SDL_HAT_UP 0x01
#define SDL_HAT_RIGHT 0x02
#define SDL_HAT_DOWN 0x04
#define SDL_HAT_LEFT 0x08
#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
/* @} */
/**
* Get the current state of a POV hat on a joystick.
*
* The returned value will be one of the following positions:
*
* - `SDL_HAT_CENTERED`
* - `SDL_HAT_UP`
* - `SDL_HAT_RIGHT`
* - `SDL_HAT_DOWN`
* - `SDL_HAT_LEFT`
* - `SDL_HAT_RIGHTUP`
* - `SDL_HAT_RIGHTDOWN`
* - `SDL_HAT_LEFTUP`
* - `SDL_HAT_LEFTDOWN`
*
* \param joystick an SDL_Joystick structure containing joystick information
* \param hat the hat index to get the state from; indices start at index 0
* \returns the current hat position.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickNumHats
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick,
int hat);
/**
* Get the ball axis change since the last poll.
*
* Trackballs can only return relative motion since the last call to
* SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`.
*
* Most joysticks do not have trackballs.
*
* \param joystick the SDL_Joystick to query
* \param ball the ball index to query; ball indices start at index 0
* \param dx stores the difference in the x axis position since the last poll
* \param dy stores the difference in the y axis position since the last poll
* \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_JoystickNumBalls
*/
extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick,
int ball, int *dx, int *dy);
/**
* Get the current state of a button on a joystick.
*
* \param joystick an SDL_Joystick structure containing joystick information
* \param button the button index to get the state from; indices start at
* index 0
* \returns 1 if the specified button is pressed, 0 otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickNumButtons
*/
extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick,
int button);
/**
* Start a rumble effect.
*
* Each call to this function cancels any previous rumble effect, and calling
* it with 0 intensity stops any rumbling.
*
* \param joystick The joystick to vibrate
* \param low_frequency_rumble The intensity of the low frequency (left)
* rumble motor, from 0 to 0xFFFF
* \param high_frequency_rumble The intensity of the high frequency (right)
* rumble motor, from 0 to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if rumble isn't supported on this joystick
*
* \since This function is available since SDL 2.0.9.
*
* \sa SDL_JoystickHasRumble
*/
extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
/**
* Start a rumble effect in the joystick's triggers
*
* Each call to this function cancels any previous trigger rumble effect, and
* calling it with 0 intensity stops any rumbling.
*
* Note that this is rumbling of the _triggers_ and not the game controller as
* a whole. This is currently only supported on Xbox One controllers. If you
* want the (more common) whole-controller rumble, use SDL_JoystickRumble()
* instead.
*
* \param joystick The joystick to vibrate
* \param left_rumble The intensity of the left trigger rumble motor, from 0
* to 0xFFFF
* \param right_rumble The intensity of the right trigger rumble motor, from 0
* to 0xFFFF
* \param duration_ms The duration of the rumble effect, in milliseconds
* \returns 0, or -1 if trigger rumble isn't supported on this joystick
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_JoystickHasRumbleTriggers
*/
extern DECLSPEC int SDLCALL SDL_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
/**
* Query whether a joystick has an LED.
*
* An example of a joystick LED is the light on the back of a PlayStation 4's
* DualShock 4 controller.
*
* \param joystick The joystick to query
* \return SDL_TRUE if the joystick has a modifiable LED, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick);
/**
* Query whether a joystick has rumble support.
*
* \param joystick The joystick to query
* \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_JoystickRumble
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick);
/**
* Query whether a joystick has rumble support on triggers.
*
* \param joystick The joystick to query
* \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_JoystickRumbleTriggers
*/
extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(SDL_Joystick *joystick);
/**
* Update a joystick's LED color.
*
* An example of a joystick LED is the light on the back of a PlayStation 4's
* DualShock 4 controller.
*
* \param joystick The joystick to update
* \param red The intensity of the red LED
* \param green The intensity of the green LED
* \param blue The intensity of the blue LED
* \returns 0 on success, -1 if this joystick does not have a modifiable LED
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue);
/**
* Send a joystick specific effect packet
*
* \param joystick The joystick to affect
* \param data The data to send to the joystick
* \param size The size of the data to send to the joystick
* \returns 0, or -1 if this joystick or driver doesn't support effect packets
*
* \since This function is available since SDL 2.0.16.
*/
extern DECLSPEC int SDLCALL SDL_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size);
/**
* Close a joystick previously opened with SDL_JoystickOpen().
*
* \param joystick The joystick device to close
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_JoystickOpen
*/
extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick);
/**
* Get the battery level of a joystick as SDL_JoystickPowerLevel.
*
* \param joystick the SDL_Joystick to query
* \returns the current battery level as SDL_JoystickPowerLevel on success or
* `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
*
* \since This function is available since SDL 2.0.4.
*/
extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick *joystick);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_joystick_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+337
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@@ -0,0 +1,337 @@
/*
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_keyboard.h
*
* Include file for SDL keyboard event handling
*/
#ifndef SDL_keyboard_h_
#define SDL_keyboard_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_keycode.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The SDL keysym structure, used in key events.
*
* \note If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
*/
typedef struct SDL_Keysym
{
SDL_Scancode scancode; /**< SDL physical key code - see ::SDL_Scancode for details */
SDL_Keycode sym; /**< SDL virtual key code - see ::SDL_Keycode for details */
Uint16 mod; /**< current key modifiers */
Uint32 unused;
} SDL_Keysym;
/* Function prototypes */
/**
* Query the window which currently has keyboard focus.
*
* \returns the window with keyboard focus.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
/**
* Get a snapshot of the current state of the keyboard.
*
* The pointer returned is a pointer to an internal SDL array. It will be
* valid for the whole lifetime of the application and should not be freed by
* the caller.
*
* A array element with a value of 1 means that the key is pressed and a value
* of 0 means that it is not. Indexes into this array are obtained by using
* SDL_Scancode values.
*
* Use SDL_PumpEvents() to update the state array.
*
* This function gives you the current state after all events have been
* processed, so if a key or button has been pressed and released before you
* process events, then the pressed state will never show up in the
* SDL_GetKeyboardState() calls.
*
* Note: This function doesn't take into account whether shift has been
* pressed or not.
*
* \param numkeys if non-NULL, receives the length of the returned array
* \returns a pointer to an array of key states.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_PumpEvents
*/
extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
/**
* Get the current key modifier state for the keyboard.
*
* \returns an OR'd combination of the modifier keys for the keyboard. See
* SDL_Keymod for details.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyboardState
* \sa SDL_SetModState
*/
extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
/**
* Set the current key modifier state for the keyboard.
*
* The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
* modifier key states on your application. Simply pass your desired modifier
* states into `modstate`. This value may be a bitwise, OR'd combination of
* SDL_Keymod values.
*
* This does not change the keyboard state, only the key modifier flags that
* SDL reports.
*
* \param modstate the desired SDL_Keymod for the keyboard
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetModState
*/
extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
/**
* Get the key code corresponding to the given scancode according to the
* current keyboard layout.
*
* See SDL_Keycode for details.
*
* \param scancode the desired SDL_Scancode to query
* \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromKey
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
/**
* Get the scancode corresponding to the given key code according to the
* current keyboard layout.
*
* See SDL_Scancode for details.
*
* \param key the desired SDL_Keycode to query
* \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeName
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
/**
* Get a human-readable name for a scancode.
*
* See SDL_Scancode for details.
*
* **Warning**: The returned name is by design not stable across platforms,
* e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
* Windows" under Microsoft Windows, and some scancodes like
* `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
* scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
* `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
* unsuitable for creating a stable cross-platform two-way mapping between
* strings and scancodes.
*
* \param scancode the desired SDL_Scancode to query
* \returns a pointer to the name for the scancode. If the scancode doesn't
* have a name this function returns an empty string ("").
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeFromName
*/
extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
/**
* Get a scancode from a human-readable name.
*
* \param name the human-readable scancode name
* \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
* recognized; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromName
* \sa SDL_GetScancodeFromKey
* \sa SDL_GetScancodeName
*/
extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
/**
* Get a human-readable name for a key.
*
* See SDL_Scancode and SDL_Keycode for details.
*
* \param key the desired SDL_Keycode to query
* \returns a pointer to a UTF-8 string that stays valid at least until the
* next call to this function. If you need it around any longer, you
* must copy it. If the key doesn't have a name, this function
* returns an empty string ("").
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromName
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetScancodeFromKey
*/
extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
/**
* Get a key code from a human-readable name.
*
* \param name the human-readable key name
* \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_GetKeyName
* \sa SDL_GetScancodeFromName
*/
extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
/**
* Start accepting Unicode text input events.
*
* This function will start accepting Unicode text input events in the focused
* SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and
* SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
* pair with SDL_StopTextInput().
*
* On some platforms using this function activates the screen keyboard.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetTextInputRect
* \sa SDL_StopTextInput
*/
extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
/**
* Check whether or not Unicode text input events are enabled.
*
* \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
/**
* Stop receiving any text input events.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
*/
extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
/**
* Dismiss the composition window/IME without disabling the subsystem.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_StartTextInput
* \sa SDL_StopTextInput
*/
extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
/**
* Returns if an IME Composite or Candidate window is currently shown.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputShown(void);
/**
* Set the rectangle used to type Unicode text inputs.
*
* Note: If you want use system native IME window, try to set hint
* **SDL_HINT_IME_SHOW_UI** to **1**, otherwise this function won't give you
* any feedback.
*
* \param rect the SDL_Rect structure representing the rectangle to receive
* text (ignored if NULL)
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
*/
extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
/**
* Check whether the platform has screen keyboard support.
*
* \returns SDL_TRUE if the platform has some screen keyboard support or
* SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_StartTextInput
* \sa SDL_IsScreenKeyboardShown
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
/**
* Check whether the screen keyboard is shown for given window.
*
* \param window the window for which screen keyboard should be queried
* \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasScreenKeyboardSupport
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_keyboard_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+353
View File
@@ -0,0 +1,353 @@
/*
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_keycode.h
*
* Defines constants which identify keyboard keys and modifiers.
*/
#ifndef SDL_keycode_h_
#define SDL_keycode_h_
#include "SDL_stdinc.h"
#include "SDL_scancode.h"
/**
* \brief The SDL virtual key representation.
*
* Values of this type are used to represent keyboard keys using the current
* layout of the keyboard. These values include Unicode values representing
* the unmodified character that would be generated by pressing the key, or
* an SDLK_* constant for those keys that do not generate characters.
*
* A special exception is the number keys at the top of the keyboard which
* always map to SDLK_0...SDLK_9, regardless of layout.
*/
typedef Sint32 SDL_Keycode;
#define SDLK_SCANCODE_MASK (1<<30)
#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK)
typedef enum
{
SDLK_UNKNOWN = 0,
SDLK_RETURN = '\r',
SDLK_ESCAPE = '\x1B',
SDLK_BACKSPACE = '\b',
SDLK_TAB = '\t',
SDLK_SPACE = ' ',
SDLK_EXCLAIM = '!',
SDLK_QUOTEDBL = '"',
SDLK_HASH = '#',
SDLK_PERCENT = '%',
SDLK_DOLLAR = '$',
SDLK_AMPERSAND = '&',
SDLK_QUOTE = '\'',
SDLK_LEFTPAREN = '(',
SDLK_RIGHTPAREN = ')',
SDLK_ASTERISK = '*',
SDLK_PLUS = '+',
SDLK_COMMA = ',',
SDLK_MINUS = '-',
SDLK_PERIOD = '.',
SDLK_SLASH = '/',
SDLK_0 = '0',
SDLK_1 = '1',
SDLK_2 = '2',
SDLK_3 = '3',
SDLK_4 = '4',
SDLK_5 = '5',
SDLK_6 = '6',
SDLK_7 = '7',
SDLK_8 = '8',
SDLK_9 = '9',
SDLK_COLON = ':',
SDLK_SEMICOLON = ';',
SDLK_LESS = '<',
SDLK_EQUALS = '=',
SDLK_GREATER = '>',
SDLK_QUESTION = '?',
SDLK_AT = '@',
/*
Skip uppercase letters
*/
SDLK_LEFTBRACKET = '[',
SDLK_BACKSLASH = '\\',
SDLK_RIGHTBRACKET = ']',
SDLK_CARET = '^',
SDLK_UNDERSCORE = '_',
SDLK_BACKQUOTE = '`',
SDLK_a = 'a',
SDLK_b = 'b',
SDLK_c = 'c',
SDLK_d = 'd',
SDLK_e = 'e',
SDLK_f = 'f',
SDLK_g = 'g',
SDLK_h = 'h',
SDLK_i = 'i',
SDLK_j = 'j',
SDLK_k = 'k',
SDLK_l = 'l',
SDLK_m = 'm',
SDLK_n = 'n',
SDLK_o = 'o',
SDLK_p = 'p',
SDLK_q = 'q',
SDLK_r = 'r',
SDLK_s = 's',
SDLK_t = 't',
SDLK_u = 'u',
SDLK_v = 'v',
SDLK_w = 'w',
SDLK_x = 'x',
SDLK_y = 'y',
SDLK_z = 'z',
SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK),
SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1),
SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2),
SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3),
SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4),
SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5),
SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6),
SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7),
SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8),
SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9),
SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10),
SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11),
SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12),
SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN),
SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK),
SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE),
SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
SDLK_DELETE = '\x7F',
SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT),
SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN),
SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP),
SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR),
SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE),
SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY),
SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS),
SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS),
SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER),
SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1),
SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2),
SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3),
SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4),
SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5),
SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6),
SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7),
SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8),
SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9),
SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0),
SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD),
SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION),
SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER),
SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS),
SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13),
SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14),
SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15),
SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16),
SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17),
SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18),
SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19),
SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20),
SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21),
SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22),
SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23),
SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24),
SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE),
SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP),
SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU),
SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT),
SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP),
SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN),
SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO),
SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT),
SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY),
SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE),
SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND),
SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE),
SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP),
SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN),
SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA),
SDLK_KP_EQUALSAS400 =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400),
SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE),
SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ),
SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL),
SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR),
SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR),
SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2),
SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR),
SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT),
SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER),
SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN),
SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL),
SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL),
SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00),
SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000),
SDLK_THOUSANDSSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR),
SDLK_DECIMALSEPARATOR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR),
SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT),
SDLK_CURRENCYSUBUNIT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT),
SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN),
SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN),
SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE),
SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE),
SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB),
SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE),
SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A),
SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B),
SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C),
SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D),
SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E),
SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F),
SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR),
SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER),
SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT),
SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS),
SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER),
SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND),
SDLK_KP_DBLAMPERSAND =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND),
SDLK_KP_VERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR),
SDLK_KP_DBLVERTICALBAR =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR),
SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON),
SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH),
SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE),
SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT),
SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM),
SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE),
SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL),
SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR),
SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD),
SDLK_KP_MEMSUBTRACT =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT),
SDLK_KP_MEMMULTIPLY =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY),
SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE),
SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS),
SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR),
SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY),
SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY),
SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL),
SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL),
SDLK_KP_HEXADECIMAL =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL),
SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL),
SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT),
SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT),
SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI),
SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL),
SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT),
SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT),
SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI),
SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE),
SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT),
SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV),
SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP),
SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY),
SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE),
SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT),
SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW),
SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL),
SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR),
SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER),
SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH),
SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME),
SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK),
SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD),
SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP),
SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH),
SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS),
SDLK_BRIGHTNESSDOWN =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN),
SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP),
SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH),
SDLK_KBDILLUMTOGGLE =
SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE),
SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN),
SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP),
SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT),
SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP),
SDLK_APP1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP1),
SDLK_APP2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APP2),
SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
} SDL_KeyCode;
/**
* \brief Enumeration of valid key mods (possibly OR'd together).
*/
typedef enum
{
KMOD_NONE = 0x0000,
KMOD_LSHIFT = 0x0001,
KMOD_RSHIFT = 0x0002,
KMOD_LCTRL = 0x0040,
KMOD_RCTRL = 0x0080,
KMOD_LALT = 0x0100,
KMOD_RALT = 0x0200,
KMOD_LGUI = 0x0400,
KMOD_RGUI = 0x0800,
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
KMOD_SCROLL = 0x8000,
KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL,
KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT,
KMOD_ALT = KMOD_LALT | KMOD_RALT,
KMOD_GUI = KMOD_LGUI | KMOD_RGUI,
KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */
} SDL_Keymod;
#endif /* SDL_keycode_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_loadso.h
*
* System dependent library loading routines
*
* Some things to keep in mind:
* \li These functions only work on C function names. Other languages may
* have name mangling and intrinsic language support that varies from
* compiler to compiler.
* \li Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
* \li Avoid namespace collisions. If you load a symbol from the library,
* it is not defined whether or not it goes into the global symbol
* namespace for the application. If it does and it conflicts with
* symbols in your code or other shared libraries, you will not get
* the results you expect. :)
*/
#ifndef SDL_loadso_h_
#define SDL_loadso_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Dynamically load a shared object.
*
* \param sofile a system-dependent name of the object file
* \returns an opaque pointer to the object handle or NULL if there was an
* error; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadFunction
* \sa SDL_UnloadObject
*/
extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
/**
* Look up the address of the named function in a shared object.
*
* This function pointer is no longer valid after calling SDL_UnloadObject().
*
* This function can only look up C function names. Other languages may have
* name mangling and intrinsic language support that varies from compiler to
* compiler.
*
* Make sure you declare your function pointers with the same calling
* convention as the actual library function. Your code will crash
* mysteriously if you do not do this.
*
* If the requested function doesn't exist, NULL is returned.
*
* \param handle a valid shared object handle returned by SDL_LoadObject()
* \param name the name of the function to look up
* \returns a pointer to the function or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadObject
* \sa SDL_UnloadObject
*/
extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
const char *name);
/**
* Unload a shared object from memory.
*
* \param handle a valid shared object handle returned by SDL_LoadObject()
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LoadFunction
* \sa SDL_LoadObject
*/
extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_loadso_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_locale.h
*
* Include file for SDL locale services
*/
#ifndef _SDL_locale_h
#define _SDL_locale_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
typedef struct SDL_Locale
{
const char *language; /**< A language name, like "en" for English. */
const char *country; /**< A country, like "US" for America. Can be NULL. */
} SDL_Locale;
/**
* Report the user's preferred locale.
*
* This returns an array of SDL_Locale structs, the final item zeroed out.
* When the caller is done with this array, it should call SDL_free() on the
* returned value; all the memory involved is allocated in a single block, so
* a single SDL_free() will suffice.
*
* Returned language strings are in the format xx, where 'xx' is an ISO-639
* language specifier (such as "en" for English, "de" for German, etc).
* Country strings are in the format YY, where "YY" is an ISO-3166 country
* code (such as "US" for the United States, "CA" for Canada, etc). Country
* might be NULL if there's no specific guidance on them (so you might get {
* "en", "US" } for American English, but { "en", NULL } means "English
* language, generically"). Language strings are never NULL, except to
* terminate the array.
*
* Please note that not all of these strings are 2 characters; some are three
* or more.
*
* The returned list of locales are in the order of the user's preference. For
* example, a German citizen that is fluent in US English and knows enough
* Japanese to navigate around Tokyo might have a list like: { "de", "en_US",
* "jp", NULL }. Someone from England might prefer British English (where
* "color" is spelled "colour", etc), but will settle for anything like it: {
* "en_GB", "en", NULL }.
*
* This function returns NULL on error, including when the platform does not
* supply this information at all.
*
* This might be a "slow" call that has to query the operating system. It's
* best to ask for this once and save the results. However, this list can
* change, usually because the user has changed a system preference outside of
* your program; SDL will send an SDL_LOCALECHANGED event in this case, if
* possible, and you can call this function again to get an updated copy of
* preferred locales.
*
* \return array of locales, terminated with a locale with a NULL language
* field. Will return NULL on error.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"
#endif /* _SDL_locale_h */
/* vi: set ts=4 sw=4 expandtab: */
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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_log.h
*
* Simple log messages with categories and priorities.
*
* By default logs are quiet, but if you're debugging SDL you might want:
*
* SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
*
* Here's where the messages go on different platforms:
* Windows: debug output stream
* Android: log output
* Others: standard error output (stderr)
*/
#ifndef SDL_log_h_
#define SDL_log_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The maximum size of a log message
*
* Messages longer than the maximum size will be truncated
*/
#define SDL_MAX_LOG_MESSAGE 4096
/**
* \brief The predefined log categories
*
* By default the application category is enabled at the INFO level,
* the assert category is enabled at the WARN level, test is enabled
* at the VERBOSE level and all other categories are enabled at the
* CRITICAL level.
*/
typedef enum
{
SDL_LOG_CATEGORY_APPLICATION,
SDL_LOG_CATEGORY_ERROR,
SDL_LOG_CATEGORY_ASSERT,
SDL_LOG_CATEGORY_SYSTEM,
SDL_LOG_CATEGORY_AUDIO,
SDL_LOG_CATEGORY_VIDEO,
SDL_LOG_CATEGORY_RENDER,
SDL_LOG_CATEGORY_INPUT,
SDL_LOG_CATEGORY_TEST,
/* Reserved for future SDL library use */
SDL_LOG_CATEGORY_RESERVED1,
SDL_LOG_CATEGORY_RESERVED2,
SDL_LOG_CATEGORY_RESERVED3,
SDL_LOG_CATEGORY_RESERVED4,
SDL_LOG_CATEGORY_RESERVED5,
SDL_LOG_CATEGORY_RESERVED6,
SDL_LOG_CATEGORY_RESERVED7,
SDL_LOG_CATEGORY_RESERVED8,
SDL_LOG_CATEGORY_RESERVED9,
SDL_LOG_CATEGORY_RESERVED10,
/* Beyond this point is reserved for application use, e.g.
enum {
MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
MYAPP_CATEGORY_AWESOME2,
MYAPP_CATEGORY_AWESOME3,
...
};
*/
SDL_LOG_CATEGORY_CUSTOM
} SDL_LogCategory;
/**
* \brief The predefined log priorities
*/
typedef enum
{
SDL_LOG_PRIORITY_VERBOSE = 1,
SDL_LOG_PRIORITY_DEBUG,
SDL_LOG_PRIORITY_INFO,
SDL_LOG_PRIORITY_WARN,
SDL_LOG_PRIORITY_ERROR,
SDL_LOG_PRIORITY_CRITICAL,
SDL_NUM_LOG_PRIORITIES
} SDL_LogPriority;
/**
* Set the priority of all log categories.
*
* \param priority the SDL_LogPriority to assign
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetPriority
*/
extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
/**
* Set the priority of a particular log category.
*
* \param category the category to assign a priority to
* \param priority the SDL_LogPriority to assign
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogGetPriority
* \sa SDL_LogSetAllPriority
*/
extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
SDL_LogPriority priority);
/**
* Get the priority of a particular log category.
*
* \param category the category to query
* \returns the SDL_LogPriority for the requested category
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetPriority
*/
extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
/**
* Reset all priorities to default.
*
* This is called by SDL_Quit().
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetAllPriority
* \sa SDL_LogSetPriority
*/
extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
/**
* Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
*
* = * \param fmt a printf() style message format string
*
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Log a message with SDL_LOG_PRIORITY_VERBOSE.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_DEBUG.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_INFO.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_WARN.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
*/
extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_ERROR.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with SDL_LOG_PRIORITY_CRITICAL.
*
* \param category the category of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* Log a message with the specified category and priority.
*
* \param category the category of the message
* \param priority the priority of the message
* \param fmt a printf() style message format string
* \param ... additional parameters matching % tokens in the **fmt** string,
* if any
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessageV
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
SDL_LogPriority priority,
SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
/**
* Log a message with the specified category and priority.
*
* \param category the category of the message
* \param priority the priority of the message
* \param fmt a printf() style message format string
* \param ap a variable argument list
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Log
* \sa SDL_LogCritical
* \sa SDL_LogDebug
* \sa SDL_LogError
* \sa SDL_LogInfo
* \sa SDL_LogMessage
* \sa SDL_LogVerbose
* \sa SDL_LogWarn
*/
extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
SDL_LogPriority priority,
const char *fmt, va_list ap);
/**
* The prototype for the log output callback function.
*
* This function is called by SDL when there is new text to be logged.
*
* \param userdata what was passed as `userdata` to SDL_LogSetOutputFunction()
* \param category the category of the message
* \param priority the priority of the message
* \param message the message being output
*/
typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
/**
* Get the current log output function.
*
* \param callback an SDL_LogOutputFunction filled in with the current log
* callback
* \param userdata a pointer filled in with the pointer that is passed to
* `callback`
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogSetOutputFunction
*/
extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
/**
* Replace the default log output function with one of your own.
*
* \param callback an SDL_LogOutputFunction to call instead of the default
* \param userdata a pointer that is passed to `callback`
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LogGetOutputFunction
*/
extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_log_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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.
*/
#ifndef SDL_main_h_
#define SDL_main_h_
#include "SDL_stdinc.h"
/**
* \file SDL_main.h
*
* Redefine main() on some platforms so that it is called by SDL.
*/
#ifndef SDL_MAIN_HANDLED
#if defined(__WIN32__)
/* On Windows SDL provides WinMain(), which parses the command line and passes
the arguments to your main function.
If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__WINRT__)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. In non-XAML apps, the file,
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
called, with a pointer to the Direct3D-hosted XAML control passed in.
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
If you link with SDL dynamically on iOS, the main function can't be in a
shared library, so you need to link with libSDLmain.a, which includes a
stub main function that calls into the shared library to start execution.
See src/video/uikit/SDL_uikitappdelegate.m for more details.
*/
#define SDL_MAIN_NEEDED
#elif defined(__ANDROID__)
/* On Android SDL provides a Java class in SDLActivity.java that is the
main activity entry point.
See docs/README-android.md for more details on extending that class.
*/
#define SDL_MAIN_NEEDED
/* We need to export SDL_main so it can be launched from Java */
#define SDLMAIN_DECLSPEC DECLSPEC
#elif defined(__NACL__)
/* On NACL we use ppapi_simple to set up the application helper code,
then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
starting the user main function.
All user code is run in a separate thread by ppapi_simple, thus
allowing for blocking io to take place via nacl_io
*/
#define SDL_MAIN_NEEDED
#elif defined(__PSP__)
/* On PSP SDL provides a main function that sets the module info,
activates the GPU and starts the thread required to be able to exit
the software.
If you provide this yourself, you may define SDL_MAIN_HANDLED
*/
#define SDL_MAIN_AVAILABLE
#endif
#endif /* SDL_MAIN_HANDLED */
#ifndef SDLMAIN_DECLSPEC
#define SDLMAIN_DECLSPEC
#endif
/**
* \file SDL_main.h
*
* The application's main() function must be called with C linkage,
* and should be declared like this:
* \code
* #ifdef __cplusplus
* extern "C"
* #endif
* int main(int argc, char *argv[])
* {
* }
* \endcode
*/
#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
#define main SDL_main
#endif
#include "begin_code.h"
#ifdef __cplusplus
extern "C" {
#endif
/**
* The prototype for the application's main() function
*/
typedef int (*SDL_main_func)(int argc, char *argv[]);
extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
/**
* Circumvent failure of SDL_Init() when not using SDL_main() as an entry
* point.
*
* This function is defined in SDL_main.h, along with the preprocessor rule to
* redefine main() as SDL_main(). Thus to ensure that your main() function
* will not be changed it is necessary to define SDL_MAIN_HANDLED before
* including SDL.h.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
*/
extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
#ifdef __WIN32__
/**
* Register a win32 window class for SDL's use.
*
* This can be called to set the application window class at startup. It is
* safe to call this multiple times, as long as every call is eventually
* paired with a call to SDL_UnregisterApp, but a second registration attempt
* while a previous registration is still active will be ignored, other than
* to increment a counter.
*
* Most applications do not need to, and should not, call this directly; SDL
* will call it when initializing the video subsystem.
*
* \param name the window class name, in UTF-8 encoding. If NULL, SDL
* currently uses "SDL_app" but this isn't guaranteed.
* \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
* currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
* what is specified here.
* \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
* will use `GetModuleHandle(NULL)` instead.
* \returns 0 on success, -1 on error. SDL_GetError() may have details.
*
* \since This function is available since SDL 2.0.2.
*/
extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
/**
* Deregister the win32 window class from an SDL_RegisterApp call.
*
* This can be called to undo the effects of SDL_RegisterApp.
*
* Most applications do not need to, and should not, call this directly; SDL
* will call it when deinitializing the video subsystem.
*
* It is safe to call this multiple times, as long as every call is eventually
* paired with a prior call to SDL_RegisterApp. The window class will only be
* deregistered when the registration counter in SDL_RegisterApp decrements to
* zero through calls to this function.
*
* \since This function is available since SDL 2.0.2.
*/
extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#ifdef __WINRT__
/**
* Initialize and launch an SDL/WinRT application.
*
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
* \param reserved reserved for future use; should be NULL
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
* more information on the failure.
*
* \since This function is available since SDL 2.0.3.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
#endif /* __WINRT__ */
#if defined(__IPHONEOS__)
/**
* Initializes and launches an SDL application.
*
* \param argc The argc parameter from the application's main() function
* \param argv The argv parameter from the application's main() function
* \param mainFunction The SDL app's C-style main(), an SDL_main_func
* \return the return value from mainFunction
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
#endif /* __IPHONEOS__ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_main_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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.
*/
#ifndef SDL_messagebox_h_
#define SDL_messagebox_h_
#include "SDL_stdinc.h"
#include "SDL_video.h" /* For SDL_Window */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* SDL_MessageBox flags. If supported will display warning icon, etc.
*/
typedef enum
{
SDL_MESSAGEBOX_ERROR = 0x00000010, /**< error dialog */
SDL_MESSAGEBOX_WARNING = 0x00000020, /**< warning dialog */
SDL_MESSAGEBOX_INFORMATION = 0x00000040, /**< informational dialog */
SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080, /**< buttons placed left to right */
SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100 /**< buttons placed right to left */
} SDL_MessageBoxFlags;
/**
* Flags for SDL_MessageBoxButtonData.
*/
typedef enum
{
SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, /**< Marks the default button when return is hit */
SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 /**< Marks the default button when escape is hit */
} SDL_MessageBoxButtonFlags;
/**
* Individual button data.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxButtonFlags */
int buttonid; /**< User defined button id (value returned via SDL_ShowMessageBox) */
const char * text; /**< The UTF-8 button text */
} SDL_MessageBoxButtonData;
/**
* RGB value used in a message box color scheme
*/
typedef struct
{
Uint8 r, g, b;
} SDL_MessageBoxColor;
typedef enum
{
SDL_MESSAGEBOX_COLOR_BACKGROUND,
SDL_MESSAGEBOX_COLOR_TEXT,
SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
SDL_MESSAGEBOX_COLOR_MAX
} SDL_MessageBoxColorType;
/**
* A set of colors to use for message box dialogs
*/
typedef struct
{
SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
} SDL_MessageBoxColorScheme;
/**
* MessageBox structure containing title, text, window, etc.
*/
typedef struct
{
Uint32 flags; /**< ::SDL_MessageBoxFlags */
SDL_Window *window; /**< Parent window, can be NULL */
const char *title; /**< UTF-8 title */
const char *message; /**< UTF-8 message text */
int numbuttons;
const SDL_MessageBoxButtonData *buttons;
const SDL_MessageBoxColorScheme *colorScheme; /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
} SDL_MessageBoxData;
/**
* Create a modal message box.
*
* If your needs aren't complex, it might be easier to use
* SDL_ShowSimpleMessageBox.
*
* This function should be called on the thread that created the parent
* window, or on the main thread if the messagebox has no parent. It will
* block execution of that thread until the user clicks a button or closes the
* messagebox.
*
* This function may be called at any time, even before SDL_Init(). This makes
* it useful for reporting errors like a failure to create a renderer or
* OpenGL context.
*
* On X11, SDL rolls its own dialog box with X11 primitives instead of a
* formal toolkit like GTK+ or Qt.
*
* Note that if SDL_Init() would fail because there isn't any available video
* target, this function is likely to fail for the same reasons. If this is a
* concern, check the return value from this function and fall back to writing
* to stderr if you can.
*
* \param messageboxdata the SDL_MessageBoxData structure with title, text and
* other options
* \param buttonid the pointer to which user id of hit button should be copied
* \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_ShowSimpleMessageBox
*/
extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
/**
* Display a simple modal message box.
*
* If your needs aren't complex, this function is preferred over
* SDL_ShowMessageBox.
*
* `flags` may be any of the following:
*
* - `SDL_MESSAGEBOX_ERROR`: error dialog
* - `SDL_MESSAGEBOX_WARNING`: warning dialog
* - `SDL_MESSAGEBOX_INFORMATION`: informational dialog
*
* This function should be called on the thread that created the parent
* window, or on the main thread if the messagebox has no parent. It will
* block execution of that thread until the user clicks a button or closes the
* messagebox.
*
* This function may be called at any time, even before SDL_Init(). This makes
* it useful for reporting errors like a failure to create a renderer or
* OpenGL context.
*
* On X11, SDL rolls its own dialog box with X11 primitives instead of a
* formal toolkit like GTK+ or Qt.
*
* Note that if SDL_Init() would fail because there isn't any available video
* target, this function is likely to fail for the same reasons. If this is a
* concern, check the return value from this function and fall back to writing
* to stderr if you can.
*
* \param flags an SDL_MessageBoxFlags value
* \param title UTF-8 title text
* \param message UTF-8 message text
* \param window the parent window, or NULL for no parent
* \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_ShowMessageBox
*/
extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_messagebox_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_metal.h
*
* Header file for functions to creating Metal layers and views on SDL windows.
*/
#ifndef SDL_metal_h_
#define SDL_metal_h_
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
*
* \note This can be cast directly to an NSView or UIView.
*/
typedef void *SDL_MetalView;
/**
* \name Metal support functions
*/
/* @{ */
/**
* Create a CAMetalLayer-backed NSView/UIView and attach it to the specified
* window.
*
* On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on
* its own. It is up to user code to do that.
*
* The returned handle can be casted directly to a NSView or UIView. To access
* the backing CAMetalLayer, call SDL_Metal_GetLayer().
*
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_Metal_DestroyView
* \sa SDL_Metal_GetLayer
*/
extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window);
/**
* Destroy an existing SDL_MetalView object.
*
* This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was
* called after SDL_CreateWindow.
*
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_Metal_CreateView
*/
extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
/**
* Get a pointer to the backing CAMetalLayer for the given view.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_MetalCreateView
*/
extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);
/**
* Get the size of a window's underlying drawable in pixels (for use with
* setting viewport, scissor & etc).
*
* \param window SDL_Window from which the drawable size should be queried
* \param w Pointer to variable for storing the width in pixels, may be NULL
* \param h Pointer to variable for storing the height in pixels, may be NULL
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_GetWindowSize
* \sa SDL_CreateWindow
*/
extern DECLSPEC void SDLCALL SDL_Metal_GetDrawableSize(SDL_Window* window, int *w,
int *h);
/* @} *//* Metal support functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_metal_h_ */
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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_misc.h
*
* \brief Include file for SDL API functions that don't fit elsewhere.
*/
#ifndef SDL_misc_h_
#define SDL_misc_h_
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Open a URL/URI in the browser or other appropriate external application.
*
* Open a URL in a separate, system-provided application. How this works will
* vary wildly depending on the platform. This will likely launch what makes
* sense to handle a specific URL's protocol (a web browser for `http://`,
* etc), but it might also be able to launch file managers for directories and
* other things.
*
* What happens when you open a URL varies wildly as well: your game window
* may lose focus (and may or may not lose focus if your game was fullscreen
* or grabbing input at the time). On mobile devices, your app will likely
* move to the background or your process might be paused. Any given platform
* may or may not handle a given URL.
*
* If this is unimplemented (or simply unavailable) for a platform, this will
* fail with an error. A successful result does not mean the URL loaded, just
* that we launched _something_ to handle it (or at least believe we did).
*
* All this to say: this function can be useful, but you should definitely
* test it on every platform you target.
*
* \param url A valid URL/URI to open. Use `file:///full/path/to/file` for
* local files, if supported.
* \returns 0 on success, or -1 on error; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC int SDLCALL SDL_OpenURL(const char *url);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_misc_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_mouse.h
*
* Include file for SDL mouse event handling.
*/
#ifndef SDL_mouse_h_
#define SDL_mouse_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
/**
* \brief Cursor types for SDL_CreateSystemCursor().
*/
typedef enum
{
SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
SDL_SYSTEM_CURSOR_HAND, /**< Hand */
SDL_NUM_SYSTEM_CURSORS
} SDL_SystemCursor;
/**
* \brief Scroll direction types for the Scroll event
*/
typedef enum
{
SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
} SDL_MouseWheelDirection;
/* Function prototypes */
/**
* Get the window which currently has mouse focus.
*
* \returns the window with mouse focus.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
/**
* Retrieve the current state of the mouse.
*
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse cursor position relative to the focus window. You can pass NULL for
* either `x` or `y`.
*
* \param x the x coordinate of the mouse cursor position relative to the
* focus window
* \param y the y coordinate of the mouse cursor position relative to the
* focus window
* \returns a 32-bit button bitmask of the current button state.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetGlobalMouseState
* \sa SDL_GetRelativeMouseState
* \sa SDL_PumpEvents
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
/**
* Get the current state of the mouse in relation to the desktop.
*
* This works similarly to SDL_GetMouseState(), but the coordinates will be
* reported relative to the top-left of the desktop. This can be useful if you
* need to track the mouse outside of a specific window and SDL_CaptureMouse()
* doesn't fit your needs. For example, it could be useful if you need to
* track the mouse while dragging a window, where coordinates relative to a
* window might not be in sync at all times.
*
* Note: SDL_GetMouseState() returns the mouse position as SDL understands it
* from the last pump of the event queue. This function, however, queries the
* OS for the current mouse position, and as such, might be a slightly less
* efficient function. Unless you know what you're doing and have a good
* reason to use this function, you probably want SDL_GetMouseState() instead.
*
* \param x filled in with the current X coord relative to the desktop; can be
* NULL
* \param y filled in with the current Y coord relative to the desktop; can be
* NULL
* \returns the current button state as a bitmask which can be tested using
* the SDL_BUTTON(X) macros.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_CaptureMouse
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
/**
* Retrieve the relative state of the mouse.
*
* The current button state is returned as a button bitmask, which can be
* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
* event initialization. You can pass NULL for either `x` or `y`.
*
* \param x a pointer filled with the last recorded x coordinate of the mouse
* \param y a pointer filled with the last recorded y coordinate of the mouse
* \returns a 32-bit button bitmask of the relative button state.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetMouseState
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* Move the mouse cursor to the given position within the window.
*
* This function generates a mouse motion event.
*
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
*
* \param window the window to move the mouse into, or NULL for the current
* mouse focus
* \param x the x coordinate within the window
* \param y the y coordinate within the window
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WarpMouseGlobal
*/
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
int x, int y);
/**
* Move the mouse to the given position in global screen space.
*
* This function generates a mouse motion event.
*
* A failure of this function usually means that it is unsupported by a
* platform.
*
* Note that this function will appear to succeed, but not actually move the
* mouse when used over Microsoft Remote Desktop.
*
* \param x the x coordinate
* \param y the y coordinate
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_WarpMouseInWindow
*/
extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
/**
* Set relative mouse mode.
*
* While the mouse is in relative mode, the cursor is hidden, and the driver
* will try to report continuous motion in the current window. Only relative
* motion events will be delivered, the mouse position will not change.
*
* Note that this function will not be able to provide continuous relative
* motion when used over Microsoft Remote Desktop, instead motion is limited
* to the bounds of the screen.
*
* This function will flush any pending mouse motion.
*
* \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* If relative mode is not supported, this returns -1.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRelativeMouseMode
*/
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
/**
* Capture the mouse and to track input outside an SDL window.
*
* Capturing enables your app to obtain mouse events globally, instead of just
* within your window. Not all video targets support this function. When
* capturing is enabled, the current window will get all mouse events, but
* unlike relative mode, no change is made to the cursor and it is not
* restrained to your window.
*
* This function may also deny mouse input to other windows--both those in
* your application and others on the system--so you should use this function
* sparingly, and in small bursts. For example, you might want to track the
* mouse while the user is dragging something, until the user releases a mouse
* button. It is not recommended that you capture the mouse for long periods
* of time, such as the entire time your app is running. For that, you should
* probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
* on your goals.
*
* While captured, mouse events still report coordinates relative to the
* current (foreground) window, but those coordinates may be outside the
* bounds of the window (including negative values). Capturing is only allowed
* for the foreground window. If the window loses focus while capturing, the
* capture will be disabled automatically.
*
* While capturing is enabled, the current window will have the
* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
*
* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
* \returns 0 on success or -1 if not supported; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_GetGlobalMouseState
*/
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
/**
* Query whether relative mouse mode is enabled.
*
* \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetRelativeMouseMode
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
/**
* Create a cursor using the specified bitmap data and mask (in MSB format).
*
* `mask` has to be in MSB (Most Significant Bit) format.
*
* The cursor width (`w`) must be a multiple of 8 bits.
*
* The cursor is created in black and white according to the following:
*
* - data=0, mask=1: white
* - data=1, mask=1: black
* - data=0, mask=0: transparent
* - data=1, mask=0: inverted color if possible, black if not.
*
* Cursors created with this function must be freed with SDL_FreeCursor().
*
* If you want to have a color cursor, or create your cursor from an
* SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
* hide the cursor and draw your own as part of your game's rendering, but it
* will be bound to the framerate.
*
* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
* provides twelve readily available system cursors to pick from.
*
* \param data the color value for each pixel of the cursor
* \param mask the mask value for each pixel of the cursor
* \param w the width of the cursor
* \param h the height of the cursor
* \param hot_x the X-axis location of the upper left corner of the cursor
* relative to the actual mouse position
* \param hot_y the Y-axis location of the upper left corner of the cursor
* relative to the actual mouse position
* \returns a new cursor with the specified parameters on success or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeCursor
* \sa SDL_SetCursor
* \sa SDL_ShowCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
int w, int h, int hot_x,
int hot_y);
/**
* Create a color cursor.
*
* \param surface an SDL_Surface structure representing the cursor image
* \param hot_x the x position of the cursor hot spot
* \param hot_y the y position of the cursor hot spot
* \returns the new cursor on success or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateCursor
* \sa SDL_FreeCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
int hot_x,
int hot_y);
/**
* Create a system cursor.
*
* \param id an SDL_SystemCursor enum value
* \returns a cursor on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
/**
* Set the active cursor.
*
* This function sets the currently active cursor to the specified one. If the
* cursor is currently visible, the change will be immediately represented on
* the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
* this is desired for any reason.
*
* \param cursor a cursor to make active
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateCursor
* \sa SDL_GetCursor
* \sa SDL_ShowCursor
*/
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
/**
* Get the active cursor.
*
* This function returns a pointer to the current cursor which is owned by the
* library. It is not necessary to free the cursor with SDL_FreeCursor().
*
* \returns the active cursor or NULL if there is no mouse.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
/**
* Get the default cursor.
*
* \returns the default cursor on success or NULL on failure.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSystemCursor
*/
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
/**
* Free a previously-created cursor.
*
* Use this function to free cursor resources created with SDL_CreateCursor(),
* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
*
* \param cursor the cursor to free
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateColorCursor
* \sa SDL_CreateCursor
* \sa SDL_CreateSystemCursor
*/
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
/**
* Toggle whether or not the cursor is shown.
*
* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
* displays the cursor and passing `SDL_DISABLE` hides it.
*
* The current state of the mouse cursor can be queried by passing
* `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
*
* \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
* `SDL_QUERY` to query the current state without changing it.
* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
* cursor is hidden, 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_CreateCursor
* \sa SDL_SetCursor
*/
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
/**
* Used as a mask when testing buttons in buttonstate.
*
* - Button 1: Left mouse button
* - Button 2: Middle mouse button
* - Button 3: Right mouse button
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
#define SDL_BUTTON_X1 4
#define SDL_BUTTON_X2 5
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_mouse_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+471
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@@ -0,0 +1,471 @@
/*
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.
*/
#ifndef SDL_mutex_h_
#define SDL_mutex_h_
/**
* \file SDL_mutex.h
*
* Functions to provide thread synchronization primitives.
*/
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Synchronization functions which can time out return this value
* if they time out.
*/
#define SDL_MUTEX_TIMEDOUT 1
/**
* This is the timeout value which corresponds to never time out.
*/
#define SDL_MUTEX_MAXWAIT (~(Uint32)0)
/**
* \name Mutex functions
*/
/* @{ */
/* The SDL mutex structure, defined in SDL_sysmutex.c */
struct SDL_mutex;
typedef struct SDL_mutex SDL_mutex;
/**
* Create a new mutex.
*
* All newly-created mutexes begin in the _unlocked_ state.
*
* Calls to SDL_LockMutex() will not return while the mutex is locked by
* another thread. See SDL_TryLockMutex() to attempt to lock without blocking.
*
* SDL mutexes are reentrant.
*
* \returns the initialized and unlocked mutex or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_DestroyMutex
* \sa SDL_LockMutex
* \sa SDL_TryLockMutex
* \sa SDL_UnlockMutex
*/
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
/**
* Lock the mutex.
*
* This will block until the mutex is available, which is to say it is in the
* unlocked state and the OS has chosen the caller as the next thread to lock
* it. Of all threads waiting to lock the mutex, only one may do so at a time.
*
* It is legal for the owning thread to lock an already-locked mutex. It must
* unlock it the same number of times before it is actually made available for
* other threads in the system (this is known as a "recursive mutex").
*
* \param mutex the mutex to lock
* \return 0, or -1 on error.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
#define SDL_mutexP(m) SDL_LockMutex(m)
/**
* Try to lock a mutex without blocking.
*
* This works just like SDL_LockMutex(), but if the mutex is not available,
* this function returns `SDL_MUTEX_TIMEOUT` immediately.
*
* This technique is useful if you need exclusive access to a resource but
* don't want to wait for it, and will return to it to try again later.
*
* \param mutex the mutex to try to lock
* \returns 0, `SDL_MUTEX_TIMEDOUT`, or -1 on error; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateMutex
* \sa SDL_DestroyMutex
* \sa SDL_LockMutex
* \sa SDL_UnlockMutex
*/
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
/**
* Unlock the mutex.
*
* It is legal for the owning thread to lock an already-locked mutex. It must
* unlock it the same number of times before it is actually made available for
* other threads in the system (this is known as a "recursive mutex").
*
* It is an error to unlock a mutex that has not been locked by the current
* thread, and doing so results in undefined behavior.
*
* It is also an error to unlock a mutex that isn't locked at all.
*
* \param mutex the mutex to unlock.
* \returns 0, or -1 on error.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
#define SDL_mutexV(m) SDL_UnlockMutex(m)
/**
* Destroy a mutex created with SDL_CreateMutex().
*
* This function must be called on any mutex that is no longer needed. Failure
* to destroy a mutex will result in a system memory or resource leak. While
* it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt
* to destroy a locked mutex, and may result in undefined behavior depending
* on the platform.
*
* \param mutex the mutex to destroy
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateMutex
* \sa SDL_LockMutex
* \sa SDL_TryLockMutex
* \sa SDL_UnlockMutex
*/
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
/* @} *//* Mutex functions */
/**
* \name Semaphore functions
*/
/* @{ */
/* The SDL semaphore structure, defined in SDL_syssem.c */
struct SDL_semaphore;
typedef struct SDL_semaphore SDL_sem;
/**
* Create a semaphore.
*
* This function creates a new semaphore and initializes it with the value
* `initial_value`. Each wait operation on the semaphore will atomically
* decrement the semaphore value and potentially block if the semaphore value
* is 0. Each post operation will atomically increment the semaphore value and
* wake waiting threads and allow them to retry the wait operation.
*
* \param initial_value the starting value of the semaphore
* \returns a new semaphore or NULL on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
/**
* Destroy a semaphore.
*
* It is not safe to destroy a semaphore if there are threads currently
* waiting on it.
*
* \param sem the semaphore to destroy
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
/**
* Wait until a semaphore has a positive value and then decrements it.
*
* This function suspends the calling thread until either the semaphore
* pointed to by `sem` has a positive value or the call is interrupted by a
* signal or error. If the call is successful it will atomically decrement the
* semaphore value.
*
* This function is the equivalent of calling SDL_SemWaitTimeout() with a time
* length of `SDL_MUTEX_MAXWAIT`.
*
* \param sem the semaphore wait on
* \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_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
/**
* See if a semaphore has a positive value and decrement it if it does.
*
* This function checks to see if the semaphore pointed to by `sem` has a
* positive value and atomically decrements the semaphore value if it does. If
* the semaphore doesn't have a positive value, the function immediately
* returns SDL_MUTEX_TIMEDOUT.
*
* \param sem the semaphore to wait on
* \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would
* block, 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_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
/**
* Wait until a semaphore has a positive value and then decrements it.
*
* This function suspends the calling thread until either the semaphore
* pointed to by `sem` has a positive value, the call is interrupted by a
* signal or error, or the specified time has elapsed. If the call is
* successful it will atomically decrement the semaphore value.
*
* \param sem the semaphore to wait on
* \param ms the length of the timeout, in milliseconds
* \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not
* succeed in the allotted time, 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_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemPost
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
*/
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
/**
* Atomically increment a semaphore's value and wake waiting threads.
*
* \param sem the semaphore to increment
* \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_CreateSemaphore
* \sa SDL_DestroySemaphore
* \sa SDL_SemTryWait
* \sa SDL_SemValue
* \sa SDL_SemWait
* \sa SDL_SemWaitTimeout
*/
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
/**
* Get the current value of a semaphore.
*
* \param sem the semaphore to query
* \returns the current value of the semaphore.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSemaphore
*/
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
/* @} *//* Semaphore functions */
/**
* \name Condition variable functions
*/
/* @{ */
/* The SDL condition variable structure, defined in SDL_syscond.c */
struct SDL_cond;
typedef struct SDL_cond SDL_cond;
/**
* Create a condition variable.
*
* \returns a new condition variable or NULL on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_DestroyCond
*/
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
/**
* Destroy a condition variable.
*
* \param cond the condition variable to destroy
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
*/
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
/**
* Restart one of the threads that are waiting on the condition variable.
*
* \param cond the condition variable to signal
* \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_CondBroadcast
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
/**
* Restart all threads that are waiting on the condition variable.
*
* \param cond the condition variable to signal
* \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_CondSignal
* \sa SDL_CondWait
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
/**
* Wait until a condition variable is signaled.
*
* This function unlocks the specified `mutex` and waits for another thread to
* call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
* `cond`. Once the condition variable is signaled, the mutex is re-locked and
* the function returns.
*
* The mutex must be locked before calling this function.
*
* This function is the equivalent of calling SDL_CondWaitTimeout() with a
* time length of `SDL_MUTEX_MAXWAIT`.
*
* \param cond the condition variable to wait on
* \param mutex the mutex used to coordinate thread access
* \returns 0 when it is signaled 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_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWaitTimeout
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
/**
* Wait until a condition variable is signaled or a certain time has passed.
*
* This function unlocks the specified `mutex` and waits for another thread to
* call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
* `cond`, or for the specified time to elapse. Once the condition variable is
* signaled or the time elapsed, the mutex is re-locked and the function
* returns.
*
* The mutex must be locked before calling this function.
*
* \param cond the condition variable to wait on
* \param mutex the mutex used to coordinate thread access
* \param ms the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT`
* to wait indefinitely
* \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if
* the condition is not signaled in the allotted time, 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_CondBroadcast
* \sa SDL_CondSignal
* \sa SDL_CondWait
* \sa SDL_CreateCond
* \sa SDL_DestroyCond
*/
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
SDL_mutex * mutex, Uint32 ms);
/* @} *//* Condition variable functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_mutex_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+33
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@@ -0,0 +1,33 @@
/*
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.
*/
#ifndef SDLname_h_
#define SDLname_h_
#if defined(__STDC__) || defined(__cplusplus)
#define NeedFunctionPrototypes 1
#endif
#define SDL_NAME(X) SDL_##X
#endif /* SDLname_h_ */
/* vi: set ts=4 sw=4 expandtab: */
File diff suppressed because it is too large. Load diff
File diff suppressed because it is too large. Load diff
+39
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@@ -0,0 +1,39 @@
/*
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_opengles.h
*
* This is a simple file to encapsulate the OpenGL ES 1.X API headers.
*/
#include "SDL_config.h"
#ifdef __IPHONEOS__
#include <OpenGLES/ES1/gl.h>
#include <OpenGLES/ES1/glext.h>
#else
#include <GLES/gl.h>
#include <GLES/glext.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
+52
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@@ -0,0 +1,52 @@
/*
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_opengles2.h
*
* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
*/
#include "SDL_config.h"
#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS)
#ifdef __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#include <GLES2/gl2platform.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#else /* _MSC_VER */
/* OpenGL ES2 headers for Visual Studio */
#include "SDL_opengles2_khrplatform.h"
#include "SDL_opengles2_gl2platform.h"
#include "SDL_opengles2_gl2.h"
#include "SDL_opengles2_gl2ext.h"
#endif /* _MSC_VER */
#ifndef APIENTRY
#define APIENTRY GL_APIENTRY
#endif
@@ -0,0 +1,621 @@
#ifndef __gl2_h_
#define __gl2_h_
/* $Revision: 20555 $ on $Date:: 2013-02-12 14:32:47 -0800 #$ */
/*#include <GLES2/gl2platform.h>*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
typedef void GLvoid;
typedef char GLchar;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef khronos_int8_t GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef khronos_uint8_t GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef khronos_float_t GLfloat;
typedef khronos_float_t GLclampf;
typedef khronos_int32_t GLfixed;
/* GL types for handling large vertex buffer objects */
typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t GLsizeiptr;
/* OpenGL ES core versions */
#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name);
GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode );
GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type);
GL_APICALL void GL_APIENTRY glCullFace (GLenum mode);
GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers);
GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program);
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures);
GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glFinish (void);
GL_APICALL void GL_APIENTRY glFlush (void);
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode);
GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers);
GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers);
GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers);
GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures);
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL GLenum GL_APIENTRY glGetError (void);
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name);
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params);
GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name);
GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer);
GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program);
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer);
GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader);
GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture);
GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params);
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params);
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef __cplusplus
}
#endif
#endif /* __gl2_h_ */
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,30 @@
#ifndef __gl2platform_h_
#define __gl2platform_h_
/* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
*/
/* Platform-specific types and definitions for OpenGL ES 2.X gl2.h
*
* Adopters may modify khrplatform.h and this file to suit their platform.
* You are encouraged to submit all modifications to the Khronos group so that
* they can be included in future versions of this file. Please submit changes
* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla)
* by filing a bug against product "OpenGL-ES" component "Registry".
*/
/*#include <KHR/khrplatform.h>*/
#ifndef GL_APICALL
#define GL_APICALL KHRONOS_APICALL
#endif
#ifndef GL_APIENTRY
#define GL_APIENTRY KHRONOS_APIENTRY
#endif
#endif /* __gl2platform_h_ */
@@ -0,0 +1,282 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2009 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by sending them to the public Khronos Bugzilla
* (http://khronos.org/bugzilla) by filing a bug against product
* "Khronos (general)" component "Registry".
*
* A predefined template which fills in some of the bug fields can be
* reached using http://tinyurl.com/khrplatform-h-bugreport, but you
* must create a Bugzilla login first.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */
+644
View File
@@ -0,0 +1,644 @@
/*
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_pixels.h
*
* Header for the enumerated pixel format definitions.
*/
#ifndef SDL_pixels_h_
#define SDL_pixels_h_
#include "SDL_stdinc.h"
#include "SDL_endian.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name Transparency definitions
*
* These define alpha as the opacity of a surface.
*/
/* @{ */
#define SDL_ALPHA_OPAQUE 255
#define SDL_ALPHA_TRANSPARENT 0
/* @} */
/** Pixel type. */
typedef enum
{
SDL_PIXELTYPE_UNKNOWN,
SDL_PIXELTYPE_INDEX1,
SDL_PIXELTYPE_INDEX4,
SDL_PIXELTYPE_INDEX8,
SDL_PIXELTYPE_PACKED8,
SDL_PIXELTYPE_PACKED16,
SDL_PIXELTYPE_PACKED32,
SDL_PIXELTYPE_ARRAYU8,
SDL_PIXELTYPE_ARRAYU16,
SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32
} SDL_PixelType;
/** Bitmap pixel order, high bit -> low bit. */
typedef enum
{
SDL_BITMAPORDER_NONE,
SDL_BITMAPORDER_4321,
SDL_BITMAPORDER_1234
} SDL_BitmapOrder;
/** Packed component order, high bit -> low bit. */
typedef enum
{
SDL_PACKEDORDER_NONE,
SDL_PACKEDORDER_XRGB,
SDL_PACKEDORDER_RGBX,
SDL_PACKEDORDER_ARGB,
SDL_PACKEDORDER_RGBA,
SDL_PACKEDORDER_XBGR,
SDL_PACKEDORDER_BGRX,
SDL_PACKEDORDER_ABGR,
SDL_PACKEDORDER_BGRA
} SDL_PackedOrder;
/** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with
!!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
typedef enum
{
SDL_ARRAYORDER_NONE,
SDL_ARRAYORDER_RGB,
SDL_ARRAYORDER_RGBA,
SDL_ARRAYORDER_ARGB,
SDL_ARRAYORDER_BGR,
SDL_ARRAYORDER_BGRA,
SDL_ARRAYORDER_ABGR
} SDL_ArrayOrder;
/** Packed component layout. */
typedef enum
{
SDL_PACKEDLAYOUT_NONE,
SDL_PACKEDLAYOUT_332,
SDL_PACKEDLAYOUT_4444,
SDL_PACKEDLAYOUT_1555,
SDL_PACKEDLAYOUT_5551,
SDL_PACKEDLAYOUT_565,
SDL_PACKEDLAYOUT_8888,
SDL_PACKEDLAYOUT_2101010,
SDL_PACKEDLAYOUT_1010102
} SDL_PackedLayout;
#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \
((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \
((bits) << 8) | ((bytes) << 0))
#define SDL_PIXELFLAG(X) (((X) >> 28) & 0x0F)
#define SDL_PIXELTYPE(X) (((X) >> 24) & 0x0F)
#define SDL_PIXELORDER(X) (((X) >> 20) & 0x0F)
#define SDL_PIXELLAYOUT(X) (((X) >> 16) & 0x0F)
#define SDL_BITSPERPIXEL(X) (((X) >> 8) & 0xFF)
#define SDL_BYTESPERPIXEL(X) \
(SDL_ISPIXELFORMAT_FOURCC(X) ? \
((((X) == SDL_PIXELFORMAT_YUY2) || \
((X) == SDL_PIXELFORMAT_UYVY) || \
((X) == SDL_PIXELFORMAT_YVYU)) ? 2 : 1) : (((X) >> 0) & 0xFF))
#define SDL_ISPIXELFORMAT_INDEXED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8)))
#define SDL_ISPIXELFORMAT_PACKED(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32)))
#define SDL_ISPIXELFORMAT_ARRAY(format) \
(!SDL_ISPIXELFORMAT_FOURCC(format) && \
((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \
(SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32)))
#define SDL_ISPIXELFORMAT_ALPHA(format) \
((SDL_ISPIXELFORMAT_PACKED(format) && \
((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \
(SDL_ISPIXELFORMAT_ARRAY(format) && \
((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \
(SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA))))
/* The flag is set to 1 because 0x1? is not in the printable ASCII range */
#define SDL_ISPIXELFORMAT_FOURCC(format) \
((format) && (SDL_PIXELFLAG(format) != 1))
/* Note: If you modify this list, update SDL_GetPixelFormatName() */
typedef enum
{
SDL_PIXELFORMAT_UNKNOWN,
SDL_PIXELFORMAT_INDEX1LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0,
1, 0),
SDL_PIXELFORMAT_INDEX1MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0,
1, 0),
SDL_PIXELFORMAT_INDEX4LSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0,
4, 0),
SDL_PIXELFORMAT_INDEX4MSB =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0,
4, 0),
SDL_PIXELFORMAT_INDEX8 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1),
SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1),
SDL_PIXELFORMAT_XRGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444,
SDL_PIXELFORMAT_XBGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444,
SDL_PIXELFORMAT_XRGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555,
SDL_PIXELFORMAT_XBGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555,
SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_RGBA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ABGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_BGRA4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_4444, 16, 2),
SDL_PIXELFORMAT_ARGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_RGBA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_ABGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_1555, 16, 2),
SDL_PIXELFORMAT_BGRA5551 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_5551, 16, 2),
SDL_PIXELFORMAT_RGB565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_BGR565 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_565, 16, 2),
SDL_PIXELFORMAT_RGB24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0,
24, 3),
SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3),
SDL_PIXELFORMAT_XRGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_XBGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_ARGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_RGBA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ABGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_BGRA8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA,
SDL_PACKEDLAYOUT_8888, 32, 4),
SDL_PIXELFORMAT_ARGB2101010 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_2101010, 32, 4),
/* Aliases for RGBA byte arrays of color data, for the current platform */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888,
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888,
#else
SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888,
SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888,
#endif
SDL_PIXELFORMAT_YV12 = /**< Planar mode: Y + V + U (3 planes) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'),
SDL_PIXELFORMAT_IYUV = /**< Planar mode: Y + U + V (3 planes) */
SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'),
SDL_PIXELFORMAT_YUY2 = /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'),
SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'),
SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'),
SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'),
SDL_PIXELFORMAT_EXTERNAL_OES = /**< Android video texture format */
SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
} SDL_PixelFormatEnum;
/**
* The bits of this structure can be directly reinterpreted as an integer-packed
* color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888
* on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
*/
typedef struct SDL_Color
{
Uint8 r;
Uint8 g;
Uint8 b;
Uint8 a;
} SDL_Color;
#define SDL_Colour SDL_Color
typedef struct SDL_Palette
{
int ncolors;
SDL_Color *colors;
Uint32 version;
int refcount;
} SDL_Palette;
/**
* \note Everything in the pixel format structure is read-only.
*/
typedef struct SDL_PixelFormat
{
Uint32 format;
SDL_Palette *palette;
Uint8 BitsPerPixel;
Uint8 BytesPerPixel;
Uint8 padding[2];
Uint32 Rmask;
Uint32 Gmask;
Uint32 Bmask;
Uint32 Amask;
Uint8 Rloss;
Uint8 Gloss;
Uint8 Bloss;
Uint8 Aloss;
Uint8 Rshift;
Uint8 Gshift;
Uint8 Bshift;
Uint8 Ashift;
int refcount;
struct SDL_PixelFormat *next;
} SDL_PixelFormat;
/**
* Get the human readable name of a pixel format.
*
* \param format the pixel format to query
* \returns the human readable name of the specified pixel format or
* `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
/**
* Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
*
* \param format one of the SDL_PixelFormatEnum values
* \param bpp a bits per pixel value; usually 15, 16, or 32
* \param Rmask a pointer filled in with the red mask for the format
* \param Gmask a pointer filled in with the green mask for the format
* \param Bmask a pointer filled in with the blue mask for the format
* \param Amask a pointer filled in with the alpha mask for the format
* \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't
* possible; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_MasksToPixelFormatEnum
*/
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
int *bpp,
Uint32 * Rmask,
Uint32 * Gmask,
Uint32 * Bmask,
Uint32 * Amask);
/**
* Convert a bpp value and RGBA masks to an enumerated pixel format.
*
* This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't
* possible.
*
* \param bpp a bits per pixel value; usually 15, 16, or 32
* \param Rmask the red mask for the format
* \param Gmask the green mask for the format
* \param Bmask the blue mask for the format
* \param Amask the alpha mask for the format
* \returns one of the SDL_PixelFormatEnum values
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_PixelFormatEnumToMasks
*/
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Rmask,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
/**
* Create an SDL_PixelFormat structure corresponding to a pixel format.
*
* Returned structure may come from a shared global cache (i.e. not newly
* allocated), and hence should not be modified, especially the palette. Weird
* errors such as `Blit combination not supported` may occur.
*
* \param pixel_format one of the SDL_PixelFormatEnum values
* \returns the new SDL_PixelFormat structure or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeFormat
*/
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
/**
* Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
*
* \param format the SDL_PixelFormat structure to free
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocFormat
*/
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
/**
* Create a palette structure with the specified number of color entries.
*
* The palette entries are initialized to white.
*
* \param ncolors represents the number of color entries in the color palette
* \returns a new SDL_Palette structure on success or NULL on failure (e.g. if
* there wasn't enough memory); call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreePalette
*/
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
/**
* Set the palette for a pixel format structure.
*
* \param format the SDL_PixelFormat structure that will use the palette
* \param palette the SDL_Palette structure that will be used
* \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_AllocPalette
* \sa SDL_FreePalette
*/
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
SDL_Palette *palette);
/**
* Set a range of colors in a palette.
*
* \param palette the SDL_Palette structure to modify
* \param colors an array of SDL_Color structures to copy into the palette
* \param firstcolor the index of the first palette entry to modify
* \param ncolors the number of entries to modify
* \returns 0 on success or a negative error code if not all of the colors
* could be set; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocPalette
* \sa SDL_CreateRGBSurface
*/
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
const SDL_Color * colors,
int firstcolor, int ncolors);
/**
* Free a palette created with SDL_AllocPalette().
*
* \param palette the SDL_Palette structure to be freed
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocPalette
*/
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
/**
* Map an RGB triple to an opaque pixel value for a given pixel format.
*
* This function maps the RGB color value to the specified pixel format and
* returns the pixel value best approximating the given RGB color value for
* the given pixel format.
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the specified pixel format has an alpha component it will be returned as
* all 1 bits (fully opaque).
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
*
* \param format an SDL_PixelFormat structure describing the pixel format
* \param r the red component of the pixel in the range 0-255
* \param g the green component of the pixel in the range 0-255
* \param b the blue component of the pixel in the range 0-255
* \returns a pixel value
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGBA
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b);
/**
* Map an RGBA quadruple to a pixel value for a given pixel format.
*
* This function maps the RGBA color value to the specified pixel format and
* returns the pixel value best approximating the given RGBA color value for
* the given pixel format.
*
* If the specified pixel format has no alpha component the alpha value will
* be ignored (as it will be in formats with a palette).
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
*
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r the red component of the pixel in the range 0-255
* \param g the green component of the pixel in the range 0-255
* \param b the blue component of the pixel in the range 0-255
* \param a the alpha component of the pixel in the range 0-255
* \returns a pixel value
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b,
Uint8 a);
/**
* Get RGB values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
*
* \param pixel a pixel value
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r a pointer filled in with the red component
* \param g a pointer filled in with the green component
* \param b a pointer filled in with the blue component
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b);
/**
* Get RGBA values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
*
* If the surface has no alpha component, the alpha will be returned as 0xff
* (100% opaque).
*
* \param pixel a pixel value
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r a pointer filled in with the red component
* \param g a pointer filled in with the green component
* \param b a pointer filled in with the blue component
* \param a a pointer filled in with the alpha component
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b,
Uint8 * a);
/**
* Calculate a 256 entry gamma ramp for a gamma value.
*
* \param gamma a gamma value where 0.0 is black and 1.0 is identity
* \param ramp an array of 256 values filled in with the gamma ramp
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetWindowGammaRamp
*/
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_pixels_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_platform.h
*
* Try to get a standard set of platform defines.
*/
#ifndef SDL_platform_h_
#define SDL_platform_h_
#if defined(_AIX)
#undef __AIX__
#define __AIX__ 1
#endif
#if defined(__HAIKU__)
#undef __HAIKU__
#define __HAIKU__ 1
#endif
#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__)
#undef __BSDI__
#define __BSDI__ 1
#endif
#if defined(_arch_dreamcast)
#undef __DREAMCAST__
#define __DREAMCAST__ 1
#endif
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__)
#undef __FREEBSD__
#define __FREEBSD__ 1
#endif
#if defined(hpux) || defined(__hpux) || defined(__hpux__)
#undef __HPUX__
#define __HPUX__ 1
#endif
#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE)
#undef __IRIX__
#define __IRIX__ 1
#endif
#if (defined(linux) || defined(__linux) || defined(__linux__))
#undef __LINUX__
#define __LINUX__ 1
#endif
#if defined(ANDROID) || defined(__ANDROID__)
#undef __ANDROID__
#undef __LINUX__ /* do we need to do this? */
#define __ANDROID__ 1
#endif
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
/* Fix building with older SDKs that don't define these
See this for more information:
https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets
*/
#ifndef TARGET_OS_MACCATALYST
#define TARGET_OS_MACCATALYST 0
#endif
#ifndef TARGET_OS_IOS
#define TARGET_OS_IOS 0
#endif
#ifndef TARGET_OS_IPHONE
#define TARGET_OS_IPHONE 0
#endif
#ifndef TARGET_OS_TV
#define TARGET_OS_TV 0
#endif
#ifndef TARGET_OS_SIMULATOR
#define TARGET_OS_SIMULATOR 0
#endif
#if TARGET_OS_TV
#undef __TVOS__
#define __TVOS__ 1
#endif
#if TARGET_OS_IPHONE
/* if compiling for iOS */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__ 1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1060
# error SDL for Mac OS X only supports deploying on 10.6 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1060 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */
#if defined(__NetBSD__)
#undef __NETBSD__
#define __NETBSD__ 1
#endif
#if defined(__OpenBSD__)
#undef __OPENBSD__
#define __OPENBSD__ 1
#endif
#if defined(__OS2__) || defined(__EMX__)
#undef __OS2__
#define __OS2__ 1
#endif
#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE)
#undef __OSF__
#define __OSF__ 1
#endif
#if defined(__QNXNTO__)
#undef __QNXNTO__
#define __QNXNTO__ 1
#endif
#if defined(riscos) || defined(__riscos) || defined(__riscos__)
#undef __RISCOS__
#define __RISCOS__ 1
#endif
#if defined(__sun) && defined(__SVR4)
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
#if defined(_MSC_VER) && defined(__has_include)
#if __has_include(<winapifamily.h>)
#define HAVE_WINAPIFAMILY_H 1
#else
#define HAVE_WINAPIFAMILY_H 0
#endif
/* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */
#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */
#define HAVE_WINAPIFAMILY_H 1
#else
#define HAVE_WINAPIFAMILY_H 0
#endif
#if HAVE_WINAPIFAMILY_H
#include <winapifamily.h>
#define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP))
#else
#define WINAPI_FAMILY_WINRT 0
#endif /* HAVE_WINAPIFAMILY_H */
#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
#else
#undef __WINDOWS__
#define __WINDOWS__ 1
#endif
#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */
#if defined(__WINDOWS__)
#undef __WIN32__
#define __WIN32__ 1
#endif
#if defined(__PSP__)
#undef __PSP__
#define __PSP__ 1
#endif
/* The NACL compiler defines __native_client__ and __pnacl__
* Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
*/
#if defined(__native_client__)
#undef __LINUX__
#undef __NACL__
#define __NACL__ 1
#endif
#if defined(__pnacl__)
#undef __LINUX__
#undef __PNACL__
#define __PNACL__ 1
/* PNACL with newlib supports static linking only */
#define __SDL_NOGETPROCADDR__
#endif
#if defined(__vita__)
#define __VITA__ 1
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Get the name of the platform.
*
* Here are the names returned for some (but not all) supported platforms:
*
* - "Windows"
* - "Mac OS X"
* - "Linux"
* - "iOS"
* - "Android"
*
* \returns the name of the platform. If the correct platform name is not
* available, returns a string beginning with the text "Unknown".
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_platform_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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.
*/
#ifndef SDL_power_h_
#define SDL_power_h_
/**
* \file SDL_power.h
*
* Header for the SDL power management routines.
*/
#include "SDL_stdinc.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The basic state for the system's power supply.
*/
typedef enum
{
SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */
SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */
SDL_POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */
SDL_POWERSTATE_CHARGING, /**< Plugged in, charging battery */
SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */
} SDL_PowerState;
/**
* Get the current power supply details.
*
* You should never take a battery status as absolute truth. Batteries
* (especially failing batteries) are delicate hardware, and the values
* reported here are best estimates based on what that hardware reports. It's
* not uncommon for older batteries to lose stored power much faster than it
* reports, or completely drain when reporting it has 20 percent left, etc.
*
* Battery status can change at any time; if you are concerned with power
* state, you should call this function frequently, and perhaps ignore changes
* until they seem to be stable for a few seconds.
*
* It's possible a platform can only report battery percentage or time left
* but not both.
*
* \param secs seconds of battery life left, you can pass a NULL here if you
* don't care, will return -1 if we can't determine a value, or
* we're not running on a battery
* \param pct percentage of battery life left, between 0 and 100, you can pass
* a NULL here if you don't care, will return -1 if we can't
* determine a value, or we're not running on a battery
* \returns an SDL_PowerState enum representing the current battery state.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_power_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_quit.h
*
* Include file for SDL quit event handling.
*/
#ifndef SDL_quit_h_
#define SDL_quit_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
/**
* \file SDL_quit.h
*
* An ::SDL_QUIT event is generated when the user tries to close the application
* window. If it is ignored or filtered out, the window will remain open.
* If it is not ignored or filtered, it is queued normally and the window
* is allowed to close. When the window is closed, screen updates will
* complete, but have no effect.
*
* SDL_Init() installs signal handlers for SIGINT (keyboard interrupt)
* and SIGTERM (system termination request), if handlers do not already
* exist, that generate ::SDL_QUIT events as well. There is no way
* to determine the cause of an ::SDL_QUIT event, but setting a signal
* handler in your application will override the default generation of
* quit events for that signal.
*
* \sa SDL_Quit()
*/
/* There are no functions directly affecting the quit event */
#define SDL_QuitRequested() \
(SDL_PumpEvents(), (SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUIT,SDL_QUIT) > 0))
#endif /* SDL_quit_h_ */
+376
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@@ -0,0 +1,376 @@
/*
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_rect.h
*
* Header file for SDL_rect definition and management functions.
*/
#ifndef SDL_rect_h_
#define SDL_rect_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_pixels.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The structure that defines a point (integer)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
*/
typedef struct SDL_Point
{
int x;
int y;
} SDL_Point;
/**
* The structure that defines a point (floating point)
*
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FPoint
{
float x;
float y;
} SDL_FPoint;
/**
* A rectangle, with the origin at the upper left (integer).
*
* \sa SDL_RectEmpty
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
* \sa SDL_IntersectRectAndLine
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
typedef struct SDL_Rect
{
int x, y;
int w, h;
} SDL_Rect;
/**
* A rectangle, with the origin at the upper left (floating point).
*
* \sa SDL_FRectEmpty
* \sa SDL_FRectEquals
* \sa SDL_FRectEqualsEpsilon
* \sa SDL_HasIntersectionF
* \sa SDL_IntersectFRect
* \sa SDL_IntersectFRectAndLine
* \sa SDL_UnionFRect
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FRect
{
float x;
float y;
float w;
float h;
} SDL_FRect;
/**
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
return (a && b && (a->x == b->x) && (a->y == b->y) &&
(a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Determine whether two rectangles intersect.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
/**
* Calculate the intersection of two rectangles.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the intersection of
* rectangles `A` and `B`
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasIntersection
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* Calculate the union of two rectangles.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the union of rectangles
* `A` and `B`
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* Calculate a minimal rectangle enclosing a set of points.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_Point structures representing points to be
* enclosed
* \param count the number of structures in the `points` array
* \param clip an SDL_Rect used for clipping or NULL to enclose all points
* \param result an SDL_Rect structure filled in with the minimal enclosing
* rectangle
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
int count,
const SDL_Rect * clip,
SDL_Rect * result);
/**
* Calculate the intersection of a rectangle and line segment.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_Rect structure representing the rectangle to intersect
* \param X1 a pointer to the starting X-coordinate of the line
* \param Y1 a pointer to the starting Y-coordinate of the line
* \param X2 a pointer to the ending X-coordinate of the line
* \param Y2 a pointer to the ending Y-coordinate of the line
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1,
int *Y1, int *X2,
int *Y2);
/* SDL_FRect versions... */
/**
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInFRect(const SDL_FPoint *p, const SDL_FRect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
{
return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, within some given epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEqualsEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon)
{
return (a && b && ((a == b) ||
((SDL_fabs(a->x - b->x) <= epsilon) &&
(SDL_fabs(a->y - b->y) <= epsilon) &&
(SDL_fabs(a->w - b->w) <= epsilon) &&
(SDL_fabs(a->h - b->h) <= epsilon))))
? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, using a default epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b)
{
return SDL_FRectEqualsEpsilon(a, b, SDL_FLT_EPSILON);
}
/**
* Determine whether two rectangles intersect with float precision.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A,
const SDL_FRect * B);
/**
* Calculate the intersection of two rectangles with float precision.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \param result an SDL_FRect structure filled in with the intersection of
* rectangles `A` and `B`
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_HasIntersectionF
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate the union of two rectangles with float precision.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \param result an SDL_FRect structure filled in with the union of rectangles
* `A` and `B`
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate a minimal rectangle enclosing a set of points with float
* precision.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_FPoint structures representing points to be
* enclosed
* \param count the number of structures in the `points` array
* \param clip an SDL_FRect used for clipping or NULL to enclose all points
* \param result an SDL_FRect structure filled in with the minimal enclosing
* rectangle
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points,
int count,
const SDL_FRect * clip,
SDL_FRect * result);
/**
* Calculate the intersection of a rectangle and line segment with float
* precision.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_FRect structure representing the rectangle to intersect
* \param X1 a pointer to the starting X-coordinate of the line
* \param Y1 a pointer to the starting Y-coordinate of the line
* \param X2 a pointer to the ending X-coordinate of the line
* \param Y2 a pointer to the ending Y-coordinate of the line
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRectAndLine(const SDL_FRect *
rect, float *X1,
float *Y1, float *X2,
float *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_rect_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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#define SDL_REVISION ""
#define SDL_REVISION_NUMBER 0
@@ -0,0 +1,6 @@
#cmakedefine SDL_REVISION "@SDL_REVISION@"
#define SDL_REVISION_NUMBER 0
#ifndef SDL_REVISION
#define SDL_REVISION ""
#endif
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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_rwops.h
*
* This file provides a general interface for SDL to read and write
* data streams. It can easily be extended to files, memory, etc.
*/
#ifndef SDL_rwops_h_
#define SDL_rwops_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* RWops Types */
#define SDL_RWOPS_UNKNOWN 0U /**< Unknown stream type */
#define SDL_RWOPS_WINFILE 1U /**< Win32 file */
#define SDL_RWOPS_STDFILE 2U /**< Stdio file */
#define SDL_RWOPS_JNIFILE 3U /**< Android asset */
#define SDL_RWOPS_MEMORY 4U /**< Memory stream */
#define SDL_RWOPS_MEMORY_RO 5U /**< Read-Only memory stream */
#if defined(__VITA__)
#define SDL_RWOPS_VITAFILE 6U /**< Vita file */
#endif
/**
* This is the read/write operation structure -- very basic.
*/
typedef struct SDL_RWops
{
/**
* Return the size of the file in this rwops, or -1 if unknown
*/
Sint64 (SDLCALL * size) (struct SDL_RWops * context);
/**
* Seek to \c offset relative to \c whence, one of stdio's whence values:
* RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
*
* \return the final offset in the data stream, or -1 on error.
*/
Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset,
int whence);
/**
* Read up to \c maxnum objects each of size \c size from the data
* stream to the area pointed at by \c ptr.
*
* \return the number of objects read, or 0 at error or end of file.
*/
size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr,
size_t size, size_t maxnum);
/**
* Write exactly \c num objects each of size \c size from the area
* pointed at by \c ptr to data stream.
*
* \return the number of objects written, or 0 at error or end of file.
*/
size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr,
size_t size, size_t num);
/**
* Close and free an allocated SDL_RWops structure.
*
* \return 0 if successful or -1 on write error when flushing data.
*/
int (SDLCALL * close) (struct SDL_RWops * context);
Uint32 type;
union
{
#if defined(__ANDROID__)
struct
{
void *asset;
} androidio;
#elif defined(__WIN32__)
struct
{
SDL_bool append;
void *h;
struct
{
void *data;
size_t size;
size_t left;
} buffer;
} windowsio;
#elif defined(__VITA__)
struct
{
int h;
struct
{
void *data;
size_t size;
size_t left;
} buffer;
} vitaio;
#endif
#ifdef HAVE_STDIO_H
struct
{
SDL_bool autoclose;
FILE *fp;
} stdio;
#endif
struct
{
Uint8 *base;
Uint8 *here;
Uint8 *stop;
} mem;
struct
{
void *data1;
void *data2;
} unknown;
} hidden;
} SDL_RWops;
/**
* \name RWFrom functions
*
* Functions to create SDL_RWops structures from various data streams.
*/
/* @{ */
/**
* Use this function to create a new SDL_RWops structure for reading from
* and/or writing to a named file.
*
* The `mode` string is treated roughly the same as in a call to the C
* library's fopen(), even if SDL doesn't happen to use fopen() behind the
* scenes.
*
* Available `mode` strings:
*
* - "r": Open a file for reading. The file must exist.
* - "w": Create an empty file for writing. If a file with the same name
* already exists its content is erased and the file is treated as a new
* empty file.
* - "a": Append to a file. Writing operations append data at the end of the
* file. The file is created if it does not exist.
* - "r+": Open a file for update both reading and writing. The file must
* exist.
* - "w+": Create an empty file for both reading and writing. If a file with
* the same name already exists its content is erased and the file is
* treated as a new empty file.
* - "a+": Open a file for reading and appending. All writing operations are
* performed at the end of the file, protecting the previous content to be
* overwritten. You can reposition (fseek, rewind) the internal pointer to
* anywhere in the file for reading, but writing operations will move it
* back to the end of file. The file is created if it does not exist.
*
* **NOTE**: In order to open a file as a binary file, a "b" character has to
* be included in the `mode` string. This additional "b" character can either
* be appended at the end of the string (thus making the following compound
* modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the
* letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+").
* Additional characters may follow the sequence, although they should have no
* effect. For example, "t" is sometimes appended to make explicit the file is
* a text file.
*
* This function supports Unicode filenames, but they must be encoded in UTF-8
* format, regardless of the underlying operating system.
*
* As a fallback, SDL_RWFromFile() will transparently open a matching filename
* in an Android app's `assets`.
*
* Closing the SDL_RWops will close the file handle SDL is holding internally.
*
* \param file a UTF-8 string representing the filename to open
* \param mode an ASCII string representing the mode to be used for opening
* the file.
* \returns a pointer to the SDL_RWops structure that is created, or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWtell
* \sa SDL_RWwrite
*/
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file,
const char *mode);
#ifdef HAVE_STDIO_H
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose);
#else
/**
* Use this function to create an SDL_RWops structure from a standard I/O file
* pointer (stdio.h's `FILE*`).
*
* This function is not available on Windows, since files opened in an
* application on that platform cannot be used by a dynamically linked
* library.
*
* On some platforms, the first parameter is a `void*`, on others, it's a
* `FILE*`, depending on what system headers are available to SDL. It is
* always intended to be the `FILE*` type from the C runtime's stdio.h.
*
* \param fp the `FILE*` that feeds the SDL_RWops stream
* \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops,
* SDL_FALSE to leave the `FILE*` open when the RWops is
* closed
* \returns a pointer to the SDL_RWops structure that is created, or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWtell
* \sa SDL_RWwrite
*/
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp,
SDL_bool autoclose);
#endif
/**
* Use this function to prepare a read-write memory buffer for use with
* SDL_RWops.
*
* This function sets up an SDL_RWops struct based on a memory area of a
* certain size, for both read and write access.
*
* This memory buffer is not copied by the RWops; the pointer you provide must
* remain valid until you close the stream. Closing the stream will not free
* the original buffer.
*
* If you need to make sure the RWops never writes to the memory buffer, you
* should use SDL_RWFromConstMem() with a read-only buffer of memory instead.
*
* \param mem a pointer to a buffer to feed an SDL_RWops stream
* \param size the buffer size, in bytes
* \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWtell
* \sa SDL_RWwrite
*/
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size);
/**
* Use this function to prepare a read-only memory buffer for use with RWops.
*
* This function sets up an SDL_RWops struct based on a memory area of a
* certain size. It assumes the memory area is not writable.
*
* Attempting to write to this RWops stream will report an error without
* writing to the memory buffer.
*
* This memory buffer is not copied by the RWops; the pointer you provide must
* remain valid until you close the stream. Closing the stream will not free
* the original buffer.
*
* If you need to write to a memory buffer, you should use SDL_RWFromMem()
* with a writable buffer of memory instead.
*
* \param mem a pointer to a read-only buffer to feed an SDL_RWops stream
* \param size the buffer size, in bytes
* \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWtell
*/
extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem,
int size);
/* @} *//* RWFrom functions */
/**
* Use this function to allocate an empty, unpopulated SDL_RWops structure.
*
* Applications do not need to use this function unless they are providing
* their own SDL_RWops implementation. If you just need a SDL_RWops to
* read/write a common data source, you should use the built-in
* implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc.
*
* You must free the returned pointer with SDL_FreeRW(). Depending on your
* operating system and compiler, there may be a difference between the
* malloc() and free() your program uses and the versions SDL calls
* internally. Trying to mix the two can cause crashing such as segmentation
* faults. Since all SDL_RWops must free themselves when their **close**
* method is called, all SDL_RWops must be allocated through this function, so
* they can all be freed correctly with SDL_FreeRW().
*
* \returns a pointer to the allocated memory on success, or NULL on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeRW
*/
extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void);
/**
* Use this function to free an SDL_RWops structure allocated by
* SDL_AllocRW().
*
* Applications do not need to use this function unless they are providing
* their own SDL_RWops implementation. If you just need a SDL_RWops to
* read/write a common data source, you should use the built-in
* implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and
* call the **close** method on those SDL_RWops pointers when you are done
* with them.
*
* Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is
* invalid as soon as this function returns. Any extra memory allocated during
* creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must
* be responsible for managing that memory in their **close** method.
*
* \param area the SDL_RWops structure to be freed
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocRW
*/
extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
#define RW_SEEK_SET 0 /**< Seek from the beginning of data */
#define RW_SEEK_CUR 1 /**< Seek relative to current read point */
#define RW_SEEK_END 2 /**< Seek relative to the end of data */
/**
* Use this function to get the size of the data stream in an SDL_RWops.
*
* Prior to SDL 2.0.10, this function was a macro.
*
* \param context the SDL_RWops to get the size of the data stream from
* \returns the size of the data stream in the SDL_RWops on success, -1 if
* unknown or a negative error code on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context);
/**
* Seek within an SDL_RWops data stream.
*
* This function seeks to byte `offset`, relative to `whence`.
*
* `whence` may be any of the following values:
*
* - `RW_SEEK_SET`: seek from the beginning of data
* - `RW_SEEK_CUR`: seek relative to current read point
* - `RW_SEEK_END`: seek relative to the end of data
*
* If this stream can not seek, it will return -1.
*
* SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's
* `seek` method appropriately, to simplify application development.
*
* Prior to SDL 2.0.10, this function was a macro.
*
* \param context a pointer to an SDL_RWops structure
* \param offset an offset in bytes, relative to **whence** location; can be
* negative
* \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END`
* \returns the final offset in the data stream after the seek or -1 on error.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWtell
* \sa SDL_RWwrite
*/
extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context,
Sint64 offset, int whence);
/**
* Determine the current read/write offset in an SDL_RWops data stream.
*
* SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek`
* method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify
* application development.
*
* Prior to SDL 2.0.10, this function was a macro.
*
* \param context a SDL_RWops data stream object from which to get the current
* offset
* \returns the current offset in the stream, or -1 if the information can not
* be determined.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWwrite
*/
extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context);
/**
* Read from a data source.
*
* This function reads up to `maxnum` objects each of size `size` from the
* data source to the area pointed at by `ptr`. This function may read less
* objects than requested. It will return zero when there has been an error or
* the data stream is completely read.
*
* SDL_RWread() is actually a function wrapper that calls the SDL_RWops's
* `read` method appropriately, to simplify application development.
*
* Prior to SDL 2.0.10, this function was a macro.
*
* \param context a pointer to an SDL_RWops structure
* \param ptr a pointer to a buffer to read data into
* \param size the size of each object to read, in bytes
* \param maxnum the maximum number of objects to be read
* \returns the number of objects read, or 0 at error or end of file; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWseek
* \sa SDL_RWwrite
*/
extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context,
void *ptr, size_t size,
size_t maxnum);
/**
* Write to an SDL_RWops data stream.
*
* This function writes exactly `num` objects each of size `size` from the
* area pointed at by `ptr` to the stream. If this fails for any reason, it'll
* return less than `num` to demonstrate how far the write progressed. On
* success, it returns `num`.
*
* SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's
* `write` method appropriately, to simplify application development.
*
* Prior to SDL 2.0.10, this function was a macro.
*
* \param context a pointer to an SDL_RWops structure
* \param ptr a pointer to a buffer containing data to write
* \param size the size of an object to write, in bytes
* \param num the number of objects to write
* \returns the number of objects written, which will be less than **num** on
* error; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_RWclose
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
*/
extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context,
const void *ptr, size_t size,
size_t num);
/**
* Close and free an allocated SDL_RWops structure.
*
* SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any
* resources used by the stream and frees the SDL_RWops itself with
* SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to
* flush to its output (e.g. to disk).
*
* Note that if this fails to flush the stream to disk, this function reports
* an error, but the SDL_RWops is still invalid once this function returns.
*
* Prior to SDL 2.0.10, this function was a macro.
*
* \param context SDL_RWops structure to close
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_RWFromConstMem
* \sa SDL_RWFromFile
* \sa SDL_RWFromFP
* \sa SDL_RWFromMem
* \sa SDL_RWread
* \sa SDL_RWseek
* \sa SDL_RWwrite
*/
extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context);
/**
* Load all the data from an SDL data stream.
*
* The data is allocated with a zero byte at the end (null terminated) for
* convenience. This extra byte is not included in the value reported via
* `datasize`.
*
* The data should be freed with SDL_free().
*
* \param src the SDL_RWops to read all available data from
* \param datasize if not NULL, will store the number of bytes read
* \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning
* \returns the data, or NULL if there was an error.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src,
size_t *datasize,
int freesrc);
/**
* Load all the data from a file path.
*
* The data is allocated with a zero byte at the end (null terminated) for
* convenience. This extra byte is not included in the value reported via
* `datasize`.
*
* The data should be freed with SDL_free().
*
* Prior to SDL 2.0.10, this function was a macro wrapping around
* SDL_LoadFile_RW.
*
* \param file the path to read all available data from
* \param datasize if not NULL, will store the number of bytes read
* \returns the data, or NULL if there was an error.
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize);
/**
* \name Read endian functions
*
* Read an item of the specified endianness and return in native format.
*/
/* @{ */
/**
* Use this function to read a byte from an SDL_RWops.
*
* \param src the SDL_RWops to read from
* \returns the read byte on success or 0 on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WriteU8
*/
extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src);
/**
* Use this function to read 16 bits of little-endian data from an SDL_RWops
* and return in native format.
*
* SDL byteswaps the data only if necessary, so the data returned will be in
* the native byte order.
*
* \param src the stream from which to read data
* \returns 16 bits of data in the native byte order of the platform.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ReadBE16
*/
extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src);
/**
* Use this function to read 16 bits of big-endian data from an SDL_RWops and
* return in native format.
*
* SDL byteswaps the data only if necessary, so the data returned will be in
* the native byte order.
*
* \param src the stream from which to read data
* \returns 16 bits of data in the native byte order of the platform.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ReadLE16
*/
extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src);
/**
* Use this function to read 32 bits of little-endian data from an SDL_RWops
* and return in native format.
*
* SDL byteswaps the data only if necessary, so the data returned will be in
* the native byte order.
*
* \param src the stream from which to read data
* \returns 32 bits of data in the native byte order of the platform.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ReadBE32
*/
extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src);
/**
* Use this function to read 32 bits of big-endian data from an SDL_RWops and
* return in native format.
*
* SDL byteswaps the data only if necessary, so the data returned will be in
* the native byte order.
*
* \param src the stream from which to read data
* \returns 32 bits of data in the native byte order of the platform.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ReadLE32
*/
extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src);
/**
* Use this function to read 64 bits of little-endian data from an SDL_RWops
* and return in native format.
*
* SDL byteswaps the data only if necessary, so the data returned will be in
* the native byte order.
*
* \param src the stream from which to read data
* \returns 64 bits of data in the native byte order of the platform.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ReadBE64
*/
extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src);
/**
* Use this function to read 64 bits of big-endian data from an SDL_RWops and
* return in native format.
*
* SDL byteswaps the data only if necessary, so the data returned will be in
* the native byte order.
*
* \param src the stream from which to read data
* \returns 64 bits of data in the native byte order of the platform.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ReadLE64
*/
extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src);
/* @} *//* Read endian functions */
/**
* \name Write endian functions
*
* Write an item of native format to the specified endianness.
*/
/* @{ */
/**
* Use this function to write a byte to an SDL_RWops.
*
* \param dst the SDL_RWops to write to
* \param value the byte value to write
* \returns 1 on success or 0 on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ReadU8
*/
extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value);
/**
* Use this function to write 16 bits in native format to a SDL_RWops as
* little-endian data.
*
* SDL byteswaps the data only if necessary, so the application always
* specifies native format, and the data written will be in little-endian
* format.
*
* \param dst the stream to which data will be written
* \param value the data to be written, in native format
* \returns 1 on successful write, 0 on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WriteBE16
*/
extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value);
/**
* Use this function to write 16 bits in native format to a SDL_RWops as
* big-endian data.
*
* SDL byteswaps the data only if necessary, so the application always
* specifies native format, and the data written will be in big-endian format.
*
* \param dst the stream to which data will be written
* \param value the data to be written, in native format
* \returns 1 on successful write, 0 on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WriteLE16
*/
extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value);
/**
* Use this function to write 32 bits in native format to a SDL_RWops as
* little-endian data.
*
* SDL byteswaps the data only if necessary, so the application always
* specifies native format, and the data written will be in little-endian
* format.
*
* \param dst the stream to which data will be written
* \param value the data to be written, in native format
* \returns 1 on successful write, 0 on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WriteBE32
*/
extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value);
/**
* Use this function to write 32 bits in native format to a SDL_RWops as
* big-endian data.
*
* SDL byteswaps the data only if necessary, so the application always
* specifies native format, and the data written will be in big-endian format.
*
* \param dst the stream to which data will be written
* \param value the data to be written, in native format
* \returns 1 on successful write, 0 on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WriteLE32
*/
extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value);
/**
* Use this function to write 64 bits in native format to a SDL_RWops as
* little-endian data.
*
* SDL byteswaps the data only if necessary, so the application always
* specifies native format, and the data written will be in little-endian
* format.
*
* \param dst the stream to which data will be written
* \param value the data to be written, in native format
* \returns 1 on successful write, 0 on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WriteBE64
*/
extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
/**
* Use this function to write 64 bits in native format to a SDL_RWops as
* big-endian data.
*
* SDL byteswaps the data only if necessary, so the application always
* specifies native format, and the data written will be in big-endian format.
*
* \param dst the stream to which data will be written
* \param value the data to be written, in native format
* \returns 1 on successful write, 0 on error.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WriteLE64
*/
extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
/* @} *//* Write endian functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_rwops_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+413
View File
@@ -0,0 +1,413 @@
/*
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_scancode.h
*
* Defines keyboard scancodes.
*/
#ifndef SDL_scancode_h_
#define SDL_scancode_h_
#include "SDL_stdinc.h"
/**
* \brief The SDL keyboard scancode representation.
*
* Values of this type are used to represent keyboard keys, among other places
* in the \link SDL_Keysym::scancode key.keysym.scancode \endlink field of the
* SDL_Event structure.
*
* The values in this enumeration are based on the USB usage page standard:
* https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf
*/
typedef enum
{
SDL_SCANCODE_UNKNOWN = 0,
/**
* \name Usage page 0x07
*
* These values are from usage page 0x07 (USB keyboard page).
*/
/* @{ */
SDL_SCANCODE_A = 4,
SDL_SCANCODE_B = 5,
SDL_SCANCODE_C = 6,
SDL_SCANCODE_D = 7,
SDL_SCANCODE_E = 8,
SDL_SCANCODE_F = 9,
SDL_SCANCODE_G = 10,
SDL_SCANCODE_H = 11,
SDL_SCANCODE_I = 12,
SDL_SCANCODE_J = 13,
SDL_SCANCODE_K = 14,
SDL_SCANCODE_L = 15,
SDL_SCANCODE_M = 16,
SDL_SCANCODE_N = 17,
SDL_SCANCODE_O = 18,
SDL_SCANCODE_P = 19,
SDL_SCANCODE_Q = 20,
SDL_SCANCODE_R = 21,
SDL_SCANCODE_S = 22,
SDL_SCANCODE_T = 23,
SDL_SCANCODE_U = 24,
SDL_SCANCODE_V = 25,
SDL_SCANCODE_W = 26,
SDL_SCANCODE_X = 27,
SDL_SCANCODE_Y = 28,
SDL_SCANCODE_Z = 29,
SDL_SCANCODE_1 = 30,
SDL_SCANCODE_2 = 31,
SDL_SCANCODE_3 = 32,
SDL_SCANCODE_4 = 33,
SDL_SCANCODE_5 = 34,
SDL_SCANCODE_6 = 35,
SDL_SCANCODE_7 = 36,
SDL_SCANCODE_8 = 37,
SDL_SCANCODE_9 = 38,
SDL_SCANCODE_0 = 39,
SDL_SCANCODE_RETURN = 40,
SDL_SCANCODE_ESCAPE = 41,
SDL_SCANCODE_BACKSPACE = 42,
SDL_SCANCODE_TAB = 43,
SDL_SCANCODE_SPACE = 44,
SDL_SCANCODE_MINUS = 45,
SDL_SCANCODE_EQUALS = 46,
SDL_SCANCODE_LEFTBRACKET = 47,
SDL_SCANCODE_RIGHTBRACKET = 48,
SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return
* key on ISO keyboards and at the right end
* of the QWERTY row on ANSI keyboards.
* Produces REVERSE SOLIDUS (backslash) and
* VERTICAL LINE in a US layout, REVERSE
* SOLIDUS and VERTICAL LINE in a UK Mac
* layout, NUMBER SIGN and TILDE in a UK
* Windows layout, DOLLAR SIGN and POUND SIGN
* in a Swiss German layout, NUMBER SIGN and
* APOSTROPHE in a German layout, GRAVE
* ACCENT and POUND SIGN in a French Mac
* layout, and ASTERISK and MICRO SIGN in a
* French Windows layout.
*/
SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
* instead of 49 for the same key, but all
* OSes I've seen treat the two codes
* identically. So, as an implementor, unless
* your keyboard generates both of those
* codes and your OS treats them differently,
* you should generate SDL_SCANCODE_BACKSLASH
* instead of this code. As a user, you
* should not rely on this code because SDL
* will never generate it with most (all?)
* keyboards.
*/
SDL_SCANCODE_SEMICOLON = 51,
SDL_SCANCODE_APOSTROPHE = 52,
SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI
* and ISO keyboards). Produces GRAVE ACCENT and
* TILDE in a US Windows layout and in US and UK
* Mac layouts on ANSI keyboards, GRAVE ACCENT
* and NOT SIGN in a UK Windows layout, SECTION
* SIGN and PLUS-MINUS SIGN in US and UK Mac
* layouts on ISO keyboards, SECTION SIGN and
* DEGREE SIGN in a Swiss German layout (Mac:
* only on ISO keyboards), CIRCUMFLEX ACCENT and
* DEGREE SIGN in a German layout (Mac: only on
* ISO keyboards), SUPERSCRIPT TWO and TILDE in a
* French Windows layout, COMMERCIAL AT and
* NUMBER SIGN in a French Mac layout on ISO
* keyboards, and LESS-THAN SIGN and GREATER-THAN
* SIGN in a Swiss German, German, or French Mac
* layout on ANSI keyboards.
*/
SDL_SCANCODE_COMMA = 54,
SDL_SCANCODE_PERIOD = 55,
SDL_SCANCODE_SLASH = 56,
SDL_SCANCODE_CAPSLOCK = 57,
SDL_SCANCODE_F1 = 58,
SDL_SCANCODE_F2 = 59,
SDL_SCANCODE_F3 = 60,
SDL_SCANCODE_F4 = 61,
SDL_SCANCODE_F5 = 62,
SDL_SCANCODE_F6 = 63,
SDL_SCANCODE_F7 = 64,
SDL_SCANCODE_F8 = 65,
SDL_SCANCODE_F9 = 66,
SDL_SCANCODE_F10 = 67,
SDL_SCANCODE_F11 = 68,
SDL_SCANCODE_F12 = 69,
SDL_SCANCODE_PRINTSCREEN = 70,
SDL_SCANCODE_SCROLLLOCK = 71,
SDL_SCANCODE_PAUSE = 72,
SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
does send code 73, not 117) */
SDL_SCANCODE_HOME = 74,
SDL_SCANCODE_PAGEUP = 75,
SDL_SCANCODE_DELETE = 76,
SDL_SCANCODE_END = 77,
SDL_SCANCODE_PAGEDOWN = 78,
SDL_SCANCODE_RIGHT = 79,
SDL_SCANCODE_LEFT = 80,
SDL_SCANCODE_DOWN = 81,
SDL_SCANCODE_UP = 82,
SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
*/
SDL_SCANCODE_KP_DIVIDE = 84,
SDL_SCANCODE_KP_MULTIPLY = 85,
SDL_SCANCODE_KP_MINUS = 86,
SDL_SCANCODE_KP_PLUS = 87,
SDL_SCANCODE_KP_ENTER = 88,
SDL_SCANCODE_KP_1 = 89,
SDL_SCANCODE_KP_2 = 90,
SDL_SCANCODE_KP_3 = 91,
SDL_SCANCODE_KP_4 = 92,
SDL_SCANCODE_KP_5 = 93,
SDL_SCANCODE_KP_6 = 94,
SDL_SCANCODE_KP_7 = 95,
SDL_SCANCODE_KP_8 = 96,
SDL_SCANCODE_KP_9 = 97,
SDL_SCANCODE_KP_0 = 98,
SDL_SCANCODE_KP_PERIOD = 99,
SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
* keyboards have over ANSI ones,
* located between left shift and Y.
* Produces GRAVE ACCENT and TILDE in a
* US or UK Mac layout, REVERSE SOLIDUS
* (backslash) and VERTICAL LINE in a
* US or UK Windows layout, and
* LESS-THAN SIGN and GREATER-THAN SIGN
* in a Swiss German, German, or French
* layout. */
SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */
SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag,
* not a physical key - but some Mac keyboards
* do have a power key. */
SDL_SCANCODE_KP_EQUALS = 103,
SDL_SCANCODE_F13 = 104,
SDL_SCANCODE_F14 = 105,
SDL_SCANCODE_F15 = 106,
SDL_SCANCODE_F16 = 107,
SDL_SCANCODE_F17 = 108,
SDL_SCANCODE_F18 = 109,
SDL_SCANCODE_F19 = 110,
SDL_SCANCODE_F20 = 111,
SDL_SCANCODE_F21 = 112,
SDL_SCANCODE_F22 = 113,
SDL_SCANCODE_F23 = 114,
SDL_SCANCODE_F24 = 115,
SDL_SCANCODE_EXECUTE = 116,
SDL_SCANCODE_HELP = 117,
SDL_SCANCODE_MENU = 118,
SDL_SCANCODE_SELECT = 119,
SDL_SCANCODE_STOP = 120,
SDL_SCANCODE_AGAIN = 121, /**< redo */
SDL_SCANCODE_UNDO = 122,
SDL_SCANCODE_CUT = 123,
SDL_SCANCODE_COPY = 124,
SDL_SCANCODE_PASTE = 125,
SDL_SCANCODE_FIND = 126,
SDL_SCANCODE_MUTE = 127,
SDL_SCANCODE_VOLUMEUP = 128,
SDL_SCANCODE_VOLUMEDOWN = 129,
/* not sure whether there's a reason to enable these */
/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */
/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */
/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */
SDL_SCANCODE_KP_COMMA = 133,
SDL_SCANCODE_KP_EQUALSAS400 = 134,
SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
footnotes in USB doc */
SDL_SCANCODE_INTERNATIONAL2 = 136,
SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */
SDL_SCANCODE_INTERNATIONAL4 = 138,
SDL_SCANCODE_INTERNATIONAL5 = 139,
SDL_SCANCODE_INTERNATIONAL6 = 140,
SDL_SCANCODE_INTERNATIONAL7 = 141,
SDL_SCANCODE_INTERNATIONAL8 = 142,
SDL_SCANCODE_INTERNATIONAL9 = 143,
SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */
SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */
SDL_SCANCODE_LANG3 = 146, /**< Katakana */
SDL_SCANCODE_LANG4 = 147, /**< Hiragana */
SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */
SDL_SCANCODE_LANG6 = 149, /**< reserved */
SDL_SCANCODE_LANG7 = 150, /**< reserved */
SDL_SCANCODE_LANG8 = 151, /**< reserved */
SDL_SCANCODE_LANG9 = 152, /**< reserved */
SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */
SDL_SCANCODE_SYSREQ = 154,
SDL_SCANCODE_CANCEL = 155,
SDL_SCANCODE_CLEAR = 156,
SDL_SCANCODE_PRIOR = 157,
SDL_SCANCODE_RETURN2 = 158,
SDL_SCANCODE_SEPARATOR = 159,
SDL_SCANCODE_OUT = 160,
SDL_SCANCODE_OPER = 161,
SDL_SCANCODE_CLEARAGAIN = 162,
SDL_SCANCODE_CRSEL = 163,
SDL_SCANCODE_EXSEL = 164,
SDL_SCANCODE_KP_00 = 176,
SDL_SCANCODE_KP_000 = 177,
SDL_SCANCODE_THOUSANDSSEPARATOR = 178,
SDL_SCANCODE_DECIMALSEPARATOR = 179,
SDL_SCANCODE_CURRENCYUNIT = 180,
SDL_SCANCODE_CURRENCYSUBUNIT = 181,
SDL_SCANCODE_KP_LEFTPAREN = 182,
SDL_SCANCODE_KP_RIGHTPAREN = 183,
SDL_SCANCODE_KP_LEFTBRACE = 184,
SDL_SCANCODE_KP_RIGHTBRACE = 185,
SDL_SCANCODE_KP_TAB = 186,
SDL_SCANCODE_KP_BACKSPACE = 187,
SDL_SCANCODE_KP_A = 188,
SDL_SCANCODE_KP_B = 189,
SDL_SCANCODE_KP_C = 190,
SDL_SCANCODE_KP_D = 191,
SDL_SCANCODE_KP_E = 192,
SDL_SCANCODE_KP_F = 193,
SDL_SCANCODE_KP_XOR = 194,
SDL_SCANCODE_KP_POWER = 195,
SDL_SCANCODE_KP_PERCENT = 196,
SDL_SCANCODE_KP_LESS = 197,
SDL_SCANCODE_KP_GREATER = 198,
SDL_SCANCODE_KP_AMPERSAND = 199,
SDL_SCANCODE_KP_DBLAMPERSAND = 200,
SDL_SCANCODE_KP_VERTICALBAR = 201,
SDL_SCANCODE_KP_DBLVERTICALBAR = 202,
SDL_SCANCODE_KP_COLON = 203,
SDL_SCANCODE_KP_HASH = 204,
SDL_SCANCODE_KP_SPACE = 205,
SDL_SCANCODE_KP_AT = 206,
SDL_SCANCODE_KP_EXCLAM = 207,
SDL_SCANCODE_KP_MEMSTORE = 208,
SDL_SCANCODE_KP_MEMRECALL = 209,
SDL_SCANCODE_KP_MEMCLEAR = 210,
SDL_SCANCODE_KP_MEMADD = 211,
SDL_SCANCODE_KP_MEMSUBTRACT = 212,
SDL_SCANCODE_KP_MEMMULTIPLY = 213,
SDL_SCANCODE_KP_MEMDIVIDE = 214,
SDL_SCANCODE_KP_PLUSMINUS = 215,
SDL_SCANCODE_KP_CLEAR = 216,
SDL_SCANCODE_KP_CLEARENTRY = 217,
SDL_SCANCODE_KP_BINARY = 218,
SDL_SCANCODE_KP_OCTAL = 219,
SDL_SCANCODE_KP_DECIMAL = 220,
SDL_SCANCODE_KP_HEXADECIMAL = 221,
SDL_SCANCODE_LCTRL = 224,
SDL_SCANCODE_LSHIFT = 225,
SDL_SCANCODE_LALT = 226, /**< alt, option */
SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */
SDL_SCANCODE_RCTRL = 228,
SDL_SCANCODE_RSHIFT = 229,
SDL_SCANCODE_RALT = 230, /**< alt gr, option */
SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */
SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered
* by any of the above, but since there's a
* special KMOD_MODE for it I'm adding it here
*/
/* @} *//* Usage page 0x07 */
/**
* \name Usage page 0x0C
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
SDL_SCANCODE_AUDIONEXT = 258,
SDL_SCANCODE_AUDIOPREV = 259,
SDL_SCANCODE_AUDIOSTOP = 260,
SDL_SCANCODE_AUDIOPLAY = 261,
SDL_SCANCODE_AUDIOMUTE = 262,
SDL_SCANCODE_MEDIASELECT = 263,
SDL_SCANCODE_WWW = 264,
SDL_SCANCODE_MAIL = 265,
SDL_SCANCODE_CALCULATOR = 266,
SDL_SCANCODE_COMPUTER = 267,
SDL_SCANCODE_AC_SEARCH = 268,
SDL_SCANCODE_AC_HOME = 269,
SDL_SCANCODE_AC_BACK = 270,
SDL_SCANCODE_AC_FORWARD = 271,
SDL_SCANCODE_AC_STOP = 272,
SDL_SCANCODE_AC_REFRESH = 273,
SDL_SCANCODE_AC_BOOKMARKS = 274,
/* @} *//* Usage page 0x0C */
/**
* \name Walther keys
*
* These are values that Christian Walther added (for mac keyboard?).
*/
/* @{ */
SDL_SCANCODE_BRIGHTNESSDOWN = 275,
SDL_SCANCODE_BRIGHTNESSUP = 276,
SDL_SCANCODE_DISPLAYSWITCH = 277, /**< display mirroring/dual display
switch, video mode switch */
SDL_SCANCODE_KBDILLUMTOGGLE = 278,
SDL_SCANCODE_KBDILLUMDOWN = 279,
SDL_SCANCODE_KBDILLUMUP = 280,
SDL_SCANCODE_EJECT = 281,
SDL_SCANCODE_SLEEP = 282,
SDL_SCANCODE_APP1 = 283,
SDL_SCANCODE_APP2 = 284,
/* @} *//* Walther keys */
/**
* \name Usage page 0x0C (additional media keys)
*
* These values are mapped from usage page 0x0C (USB consumer page).
*/
/* @{ */
SDL_SCANCODE_AUDIOREWIND = 285,
SDL_SCANCODE_AUDIOFASTFORWARD = 286,
/* @} *//* Usage page 0x0C (additional media keys) */
/* Add any other keys here. */
SDL_NUM_SCANCODES = 512 /**< not a key, just marks the number of scancodes
for array bounds */
} SDL_Scancode;
#endif /* SDL_scancode_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_sensor.h
*
* Include file for SDL sensor event handling
*
*/
#ifndef SDL_sensor_h_
#define SDL_sensor_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
/**
* \brief SDL_sensor.h
*
* In order to use these functions, SDL_Init() must have been called
* with the ::SDL_INIT_SENSOR flag. This causes SDL to scan the system
* for sensors, and load appropriate drivers.
*/
struct _SDL_Sensor;
typedef struct _SDL_Sensor SDL_Sensor;
/**
* This is a unique ID for a sensor for the time it is connected to the system,
* and is never reused for the lifetime of the application.
*
* The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
*/
typedef Sint32 SDL_SensorID;
/* The different sensors defined by SDL
*
* Additional sensors may be available, using platform dependent semantics.
*
* Hare are the additional Android sensors:
* https://developer.android.com/reference/android/hardware/SensorEvent.html#values
*/
typedef enum
{
SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */
SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */
SDL_SENSOR_ACCEL, /**< Accelerometer */
SDL_SENSOR_GYRO /**< Gyroscope */
} SDL_SensorType;
/**
* Accelerometer sensor
*
* The accelerometer returns the current acceleration in SI meters per
* second squared. This measurement includes the force of gravity, so
* a device at rest will have an value of SDL_STANDARD_GRAVITY away
* from the center of the earth.
*
* values[0]: Acceleration on the x axis
* values[1]: Acceleration on the y axis
* values[2]: Acceleration on the z axis
*
* For phones held in portrait mode and game controllers held in front of you,
* the axes are defined as follows:
* -X ... +X : left ... right
* -Y ... +Y : bottom ... top
* -Z ... +Z : farther ... closer
*
* The axis data is not changed when the phone is rotated.
*
* \sa SDL_GetDisplayOrientation()
*/
#define SDL_STANDARD_GRAVITY 9.80665f
/**
* Gyroscope sensor
*
* The gyroscope returns the current rate of rotation in radians per second.
* The rotation is positive in the counter-clockwise direction. That is,
* an observer looking from a positive location on one of the axes would
* see positive rotation on that axis when it appeared to be rotating
* counter-clockwise.
*
* values[0]: Angular speed around the x axis (pitch)
* values[1]: Angular speed around the y axis (yaw)
* values[2]: Angular speed around the z axis (roll)
*
* For phones held in portrait mode and game controllers held in front of you,
* the axes are defined as follows:
* -X ... +X : left ... right
* -Y ... +Y : bottom ... top
* -Z ... +Z : farther ... closer
*
* The axis data is not changed when the phone or controller is rotated.
*
* \sa SDL_GetDisplayOrientation()
*/
/* Function prototypes */
/**
* Locking for multi-threaded access to the sensor API
*
* If you are using the sensor API or handling events from multiple threads
* you should use these locking functions to protect access to the sensors.
*
* In particular, you are guaranteed that the sensor list won't change, so the
* API functions that take a sensor index will be valid, and sensor events
* will not be delivered.
*
* \since This function is available since SDL 2.0.14.
*/
extern DECLSPEC void SDLCALL SDL_LockSensors(void);
extern DECLSPEC void SDLCALL SDL_UnlockSensors(void);
/**
* Count the number of sensors attached to the system right now.
*
* \returns the number of sensors detected.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC int SDLCALL SDL_NumSensors(void);
/**
* Get the implementation dependent name of a sensor.
*
* \param device_index The sensor to obtain name from
* \returns the sensor name, or NULL if `device_index` is out of range.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index);
/**
* Get the type of a sensor.
*
* \param device_index The sensor to get the type from
* \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `device_index` is
* out of range.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index);
/**
* Get the platform dependent type of a sensor.
*
* \param device_index The sensor to check
* \returns the sensor platform dependent type, or -1 if `device_index` is out
* of range.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index);
/**
* Get the instance ID of a sensor.
*
* \param device_index The sensor to get instance id from
* \returns the sensor instance ID, or -1 if `device_index` is out of range.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_index);
/**
* Open a sensor for use.
*
* \param device_index The sensor to open
* \returns an SDL_Sensor sensor object, or NULL if an error occurred.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index);
/**
* Return the SDL_Sensor associated with an instance id.
*
* \param instance_id The sensor from instance id
* \returns an SDL_Sensor object.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instance_id);
/**
* Get the implementation dependent name of a sensor
*
* \param sensor The SDL_Sensor object
* \returns the sensor name, or NULL if `sensor` is NULL.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor);
/**
* Get the type of a sensor.
*
* \param sensor The SDL_Sensor object to inspect
* \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is
* NULL.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor);
/**
* Get the platform dependent type of a sensor.
*
* \param sensor The SDL_Sensor object to inspect
* \returns the sensor platform dependent type, or -1 if `sensor` is NULL.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor);
/**
* Get the instance ID of a sensor.
*
* \param sensor The SDL_Sensor object to inspect
* \returns the sensor instance ID, or -1 if `sensor` is NULL.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor);
/**
* Get the current state of an opened sensor.
*
* The number of values and interpretation of the data is sensor dependent.
*
* \param sensor The SDL_Sensor object to query
* \param data A pointer filled with the current sensor state
* \param num_values The number of values to write to data
* \returns 0 or -1 if an error occurred.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor * sensor, float *data, int num_values);
/**
* Close a sensor previously opened with SDL_SensorOpen().
*
* \param sensor The SDL_Sensor object to close
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC void SDLCALL SDL_SensorClose(SDL_Sensor * sensor);
/**
* Update the current state of the open sensors.
*
* This is called automatically by the event loop if sensor events are
* enabled.
*
* This needs to be called from the thread that initialized the sensor
* subsystem.
*
* \since This function is available since SDL 2.0.9.
*/
extern DECLSPEC void SDLCALL SDL_SensorUpdate(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"
#endif /* SDL_sensor_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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.
*/
#ifndef SDL_shape_h_
#define SDL_shape_h_
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_surface.h"
#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/** \file SDL_shape.h
*
* Header file for the shaped window API.
*/
#define SDL_NONSHAPEABLE_WINDOW -1
#define SDL_INVALID_SHAPE_ARGUMENT -2
#define SDL_WINDOW_LACKS_SHAPE -3
/**
* Create a window that can be shaped with the specified position, dimensions,
* and flags.
*
* \param title The title of the window, in UTF-8 encoding.
* \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED.
* \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
* ::SDL_WINDOWPOS_UNDEFINED.
* \param w The width of the window.
* \param h The height of the window.
* \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with
* any of the following: ::SDL_WINDOW_OPENGL,
* ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN,
* ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
* ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_BORDERLESS is always set,
* and ::SDL_WINDOW_FULLSCREEN is always unset.
* \return the window created, or NULL if window creation failed.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags);
/**
* Return whether the given window is a shaped window.
*
* \param window The window to query for being shaped.
* \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if
* the window is unshaped or NULL.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateShapedWindow
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IsShapedWindow(const SDL_Window *window);
/** \brief An enum denoting the specific type of contents present in an SDL_WindowShapeParams union. */
typedef enum {
/** \brief The default mode, a binarized alpha cutoff of 1. */
ShapeModeDefault,
/** \brief A binarized alpha cutoff with a given integer value. */
ShapeModeBinarizeAlpha,
/** \brief A binarized alpha cutoff with a given integer value, but with the opposite comparison. */
ShapeModeReverseBinarizeAlpha,
/** \brief A color key is applied. */
ShapeModeColorKey
} WindowShapeMode;
#define SDL_SHAPEMODEALPHA(mode) (mode == ShapeModeDefault || mode == ShapeModeBinarizeAlpha || mode == ShapeModeReverseBinarizeAlpha)
/** \brief A union containing parameters for shaped windows. */
typedef union {
/** \brief A cutoff alpha value for binarization of the window shape's alpha channel. */
Uint8 binarizationCutoff;
SDL_Color colorKey;
} SDL_WindowShapeParams;
/** \brief A struct that tags the SDL_WindowShapeParams union with an enum describing the type of its contents. */
typedef struct SDL_WindowShapeMode {
/** \brief The mode of these window-shape parameters. */
WindowShapeMode mode;
/** \brief Window-shape parameters. */
SDL_WindowShapeParams parameters;
} SDL_WindowShapeMode;
/**
* Set the shape and parameters of a shaped window.
*
* \param window The shaped window whose parameters should be set.
* \param shape A surface encoding the desired shape for the window.
* \param shape_mode The parameters to set for the shaped window.
* \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape
* argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does
* not reference a valid shaped window.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WindowShapeMode
* \sa SDL_GetShapedWindowMode
*/
extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
/**
* Get the shape parameters of a shaped window.
*
* \param window The shaped window whose parameters should be retrieved.
* \param shape_mode An empty shape-mode structure to fill, or NULL to check
* whether the window has a shape.
* \return 0 if the window has a shape and, provided shape_mode was not NULL,
* shape_mode has been filled with the mode data,
* SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped
* window, or SDL_WINDOW_LACKS_SHAPE if the SDL_Window given is a
* shapeable window currently lacking a shape.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_WindowShapeMode
* \sa SDL_SetWindowShape
*/
extern DECLSPEC int SDLCALL SDL_GetShapedWindowMode(SDL_Window *window,SDL_WindowShapeMode *shape_mode);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_shape_h_ */
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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_stdinc.h
*
* This is a general header that includes C language support.
*/
#ifndef SDL_stdinc_h_
#define SDL_stdinc_h_
#include "SDL_config.h"
#ifdef __APPLE__
#ifndef _DARWIN_C_SOURCE
#define _DARWIN_C_SOURCE 1 /* for memset_pattern4() */
#endif
#endif
#ifdef HAVE_SYS_TYPES_H
#include <sys/types.h>
#endif
#ifdef HAVE_STDIO_H
#include <stdio.h>
#endif
#if defined(STDC_HEADERS)
# include <stdlib.h>
# include <stddef.h>
# include <stdarg.h>
#else
# if defined(HAVE_STDLIB_H)
# include <stdlib.h>
# elif defined(HAVE_MALLOC_H)
# include <malloc.h>
# endif
# if defined(HAVE_STDDEF_H)
# include <stddef.h>
# endif
# if defined(HAVE_STDARG_H)
# include <stdarg.h>
# endif
#endif
#ifdef HAVE_STRING_H
# if !defined(STDC_HEADERS) && defined(HAVE_MEMORY_H)
# include <memory.h>
# endif
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifdef HAVE_WCHAR_H
# include <wchar.h>
#endif
#if defined(HAVE_INTTYPES_H)
# include <inttypes.h>
#elif defined(HAVE_STDINT_H)
# include <stdint.h>
#endif
#ifdef HAVE_CTYPE_H
# include <ctype.h>
#endif
#ifdef HAVE_MATH_H
# if defined(__WINRT__)
/* Defining _USE_MATH_DEFINES is required to get M_PI to be defined on
WinRT. See http://msdn.microsoft.com/en-us/library/4hwaceh6.aspx
for more information.
*/
# define _USE_MATH_DEFINES
# endif
# include <math.h>
#endif
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#if defined(HAVE_ALLOCA) && !defined(alloca)
# if defined(HAVE_ALLOCA_H)
# include <alloca.h>
# elif defined(__GNUC__)
# define alloca __builtin_alloca
# elif defined(_MSC_VER)
# include <malloc.h>
# define alloca _alloca
# elif defined(__WATCOMC__)
# include <malloc.h>
# elif defined(__BORLANDC__)
# include <malloc.h>
# elif defined(__DMC__)
# include <stdlib.h>
# elif defined(__AIX__)
#pragma alloca
# elif defined(__MRC__)
void *alloca(unsigned);
# else
char *alloca();
# endif
#endif
/**
* Check if the compiler supports a given builtin.
* Supported by virtually all clang versions and recent gcc. Use this
* instead of checking the clang version if possible.
*/
#ifdef __has_builtin
#define _SDL_HAS_BUILTIN(x) __has_builtin(x)
#else
#define _SDL_HAS_BUILTIN(x) 0
#endif
/**
* The number of elements in an array.
*/
#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0]))
#define SDL_TABLESIZE(table) SDL_arraysize(table)
/**
* Macro useful for building other macros with strings in them
*
* e.g. #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")
*/
#define SDL_STRINGIFY_ARG(arg) #arg
/**
* \name Cast operators
*
* Use proper C++ casts when compiled as C++ to be compatible with the option
* -Wold-style-cast of GCC (and -Werror=old-style-cast in GCC 4.2 and above).
*/
/* @{ */
#ifdef __cplusplus
#define SDL_reinterpret_cast(type, expression) reinterpret_cast<type>(expression)
#define SDL_static_cast(type, expression) static_cast<type>(expression)
#define SDL_const_cast(type, expression) const_cast<type>(expression)
#else
#define SDL_reinterpret_cast(type, expression) ((type)(expression))
#define SDL_static_cast(type, expression) ((type)(expression))
#define SDL_const_cast(type, expression) ((type)(expression))
#endif
/* @} *//* Cast operators */
/* Define a four character code as a Uint32 */
#define SDL_FOURCC(A, B, C, D) \
((SDL_static_cast(Uint32, SDL_static_cast(Uint8, (A))) << 0) | \
(SDL_static_cast(Uint32, SDL_static_cast(Uint8, (B))) << 8) | \
(SDL_static_cast(Uint32, SDL_static_cast(Uint8, (C))) << 16) | \
(SDL_static_cast(Uint32, SDL_static_cast(Uint8, (D))) << 24))
/**
* \name Basic data types
*/
/* @{ */
#ifdef __CC_ARM
/* ARM's compiler throws warnings if we use an enum: like "SDL_bool x = a < b;" */
#define SDL_FALSE 0
#define SDL_TRUE 1
typedef int SDL_bool;
#else
typedef enum
{
SDL_FALSE = 0,
SDL_TRUE = 1
} SDL_bool;
#endif
/**
* \brief A signed 8-bit integer type.
*/
#define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */
#define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */
typedef int8_t Sint8;
/**
* \brief An unsigned 8-bit integer type.
*/
#define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */
#define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */
typedef uint8_t Uint8;
/**
* \brief A signed 16-bit integer type.
*/
#define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */
#define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */
typedef int16_t Sint16;
/**
* \brief An unsigned 16-bit integer type.
*/
#define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */
#define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */
typedef uint16_t Uint16;
/**
* \brief A signed 32-bit integer type.
*/
#define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */
#define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */
typedef int32_t Sint32;
/**
* \brief An unsigned 32-bit integer type.
*/
#define SDL_MAX_UINT32 ((Uint32)0xFFFFFFFFu) /* 4294967295 */
#define SDL_MIN_UINT32 ((Uint32)0x00000000) /* 0 */
typedef uint32_t Uint32;
/**
* \brief A signed 64-bit integer type.
*/
#define SDL_MAX_SINT64 ((Sint64)0x7FFFFFFFFFFFFFFFll) /* 9223372036854775807 */
#define SDL_MIN_SINT64 ((Sint64)(~0x7FFFFFFFFFFFFFFFll)) /* -9223372036854775808 */
typedef int64_t Sint64;
/**
* \brief An unsigned 64-bit integer type.
*/
#define SDL_MAX_UINT64 ((Uint64)0xFFFFFFFFFFFFFFFFull) /* 18446744073709551615 */
#define SDL_MIN_UINT64 ((Uint64)(0x0000000000000000ull)) /* 0 */
typedef uint64_t Uint64;
/* @} *//* Basic data types */
/**
* \name Floating-point constants
*/
/* @{ */
#ifdef FLT_EPSILON
#define SDL_FLT_EPSILON FLT_EPSILON
#else
#define SDL_FLT_EPSILON 1.1920928955078125e-07F /* 0x0.000002p0 */
#endif
/* @} *//* Floating-point constants */
/* Make sure we have macros for printing width-based integers.
* <stdint.h> should define these but this is not true all platforms.
* (for example win32) */
#ifndef SDL_PRIs64
#ifdef PRIs64
#define SDL_PRIs64 PRIs64
#elif defined(__WIN32__)
#define SDL_PRIs64 "I64d"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIs64 "ld"
#else
#define SDL_PRIs64 "lld"
#endif
#endif
#ifndef SDL_PRIu64
#ifdef PRIu64
#define SDL_PRIu64 PRIu64
#elif defined(__WIN32__)
#define SDL_PRIu64 "I64u"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIu64 "lu"
#else
#define SDL_PRIu64 "llu"
#endif
#endif
#ifndef SDL_PRIx64
#ifdef PRIx64
#define SDL_PRIx64 PRIx64
#elif defined(__WIN32__)
#define SDL_PRIx64 "I64x"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIx64 "lx"
#else
#define SDL_PRIx64 "llx"
#endif
#endif
#ifndef SDL_PRIX64
#ifdef PRIX64
#define SDL_PRIX64 PRIX64
#elif defined(__WIN32__)
#define SDL_PRIX64 "I64X"
#elif defined(__LINUX__) && defined(__LP64__)
#define SDL_PRIX64 "lX"
#else
#define SDL_PRIX64 "llX"
#endif
#endif
#ifndef SDL_PRIs32
#ifdef PRId32
#define SDL_PRIs32 PRId32
#else
#define SDL_PRIs32 "d"
#endif
#endif
#ifndef SDL_PRIu32
#ifdef PRIu32
#define SDL_PRIu32 PRIu32
#else
#define SDL_PRIu32 "u"
#endif
#endif
#ifndef SDL_PRIx32
#ifdef PRIx32
#define SDL_PRIx32 PRIx32
#else
#define SDL_PRIx32 "x"
#endif
#endif
#ifndef SDL_PRIX32
#ifdef PRIX32
#define SDL_PRIX32 PRIX32
#else
#define SDL_PRIX32 "X"
#endif
#endif
/* Annotations to help code analysis tools */
#ifdef SDL_DISABLE_ANALYZE_MACROS
#define SDL_IN_BYTECAP(x)
#define SDL_INOUT_Z_CAP(x)
#define SDL_OUT_Z_CAP(x)
#define SDL_OUT_CAP(x)
#define SDL_OUT_BYTECAP(x)
#define SDL_OUT_Z_BYTECAP(x)
#define SDL_PRINTF_FORMAT_STRING
#define SDL_SCANF_FORMAT_STRING
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
#else
#if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */
#include <sal.h>
#define SDL_IN_BYTECAP(x) _In_bytecount_(x)
#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x)
#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x)
#define SDL_OUT_CAP(x) _Out_cap_(x)
#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x)
#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x)
#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_
#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_
#else
#define SDL_IN_BYTECAP(x)
#define SDL_INOUT_Z_CAP(x)
#define SDL_OUT_Z_CAP(x)
#define SDL_OUT_CAP(x)
#define SDL_OUT_BYTECAP(x)
#define SDL_OUT_Z_BYTECAP(x)
#define SDL_PRINTF_FORMAT_STRING
#define SDL_SCANF_FORMAT_STRING
#endif
#if defined(__GNUC__)
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 )))
#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 )))
#else
#define SDL_PRINTF_VARARG_FUNC( fmtargnumber )
#define SDL_SCANF_VARARG_FUNC( fmtargnumber )
#endif
#endif /* SDL_DISABLE_ANALYZE_MACROS */
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
#define SDL_COMPILE_TIME_ASSERT(name, x) _Static_assert(x, #x)
#elif defined(__cplusplus) && (__cplusplus >= 201103L)
#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x)
#else /* universal, but may trigger -Wunused-local-typedefs */
#define SDL_COMPILE_TIME_ASSERT(name, x) \
typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1]
#endif
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1);
SDL_COMPILE_TIME_ASSERT(sint8, sizeof(Sint8) == 1);
SDL_COMPILE_TIME_ASSERT(uint16, sizeof(Uint16) == 2);
SDL_COMPILE_TIME_ASSERT(sint16, sizeof(Sint16) == 2);
SDL_COMPILE_TIME_ASSERT(uint32, sizeof(Uint32) == 4);
SDL_COMPILE_TIME_ASSERT(sint32, sizeof(Sint32) == 4);
SDL_COMPILE_TIME_ASSERT(uint64, sizeof(Uint64) == 8);
SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8);
#endif /* DOXYGEN_SHOULD_IGNORE_THIS */
/** \endcond */
/* Check to make sure enums are the size of ints, for structure packing.
For both Watcom C/C++ and Borland C/C++ the compiler option that makes
enums having the size of an int must be enabled.
This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11).
*/
/** \cond */
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
#if !defined(__ANDROID__) && !defined(__VITA__)
/* TODO: include/SDL_stdinc.h:174: error: size of array 'SDL_dummy_enum' is negative */
typedef enum
{
DUMMY_ENUM_VALUE
} SDL_DUMMY_ENUM;
SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int));
#endif
#endif /* DOXYGEN_SHOULD_IGNORE_THIS */
/** \endcond */
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifdef HAVE_ALLOCA
#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count))
#define SDL_stack_free(data)
#else
#define SDL_stack_alloc(type, count) (type*)SDL_malloc(sizeof(type)*(count))
#define SDL_stack_free(data) SDL_free(data)
#endif
extern DECLSPEC void *SDLCALL SDL_malloc(size_t size);
extern DECLSPEC void *SDLCALL SDL_calloc(size_t nmemb, size_t size);
extern DECLSPEC void *SDLCALL SDL_realloc(void *mem, size_t size);
extern DECLSPEC void SDLCALL SDL_free(void *mem);
typedef void *(SDLCALL *SDL_malloc_func)(size_t size);
typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size);
typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size);
typedef void (SDLCALL *SDL_free_func)(void *mem);
/**
* Get the current set of SDL memory functions
*
* \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func,
SDL_calloc_func *calloc_func,
SDL_realloc_func *realloc_func,
SDL_free_func *free_func);
/**
* Replace SDL's memory allocation functions with a custom set
*
* \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC int SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func,
SDL_calloc_func calloc_func,
SDL_realloc_func realloc_func,
SDL_free_func free_func);
/**
* Get the number of outstanding (unfreed) allocations
*
* \since This function is available since SDL 2.0.7.
*/
extern DECLSPEC int SDLCALL SDL_GetNumAllocations(void);
extern DECLSPEC char *SDLCALL SDL_getenv(const char *name);
extern DECLSPEC int SDLCALL SDL_setenv(const char *name, const char *value, int overwrite);
extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, int (*compare) (const void *, const void *));
extern DECLSPEC int SDLCALL SDL_abs(int x);
/* NOTE: these double-evaluate their arguments, so you should never have side effects in the parameters */
#define SDL_min(x, y) (((x) < (y)) ? (x) : (y))
#define SDL_max(x, y) (((x) > (y)) ? (x) : (y))
#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x)))
extern DECLSPEC int SDLCALL SDL_isalpha(int x);
extern DECLSPEC int SDLCALL SDL_isalnum(int x);
extern DECLSPEC int SDLCALL SDL_isblank(int x);
extern DECLSPEC int SDLCALL SDL_iscntrl(int x);
extern DECLSPEC int SDLCALL SDL_isdigit(int x);
extern DECLSPEC int SDLCALL SDL_isxdigit(int x);
extern DECLSPEC int SDLCALL SDL_ispunct(int x);
extern DECLSPEC int SDLCALL SDL_isspace(int x);
extern DECLSPEC int SDLCALL SDL_isupper(int x);
extern DECLSPEC int SDLCALL SDL_islower(int x);
extern DECLSPEC int SDLCALL SDL_isprint(int x);
extern DECLSPEC int SDLCALL SDL_isgraph(int x);
extern DECLSPEC int SDLCALL SDL_toupper(int x);
extern DECLSPEC int SDLCALL SDL_tolower(int x);
extern DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t len);
extern DECLSPEC void *SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len);
#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x)))
#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x)))
#define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x)))
/* Note that memset() is a byte assignment and this is a 32-bit assignment, so they're not directly equivalent. */
SDL_FORCE_INLINE void SDL_memset4(void *dst, Uint32 val, size_t dwords)
{
#ifdef __APPLE__
memset_pattern4(dst, &val, dwords * 4);
#elif defined(__GNUC__) && defined(__i386__)
int u0, u1, u2;
__asm__ __volatile__ (
"cld \n\t"
"rep ; stosl \n\t"
: "=&D" (u0), "=&a" (u1), "=&c" (u2)
: "0" (dst), "1" (val), "2" (SDL_static_cast(Uint32, dwords))
: "memory"
);
#else
size_t _n = (dwords + 3) / 4;
Uint32 *_p = SDL_static_cast(Uint32 *, dst);
Uint32 _val = (val);
if (dwords == 0) {
return;
}
switch (dwords % 4) {
case 0: do { *_p++ = _val; SDL_FALLTHROUGH;
case 3: *_p++ = _val; SDL_FALLTHROUGH;
case 2: *_p++ = _val; SDL_FALLTHROUGH;
case 1: *_p++ = _val;
} while ( --_n );
}
#endif
}
extern DECLSPEC void *SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC void *SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len);
extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len);
extern DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr);
extern DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen);
extern DECLSPEC wchar_t *SDLCALL SDL_wcsdup(const wchar_t *wstr);
extern DECLSPEC wchar_t *SDLCALL SDL_wcsstr(const wchar_t *haystack, const wchar_t *needle);
extern DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2);
extern DECLSPEC int SDLCALL SDL_wcsncmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen);
extern DECLSPEC int SDLCALL SDL_wcscasecmp(const wchar_t *str1, const wchar_t *str2);
extern DECLSPEC int SDLCALL SDL_wcsncasecmp(const wchar_t *str1, const wchar_t *str2, size_t len);
extern DECLSPEC size_t SDLCALL SDL_strlen(const char *str);
extern DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
extern DECLSPEC size_t SDLCALL SDL_utf8strlcpy(SDL_OUT_Z_CAP(dst_bytes) char *dst, const char *src, size_t dst_bytes);
extern DECLSPEC size_t SDLCALL SDL_strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen);
extern DECLSPEC char *SDLCALL SDL_strdup(const char *str);
extern DECLSPEC char *SDLCALL SDL_strrev(char *str);
extern DECLSPEC char *SDLCALL SDL_strupr(char *str);
extern DECLSPEC char *SDLCALL SDL_strlwr(char *str);
extern DECLSPEC char *SDLCALL SDL_strchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strrchr(const char *str, int c);
extern DECLSPEC char *SDLCALL SDL_strstr(const char *haystack, const char *needle);
extern DECLSPEC char *SDLCALL SDL_strtokr(char *s1, const char *s2, char **saveptr);
extern DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str);
extern DECLSPEC char *SDLCALL SDL_itoa(int value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_uitoa(unsigned int value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_ltoa(long value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_ultoa(unsigned long value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_lltoa(Sint64 value, char *str, int radix);
extern DECLSPEC char *SDLCALL SDL_ulltoa(Uint64 value, char *str, int radix);
extern DECLSPEC int SDLCALL SDL_atoi(const char *str);
extern DECLSPEC double SDLCALL SDL_atof(const char *str);
extern DECLSPEC long SDLCALL SDL_strtol(const char *str, char **endp, int base);
extern DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *str, char **endp, int base);
extern DECLSPEC Sint64 SDLCALL SDL_strtoll(const char *str, char **endp, int base);
extern DECLSPEC Uint64 SDLCALL SDL_strtoull(const char *str, char **endp, int base);
extern DECLSPEC double SDLCALL SDL_strtod(const char *str, char **endp);
extern DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2);
extern DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen);
extern DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2);
extern DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t len);
extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, ...) SDL_SCANF_VARARG_FUNC(2);
extern DECLSPEC int SDLCALL SDL_vsscanf(const char *text, const char *fmt, va_list ap);
extern DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ... ) SDL_PRINTF_VARARG_FUNC(3);
extern DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, va_list ap);
extern DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
extern DECLSPEC int SDLCALL SDL_vasprintf(char **strp, const char *fmt, va_list ap);
#ifndef HAVE_M_PI
#ifndef M_PI
#define M_PI 3.14159265358979323846264338327950288 /**< pi */
#endif
#endif
/**
* Use this function to compute arc cosine of `x`.
*
* The definition of `y = acos(x)` is `x = cos(y)`.
*
* Domain: `-1 <= x <= 1`
*
* Range: `0 <= y <= Pi`
*
* \param x floating point value, in radians.
* \returns arc cosine of `x`.
*
* \since This function is available since SDL 2.0.2.
*/
extern DECLSPEC double SDLCALL SDL_acos(double x);
extern DECLSPEC float SDLCALL SDL_acosf(float x);
extern DECLSPEC double SDLCALL SDL_asin(double x);
extern DECLSPEC float SDLCALL SDL_asinf(float x);
extern DECLSPEC double SDLCALL SDL_atan(double x);
extern DECLSPEC float SDLCALL SDL_atanf(float x);
extern DECLSPEC double SDLCALL SDL_atan2(double y, double x);
extern DECLSPEC float SDLCALL SDL_atan2f(float y, float x);
extern DECLSPEC double SDLCALL SDL_ceil(double x);
extern DECLSPEC float SDLCALL SDL_ceilf(float x);
extern DECLSPEC double SDLCALL SDL_copysign(double x, double y);
extern DECLSPEC float SDLCALL SDL_copysignf(float x, float y);
extern DECLSPEC double SDLCALL SDL_cos(double x);
extern DECLSPEC float SDLCALL SDL_cosf(float x);
extern DECLSPEC double SDLCALL SDL_exp(double x);
extern DECLSPEC float SDLCALL SDL_expf(float x);
extern DECLSPEC double SDLCALL SDL_fabs(double x);
extern DECLSPEC float SDLCALL SDL_fabsf(float x);
extern DECLSPEC double SDLCALL SDL_floor(double x);
extern DECLSPEC float SDLCALL SDL_floorf(float x);
extern DECLSPEC double SDLCALL SDL_trunc(double x);
extern DECLSPEC float SDLCALL SDL_truncf(float x);
extern DECLSPEC double SDLCALL SDL_fmod(double x, double y);
extern DECLSPEC float SDLCALL SDL_fmodf(float x, float y);
extern DECLSPEC double SDLCALL SDL_log(double x);
extern DECLSPEC float SDLCALL SDL_logf(float x);
extern DECLSPEC double SDLCALL SDL_log10(double x);
extern DECLSPEC float SDLCALL SDL_log10f(float x);
extern DECLSPEC double SDLCALL SDL_pow(double x, double y);
extern DECLSPEC float SDLCALL SDL_powf(float x, float y);
extern DECLSPEC double SDLCALL SDL_round(double x);
extern DECLSPEC float SDLCALL SDL_roundf(float x);
extern DECLSPEC long SDLCALL SDL_lround(double x);
extern DECLSPEC long SDLCALL SDL_lroundf(float x);
extern DECLSPEC double SDLCALL SDL_scalbn(double x, int n);
extern DECLSPEC float SDLCALL SDL_scalbnf(float x, int n);
extern DECLSPEC double SDLCALL SDL_sin(double x);
extern DECLSPEC float SDLCALL SDL_sinf(float x);
extern DECLSPEC double SDLCALL SDL_sqrt(double x);
extern DECLSPEC float SDLCALL SDL_sqrtf(float x);
extern DECLSPEC double SDLCALL SDL_tan(double x);
extern DECLSPEC float SDLCALL SDL_tanf(float x);
/* The SDL implementation of iconv() returns these error codes */
#define SDL_ICONV_ERROR (size_t)-1
#define SDL_ICONV_E2BIG (size_t)-2
#define SDL_ICONV_EILSEQ (size_t)-3
#define SDL_ICONV_EINVAL (size_t)-4
/* SDL_iconv_* are now always real symbols/types, not macros or inlined. */
typedef struct _SDL_iconv_t *SDL_iconv_t;
extern DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode,
const char *fromcode);
extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd);
extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf,
size_t * inbytesleft, char **outbuf,
size_t * outbytesleft);
/**
* This function converts a string between encodings in one pass, returning a
* string that must be freed with SDL_free() or NULL on error.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC char *SDLCALL SDL_iconv_string(const char *tocode,
const char *fromcode,
const char *inbuf,
size_t inbytesleft);
#define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1)
#define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2-INTERNAL", "UTF-8", S, SDL_strlen(S)+1)
#define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4-INTERNAL", "UTF-8", S, SDL_strlen(S)+1)
#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t))
/* force builds using Clang's static analysis tools to use literal C runtime
here, since there are possibly tests that are ineffective otherwise. */
#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS)
/* The analyzer knows about strlcpy even when the system doesn't provide it */
#ifndef HAVE_STRLCPY
size_t strlcpy(char* dst, const char* src, size_t size);
#endif
/* The analyzer knows about strlcat even when the system doesn't provide it */
#ifndef HAVE_STRLCAT
size_t strlcat(char* dst, const char* src, size_t size);
#endif
#define SDL_malloc malloc
#define SDL_calloc calloc
#define SDL_realloc realloc
#define SDL_free free
#define SDL_memset memset
#define SDL_memcpy memcpy
#define SDL_memmove memmove
#define SDL_memcmp memcmp
#define SDL_strlcpy strlcpy
#define SDL_strlcat strlcat
#define SDL_strlen strlen
#define SDL_wcslen wcslen
#define SDL_wcslcpy wcslcpy
#define SDL_wcslcat wcslcat
#define SDL_strdup strdup
#define SDL_wcsdup wcsdup
#define SDL_strchr strchr
#define SDL_strrchr strrchr
#define SDL_strstr strstr
#define SDL_wcsstr wcsstr
#define SDL_strtokr strtok_r
#define SDL_strcmp strcmp
#define SDL_wcscmp wcscmp
#define SDL_strncmp strncmp
#define SDL_wcsncmp wcsncmp
#define SDL_strcasecmp strcasecmp
#define SDL_strncasecmp strncasecmp
#define SDL_sscanf sscanf
#define SDL_vsscanf vsscanf
#define SDL_snprintf snprintf
#define SDL_vsnprintf vsnprintf
#endif
SDL_FORCE_INLINE void *SDL_memcpy4(SDL_OUT_BYTECAP(dwords*4) void *dst, SDL_IN_BYTECAP(dwords*4) const void *src, size_t dwords)
{
return SDL_memcpy(dst, src, dwords * 4);
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_stdinc_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+995
View File
@@ -0,0 +1,995 @@
/*
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_surface.h
*
* Header file for ::SDL_Surface definition and management functions.
*/
#ifndef SDL_surface_h_
#define SDL_surface_h_
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_blendmode.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name Surface flags
*
* These are the currently supported flags for the ::SDL_Surface.
*
* \internal
* Used internally (read-only).
*/
/* @{ */
#define SDL_SWSURFACE 0 /**< Just here for compatibility */
#define SDL_PREALLOC 0x00000001 /**< Surface uses preallocated memory */
#define SDL_RLEACCEL 0x00000002 /**< Surface is RLE encoded */
#define SDL_DONTFREE 0x00000004 /**< Surface is referenced internally */
#define SDL_SIMD_ALIGNED 0x00000008 /**< Surface uses aligned memory */
/* @} *//* Surface flags */
/**
* Evaluates to true if the surface needs to be locked before access.
*/
#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0)
/**
* \brief A collection of pixels used in software blitting.
*
* \note This structure should be treated as read-only, except for \c pixels,
* which, if not NULL, contains the raw pixel data for the surface.
*/
typedef struct SDL_Surface
{
Uint32 flags; /**< Read-only */
SDL_PixelFormat *format; /**< Read-only */
int w, h; /**< Read-only */
int pitch; /**< Read-only */
void *pixels; /**< Read-write */
/** Application data associated with the surface */
void *userdata; /**< Read-write */
/** information needed for surfaces requiring locks */
int locked; /**< Read-only */
/** list of BlitMap that hold a reference to this surface */
void *list_blitmap; /**< Private */
/** clipping information */
SDL_Rect clip_rect; /**< Read-only */
/** info for fast blit mapping to other surfaces */
struct SDL_BlitMap *map; /**< Private */
/** Reference count -- used when freeing surface */
int refcount; /**< Read-mostly */
} SDL_Surface;
/**
* \brief The type of function used for surface blitting functions.
*/
typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
struct SDL_Surface * dst, SDL_Rect * dstrect);
/**
* \brief The formula used for converting between YUV and RGB
*/
typedef enum
{
SDL_YUV_CONVERSION_JPEG, /**< Full range JPEG */
SDL_YUV_CONVERSION_BT601, /**< BT.601 (the default) */
SDL_YUV_CONVERSION_BT709, /**< BT.709 */
SDL_YUV_CONVERSION_AUTOMATIC /**< BT.601 for SD content, BT.709 for HD content */
} SDL_YUV_CONVERSION_MODE;
/**
* Allocate a new RGB surface.
*
* If `depth` is 4 or 8 bits, an empty palette is allocated for the surface.
* If `depth` is greater than 8 bits, the pixel format is set using the
* [RGBA]mask parameters.
*
* The [RGBA]mask parameters are the bitmasks used to extract that color from
* a pixel. For instance, `Rmask` being 0xFF000000 means the red data is
* stored in the most significant byte. Using zeros for the RGB masks sets a
* default value, based on the depth. For example:
*
* ```c++
* SDL_CreateRGBSurface(0,w,h,32,0,0,0,0);
* ```
*
* However, using zero for the Amask results in an Amask of 0.
*
* By default surfaces with an alpha mask are set up for blending as with:
*
* ```c++
* SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND)
* ```
*
* You can change this by calling SDL_SetSurfaceBlendMode() and selecting a
* different `blendMode`.
*
* \param flags the flags are unused and should be set to 0
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param Rmask the red mask for the pixels
* \param Gmask the green mask for the pixels
* \param Bmask the blue mask for the pixels
* \param Amask the alpha mask for the pixels
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRGBSurfaceFrom
* \sa SDL_CreateRGBSurfaceWithFormat
* \sa SDL_FreeSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
/**
* Allocate a new RGB surface with a specific pixel format.
*
* This function operates mostly like SDL_CreateRGBSurface(), except instead
* of providing pixel color masks, you provide it with a predefined format
* from SDL_PixelFormatEnum.
*
* \param flags the flags are unused and should be set to 0
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param format the SDL_PixelFormatEnum for the new surface's pixel format.
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.5.
*
* \sa SDL_CreateRGBSurface
* \sa SDL_CreateRGBSurfaceFrom
* \sa SDL_FreeSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
(Uint32 flags, int width, int height, int depth, Uint32 format);
/**
* Allocate a new RGB surface with existing pixel data.
*
* This function operates mostly like SDL_CreateRGBSurface(), except it does
* not allocate memory for the pixel data, instead the caller provides an
* existing buffer of data for the surface to use.
*
* No copy is made of the pixel data. Pixel data is not managed automatically;
* you must free the surface before you free the pixel data.
*
* \param pixels a pointer to existing pixel data
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param pitch the pitch of the surface in bytes
* \param Rmask the red mask for the pixels
* \param Gmask the green mask for the pixels
* \param Bmask the blue mask for the pixels
* \param Amask the alpha mask for the pixels
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRGBSurface
* \sa SDL_CreateRGBSurfaceWithFormat
* \sa SDL_FreeSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
int width,
int height,
int depth,
int pitch,
Uint32 Rmask,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
/**
* Allocate a new RGB surface with with a specific pixel format and existing
* pixel data.
*
* This function operates mostly like SDL_CreateRGBSurfaceFrom(), except
* instead of providing pixel color masks, you provide it with a predefined
* format from SDL_PixelFormatEnum.
*
* No copy is made of the pixel data. Pixel data is not managed automatically;
* you must free the surface before you free the pixel data.
*
* \param pixels a pointer to existing pixel data
* \param width the width of the surface
* \param height the height of the surface
* \param depth the depth of the surface in bits
* \param pitch the pitch of the surface in bytes
* \param format the SDL_PixelFormatEnum for the new surface's pixel format.
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.5.
*
* \sa SDL_CreateRGBSurfaceFrom
* \sa SDL_CreateRGBSurfaceWithFormat
* \sa SDL_FreeSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
(void *pixels, int width, int height, int depth, int pitch, Uint32 format);
/**
* Free an RGB surface.
*
* It is safe to pass NULL to this function.
*
* \param surface the SDL_Surface to free.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRGBSurface
* \sa SDL_CreateRGBSurfaceFrom
* \sa SDL_LoadBMP
* \sa SDL_LoadBMP_RW
*/
extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
/**
* Set the palette used by a surface.
*
* A single palette can be shared with many surfaces.
*
* \param surface the SDL_Surface structure to update
* \param palette the SDL_Palette structure to use
* \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.
*/
extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
SDL_Palette * palette);
/**
* Set up a surface for directly accessing the pixels.
*
* Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to
* and read from `surface->pixels`, using the pixel format stored in
* `surface->format`. Once you are done accessing the surface, you should use
* SDL_UnlockSurface() to release it.
*
* Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to
* 0, then you can read and write to the surface at any time, and the pixel
* format of the surface will not change.
*
* \param surface the SDL_Surface structure to be locked
* \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_MUSTLOCK
* \sa SDL_UnlockSurface
*/
extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
/**
* Release a surface after directly accessing the pixels.
*
* \param surface the SDL_Surface structure to be unlocked
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LockSurface
*/
extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);
/**
* Load a BMP image from a seekable SDL data stream.
*
* The new surface should be freed with SDL_FreeSurface(). Not doing so will
* result in a memory leak.
*
* src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile.
* Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap
* from a file, convert it to an SDL_Surface and then close the file.
*
* \param src the data stream for the surface
* \param freesrc non-zero to close the stream after being read
* \returns a pointer to a new SDL_Surface structure or NULL if there was an
* error; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeSurface
* \sa SDL_RWFromFile
* \sa SDL_LoadBMP
* \sa SDL_SaveBMP_RW
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
int freesrc);
/**
* Load a surface from a file.
*
* Convenience macro.
*/
#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
/**
* Save a surface to a seekable SDL data stream in BMP format.
*
* Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
* BMP directly. Other RGB formats with 8-bit or higher get converted to a
* 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
* surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
* not supported.
*
* \param surface the SDL_Surface structure containing the image to be saved
* \param dst a data stream to save to
* \param freedst non-zero to close the stream after being written
* \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_LoadBMP_RW
* \sa SDL_SaveBMP
*/
extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
(SDL_Surface * surface, SDL_RWops * dst, int freedst);
/**
* Save a surface to a file.
*
* Convenience macro.
*/
#define SDL_SaveBMP(surface, file) \
SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
/**
* Set the RLE acceleration hint for a surface.
*
* If RLE is enabled, color key and alpha blending blits are much faster, but
* the surface must be locked before directly accessing the pixels.
*
* \param surface the SDL_Surface structure to optimize
* \param flag 0 to disable, non-zero to enable RLE acceleration
* \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_BlitSurface
* \sa SDL_LockSurface
* \sa SDL_UnlockSurface
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
int flag);
/**
* Returns whether the surface is RLE enabled
*
* It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
*
* \param surface the SDL_Surface structure to query
* \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_SetSurfaceRLE
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSurfaceRLE(SDL_Surface * surface);
/**
* Set the color key (transparent pixel) in a surface.
*
* The color key defines a pixel value that will be treated as transparent in
* a blit. For example, one can use this to specify that cyan pixels should be
* considered transparent, and therefore not rendered.
*
* It is a pixel of the format used by the surface, as generated by
* SDL_MapRGB().
*
* RLE acceleration can substantially speed up blitting of images with large
* horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details.
*
* \param surface the SDL_Surface structure to update
* \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key
* \param key the transparent pixel
* \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_BlitSurface
* \sa SDL_GetColorKey
*/
extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
int flag, Uint32 key);
/**
* Returns whether the surface has a color key
*
* It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
*
* \param surface the SDL_Surface structure to query
* \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.9.
*
* \sa SDL_SetColorKey
* \sa SDL_GetColorKey
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface);
/**
* Get the color key (transparent pixel) for a surface.
*
* The color key is a pixel of the format used by the surface, as generated by
* SDL_MapRGB().
*
* If the surface doesn't have color key enabled this function returns -1.
*
* \param surface the SDL_Surface structure to query
* \param key a pointer filled in with the transparent pixel
* \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_BlitSurface
* \sa SDL_SetColorKey
*/
extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface,
Uint32 * key);
/**
* Set an additional color value multiplied into blit operations.
*
* When this surface is blitted, during the blit operation each source color
* channel is modulated by the appropriate color value according to the
* following formula:
*
* `srcC = srcC * (color / 255)`
*
* \param surface the SDL_Surface structure to update
* \param r the red color value multiplied into blit operations
* \param g the green color value multiplied into blit operations
* \param b the blue color value multiplied into blit operations
* \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_GetSurfaceColorMod
* \sa SDL_SetSurfaceAlphaMod
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface,
Uint8 r, Uint8 g, Uint8 b);
/**
* Get the additional color value multiplied into blit operations.
*
* \param surface the SDL_Surface structure to query
* \param r a pointer filled in with the current red color value
* \param g a pointer filled in with the current green color value
* \param b a pointer filled in with the current blue color value
* \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_GetSurfaceAlphaMod
* \sa SDL_SetSurfaceColorMod
*/
extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface,
Uint8 * r, Uint8 * g,
Uint8 * b);
/**
* Set an additional alpha value used in blit operations.
*
* When this surface is blitted, during the blit operation the source alpha
* value is modulated by this alpha value according to the following formula:
*
* `srcA = srcA * (alpha / 255)`
*
* \param surface the SDL_Surface structure to update
* \param alpha the alpha value multiplied into blit operations
* \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_GetSurfaceAlphaMod
* \sa SDL_SetSurfaceColorMod
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface,
Uint8 alpha);
/**
* Get the additional alpha value used in blit operations.
*
* \param surface the SDL_Surface structure to query
* \param alpha a pointer filled in with the current alpha value
* \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_GetSurfaceColorMod
* \sa SDL_SetSurfaceAlphaMod
*/
extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface,
Uint8 * alpha);
/**
* Set the blend mode used for blit operations.
*
* To copy a surface to another surface (or texture) without blending with the
* existing data, the blendmode of the SOURCE surface should be set to
* `SDL_BLENDMODE_NONE`.
*
* \param surface the SDL_Surface structure to update
* \param blendMode the SDL_BlendMode to use for blit blending
* \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_GetSurfaceBlendMode
*/
extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface,
SDL_BlendMode blendMode);
/**
* Get the blend mode used for blit operations.
*
* \param surface the SDL_Surface structure to query
* \param blendMode a pointer filled in with the current SDL_BlendMode
* \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_SetSurfaceBlendMode
*/
extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface,
SDL_BlendMode *blendMode);
/**
* Set the clipping rectangle for a surface.
*
* When `surface` is the destination of a blit, only the area within the clip
* rectangle is drawn into.
*
* Note that blits are automatically clipped to the edges of the source and
* destination surfaces.
*
* \param surface the SDL_Surface structure to be clipped
* \param rect the SDL_Rect structure representing the clipping rectangle, or
* NULL to disable clipping
* \returns SDL_TRUE if the rectangle intersects the surface, otherwise
* SDL_FALSE and blits will be completely clipped.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_BlitSurface
* \sa SDL_GetClipRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
const SDL_Rect * rect);
/**
* Get the clipping rectangle for a surface.
*
* When `surface` is the destination of a blit, only the area within the clip
* rectangle is drawn into.
*
* \param surface the SDL_Surface structure representing the surface to be
* clipped
* \param rect an SDL_Rect structure filled in with the clipping rectangle for
* the surface
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_BlitSurface
* \sa SDL_SetClipRect
*/
extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
SDL_Rect * rect);
/*
* Creates a new surface identical to the existing surface.
*
* The returned surface should be freed with SDL_FreeSurface().
*
* \param surface the surface to duplicate.
* \returns a copy of the surface, or NULL on failure; call SDL_GetError() for
* more information.
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface);
/**
* Copy an existing surface to a new surface of the specified format.
*
* This function is used to optimize images for faster *repeat* blitting. This
* is accomplished by converting the original and storing the result as a new
* surface. The new, optimized surface can then be used as the source for
* future blits, making them faster.
*
* \param src the existing SDL_Surface structure to convert
* \param fmt the SDL_PixelFormat structure that the new surface is optimized
* for
* \param flags the flags are unused and should be set to 0; this is a
* leftover from SDL 1.2's API
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocFormat
* \sa SDL_ConvertSurfaceFormat
* \sa SDL_CreateRGBSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
(SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags);
/**
* Copy an existing surface to a new surface of the specified format enum.
*
* This function operates just like SDL_ConvertSurface(), but accepts an
* SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such,
* it might be easier to call but it doesn't have access to palette
* information for the destination surface, in case that would be important.
*
* \param src the existing SDL_Surface structure to convert
* \param pixel_format the SDL_PixelFormatEnum that the new surface is
* optimized for
* \param flags the flags are unused and should be set to 0; this is a
* leftover from SDL 1.2's API
* \returns the new SDL_Surface structure that is created or NULL if it fails;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocFormat
* \sa SDL_ConvertSurface
* \sa SDL_CreateRGBSurface
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat
(SDL_Surface * src, Uint32 pixel_format, Uint32 flags);
/**
* Copy a block of pixels of one format to another format.
*
* \param width the width of the block to copy, in pixels
* \param height the height of the block to copy, in pixels
* \param src_format an SDL_PixelFormatEnum value of the `src` pixels format
* \param src a pointer to the source pixels
* \param src_pitch the pitch of the source pixels, in bytes
* \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format
* \param dst a pointer to be filled in with new pixel data
* \param dst_pitch the pitch of the destination pixels, in bytes
* \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.
*/
extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
Uint32 src_format,
const void * src, int src_pitch,
Uint32 dst_format,
void * dst, int dst_pitch);
/**
* Premultiply the alpha on a block of pixels.
*
* This is safe to use with src == dst, but not for other overlapping areas.
*
* This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888.
*
* \param width the width of the block to convert, in pixels
* \param height the height of the block to convert, in pixels
* \param src_format an SDL_PixelFormatEnum value of the `src` pixels format
* \param src a pointer to the source pixels
* \param src_pitch the pitch of the source pixels, in bytes
* \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format
* \param dst a pointer to be filled in with premultiplied pixel data
* \param dst_pitch the pitch of the destination pixels, in bytes
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_PremultiplyAlpha(int width, int height,
Uint32 src_format,
const void * src, int src_pitch,
Uint32 dst_format,
void * dst, int dst_pitch);
/**
* Perform a fast fill of a rectangle with a specific color.
*
* `color` should be a pixel of the format used by the surface, and can be
* generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
* alpha component then the destination is simply filled with that alpha
* information, no blending takes place.
*
* If there is a clip rectangle set on the destination (set via
* SDL_SetClipRect()), then this function will fill based on the intersection
* of the clip rectangle and `rect`.
*
* \param dst the SDL_Surface structure that is the drawing target
* \param rect the SDL_Rect structure representing the rectangle to fill, or
* NULL to fill the entire surface
* \param color the color to fill with
* \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_FillRects
*/
extern DECLSPEC int SDLCALL SDL_FillRect
(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
/**
* Perform a fast fill of a set of rectangles with a specific color.
*
* `color` should be a pixel of the format used by the surface, and can be
* generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
* alpha component then the destination is simply filled with that alpha
* information, no blending takes place.
*
* If there is a clip rectangle set on the destination (set via
* SDL_SetClipRect()), then this function will fill based on the intersection
* of the clip rectangle and `rect`.
*
* \param dst the SDL_Surface structure that is the drawing target
* \param rects an array of SDL_Rects representing the rectangles to fill.
* \param count the number of rectangles in the array
* \param color the color to fill with
* \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_FillRect
*/
extern DECLSPEC int SDLCALL SDL_FillRects
(SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);
/* !!! FIXME: merge this documentation with the wiki */
/**
* Performs a fast blit from the source surface to the destination surface.
*
* This assumes that the source and destination rectangles are
* the same size. If either \c srcrect or \c dstrect are NULL, the entire
* surface (\c src or \c dst) is copied. The final blit rectangles are saved
* in \c srcrect and \c dstrect after all clipping is performed.
*
* \returns 0 if the blit is successful, otherwise it returns -1.
*
* The blit function should not be called on a locked surface.
*
* The blit semantics for surfaces with and without blending and colorkey
* are defined as follows:
* \verbatim
RGBA->RGB:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source alpha-channel and per-surface alpha)
SDL_SRCCOLORKEY ignored.
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy RGB.
if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source color key, ignoring alpha in the
comparison.
RGB->RGBA:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source per-surface alpha)
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy RGB, set destination alpha to source per-surface alpha value.
both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the
source color key.
RGBA->RGBA:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source alpha-channel and per-surface alpha)
SDL_SRCCOLORKEY ignored.
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy all of RGBA to the destination.
if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source color key, ignoring alpha in the
comparison.
RGB->RGB:
Source surface blend mode set to SDL_BLENDMODE_BLEND:
alpha-blend (using the source per-surface alpha)
Source surface blend mode set to SDL_BLENDMODE_NONE:
copy RGB.
both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the
source color key.
\endverbatim
*
* You should call SDL_BlitSurface() unless you know exactly how SDL
* blitting works internally and how to use the other blit functions.
*/
#define SDL_BlitSurface SDL_UpperBlit
/**
* Perform a fast blit from the source surface to the destination surface.
*
* SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a
* macro for this function with a less confusing name.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_BlitSurface
*/
extern DECLSPEC int SDLCALL SDL_UpperBlit
(SDL_Surface * src, const SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* Perform low-level surface blitting only.
*
* This is a semi-private blit function and it performs low-level surface
* blitting, assuming the input rectangles have already been clipped.
*
* Unless you know what you're doing, you should be using SDL_BlitSurface()
* instead.
*
* \param src the SDL_Surface structure to be copied from
* \param srcrect the SDL_Rect structure representing the rectangle to be
* copied, or NULL to copy the entire surface
* \param dst the SDL_Surface structure that is the blit target
* \param dstrect the SDL_Rect structure representing the rectangle that is
* copied into
* \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_BlitSurface
*/
extern DECLSPEC int SDLCALL SDL_LowerBlit
(SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* Perform a fast, low quality, stretch blit between two surfaces of the same
* format.
*
* Please use SDL_BlitScaled() instead.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
const SDL_Rect * srcrect,
SDL_Surface * dst,
const SDL_Rect * dstrect);
/**
* Perform bilinear scaling between two surfaces of the same format, 32BPP.
*
* \since This function is available since SDL 2.0.16.
*/
extern DECLSPEC int SDLCALL SDL_SoftStretchLinear(SDL_Surface * src,
const SDL_Rect * srcrect,
SDL_Surface * dst,
const SDL_Rect * dstrect);
#define SDL_BlitScaled SDL_UpperBlitScaled
/**
* Perform a scaled surface copy to a destination surface.
*
* SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is
* merely a macro for this function with a less confusing name.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_BlitScaled
*/
extern DECLSPEC int SDLCALL SDL_UpperBlitScaled
(SDL_Surface * src, const SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* Perform low-level surface scaled blitting only.
*
* This is a semi-private function and it performs low-level surface blitting,
* assuming the input rectangles have already been clipped.
*
* \param src the SDL_Surface structure to be copied from
* \param srcrect the SDL_Rect structure representing the rectangle to be
* copied
* \param dst the SDL_Surface structure that is the blit target
* \param dstrect the SDL_Rect structure representing the rectangle that is
* copied into
* \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_BlitScaled
*/
extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
(SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* Set the YUV conversion mode
*
* \since This function is available since SDL 2.0.8.
*/
extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode);
/**
* Get the YUV conversion mode
*
* \since This function is available since SDL 2.0.8.
*/
extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionMode(void);
/**
* Get the YUV conversion mode, returning the correct mode for the resolution
* when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC
*
* \since This function is available since SDL 2.0.8.
*/
extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionModeForResolution(int width, int height);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_surface_h_ */
/* vi: set ts=4 sw=4 expandtab: */
+575
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@@ -0,0 +1,575 @@
/*
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 */
#ifdef __WIN32__
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);
/**
* 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);
/**
* 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 /* __WIN32__ */
/* 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:
* [README-ios.md](https://hg.libsdl.org/SDL/file/default/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 (*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 plattform 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
/* 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: */
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@@ -0,0 +1,386 @@
/*
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_syswm.h
*
* Include file for SDL custom system window manager hooks.
*/
#ifndef SDL_syswm_h_
#define SDL_syswm_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_version.h"
/**
* \brief SDL_syswm.h
*
* Your application has access to a special type of event ::SDL_SYSWMEVENT,
* which contains window-manager specific information and arrives whenever
* an unhandled window event occurs. This event is ignored by default, but
* you can enable it with SDL_EventState().
*/
struct SDL_SysWMinfo;
#if !defined(SDL_PROTOTYPES_ONLY)
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef NOMINMAX /* don't define min() and max(). */
#define NOMINMAX
#endif
#include <windows.h>
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
#include <Inspectable.h>
#endif
/* This is the structure for custom window manager events */
#if defined(SDL_VIDEO_DRIVER_X11)
#if defined(__APPLE__) && defined(__MACH__)
/* conflicts with Quickdraw.h */
#define Cursor X11Cursor
#endif
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#if defined(__APPLE__) && defined(__MACH__)
/* matches the re-define above */
#undef Cursor
#endif
#endif /* defined(SDL_VIDEO_DRIVER_X11) */
#if defined(SDL_VIDEO_DRIVER_DIRECTFB)
#include <directfb.h>
#endif
#if defined(SDL_VIDEO_DRIVER_COCOA)
#ifdef __OBJC__
@class NSWindow;
#else
typedef struct _NSWindow NSWindow;
#endif
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
#ifdef __OBJC__
#include <UIKit/UIKit.h>
#else
typedef struct _UIWindow UIWindow;
typedef struct _UIViewController UIViewController;
#endif
typedef Uint32 GLuint;
#endif
#if defined(SDL_VIDEO_VULKAN) || defined(SDL_VIDEO_METAL)
#define SDL_METALVIEW_TAG 255
#endif
#if defined(SDL_VIDEO_DRIVER_ANDROID)
typedef struct ANativeWindow ANativeWindow;
typedef void *EGLSurface;
#endif
#if defined(SDL_VIDEO_DRIVER_VIVANTE)
#include "SDL_egl.h"
#endif
#if defined(SDL_VIDEO_DRIVER_OS2)
#define INCL_WIN
#include <os2.h>
#endif
#endif /* SDL_PROTOTYPES_ONLY */
#if defined(SDL_VIDEO_DRIVER_KMSDRM)
struct gbm_device;
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#if !defined(SDL_PROTOTYPES_ONLY)
/**
* These are the various supported windowing subsystems
*/
typedef enum
{
SDL_SYSWM_UNKNOWN,
SDL_SYSWM_WINDOWS,
SDL_SYSWM_X11,
SDL_SYSWM_DIRECTFB,
SDL_SYSWM_COCOA,
SDL_SYSWM_UIKIT,
SDL_SYSWM_WAYLAND,
SDL_SYSWM_MIR, /* no longer available, left for API/ABI compatibility. Remove in 2.1! */
SDL_SYSWM_WINRT,
SDL_SYSWM_ANDROID,
SDL_SYSWM_VIVANTE,
SDL_SYSWM_OS2,
SDL_SYSWM_HAIKU,
SDL_SYSWM_KMSDRM,
SDL_SYSWM_RISCOS
} SDL_SYSWM_TYPE;
/**
* The custom event structure.
*/
struct SDL_SysWMmsg
{
SDL_version version;
SDL_SYSWM_TYPE subsystem;
union
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
struct {
HWND hwnd; /**< The window for the message */
UINT msg; /**< The type of message */
WPARAM wParam; /**< WORD message parameter */
LPARAM lParam; /**< LONG message parameter */
} win;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
struct {
XEvent event;
} x11;
#endif
#if defined(SDL_VIDEO_DRIVER_DIRECTFB)
struct {
DFBEvent event;
} dfb;
#endif
#if defined(SDL_VIDEO_DRIVER_COCOA)
struct
{
/* Latest version of Xcode clang complains about empty structs in C v. C++:
error: empty struct has size 0 in C, size 1 in C++
*/
int dummy;
/* No Cocoa window events yet */
} cocoa;
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
struct
{
int dummy;
/* No UIKit window events yet */
} uikit;
#endif
#if defined(SDL_VIDEO_DRIVER_VIVANTE)
struct
{
int dummy;
/* No Vivante window events yet */
} vivante;
#endif
#if defined(SDL_VIDEO_DRIVER_OS2)
struct
{
BOOL fFrame; /**< TRUE if hwnd is a frame window */
HWND hwnd; /**< The window receiving the message */
ULONG msg; /**< The message identifier */
MPARAM mp1; /**< The first first message parameter */
MPARAM mp2; /**< The second first message parameter */
} os2;
#endif
/* Can't have an empty union */
int dummy;
} msg;
};
/**
* The custom window manager information structure.
*
* When this structure is returned, it holds information about which
* low level system it is using, and will be one of SDL_SYSWM_TYPE.
*/
struct SDL_SysWMinfo
{
SDL_version version;
SDL_SYSWM_TYPE subsystem;
union
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
struct
{
HWND window; /**< The window handle */
HDC hdc; /**< The window device context */
HINSTANCE hinstance; /**< The instance handle */
} win;
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
struct
{
IInspectable * window; /**< The WinRT CoreWindow */
} winrt;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
struct
{
Display *display; /**< The X11 display */
Window window; /**< The X11 window */
} x11;
#endif
#if defined(SDL_VIDEO_DRIVER_DIRECTFB)
struct
{
IDirectFB *dfb; /**< The directfb main interface */
IDirectFBWindow *window; /**< The directfb window handle */
IDirectFBSurface *surface; /**< The directfb client surface */
} dfb;
#endif
#if defined(SDL_VIDEO_DRIVER_COCOA)
struct
{
#if defined(__OBJC__) && defined(__has_feature)
#if __has_feature(objc_arc)
NSWindow __unsafe_unretained *window; /**< The Cocoa window */
#else
NSWindow *window; /**< The Cocoa window */
#endif
#else
NSWindow *window; /**< The Cocoa window */
#endif
} cocoa;
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
struct
{
#if defined(__OBJC__) && defined(__has_feature)
#if __has_feature(objc_arc)
UIWindow __unsafe_unretained *window; /**< The UIKit window */
#else
UIWindow *window; /**< The UIKit window */
#endif
#else
UIWindow *window; /**< The UIKit window */
#endif
GLuint framebuffer; /**< The GL view's Framebuffer Object. It must be bound when rendering to the screen using GL. */
GLuint colorbuffer; /**< The GL view's color Renderbuffer Object. It must be bound when SDL_GL_SwapWindow is called. */
GLuint resolveFramebuffer; /**< The Framebuffer Object which holds the resolve color Renderbuffer, when MSAA is used. */
} uikit;
#endif
#if defined(SDL_VIDEO_DRIVER_WAYLAND)
struct
{
struct wl_display *display; /**< Wayland display */
struct wl_surface *surface; /**< Wayland surface */
void *shell_surface; /**< DEPRECATED Wayland shell_surface (window manager handle) */
struct wl_egl_window *egl_window; /**< Wayland EGL window (native window) */
struct xdg_surface *xdg_surface; /**< Wayland xdg surface (window manager handle) */
struct xdg_toplevel *xdg_toplevel; /**< Wayland xdg toplevel role */
struct xdg_popup *xdg_popup; /**< Wayland xdg popup role */
struct xdg_positioner *xdg_positioner; /**< Wayland xdg positioner, for popup */
} wl;
#endif
#if defined(SDL_VIDEO_DRIVER_MIR) /* no longer available, left for API/ABI compatibility. Remove in 2.1! */
struct
{
void *connection; /**< Mir display server connection */
void *surface; /**< Mir surface */
} mir;
#endif
#if defined(SDL_VIDEO_DRIVER_ANDROID)
struct
{
ANativeWindow *window;
EGLSurface surface;
} android;
#endif
#if defined(SDL_VIDEO_DRIVER_OS2)
struct
{
HWND hwnd; /**< The window handle */
HWND hwndFrame; /**< The frame window handle */
} os2;
#endif
#if defined(SDL_VIDEO_DRIVER_VIVANTE)
struct
{
EGLNativeDisplayType display;
EGLNativeWindowType window;
} vivante;
#endif
#if defined(SDL_VIDEO_DRIVER_KMSDRM)
struct
{
int dev_index; /**< Device index (ex: the X in /dev/dri/cardX) */
int drm_fd; /**< DRM FD (unavailable on Vulkan windows) */
struct gbm_device *gbm_dev; /**< GBM device (unavailable on Vulkan windows) */
} kmsdrm;
#endif
/* Make sure this union is always 64 bytes (8 64-bit pointers). */
/* Be careful not to overflow this if you add a new target! */
Uint8 dummy[64];
} info;
};
#endif /* SDL_PROTOTYPES_ONLY */
typedef struct SDL_SysWMinfo SDL_SysWMinfo;
/**
* Get driver-specific information about a window.
*
* You must include SDL_syswm.h for the declaration of SDL_SysWMinfo.
*
* The caller must initialize the `info` structure's version by using
* `SDL_VERSION(&info.version)`, and then this function will fill in the rest
* of the structure with information about the given window.
*
* \param window the window about which information is being requested
* \param info an SDL_SysWMinfo structure filled in with window information
* \returns SDL_TRUE if the function is implemented and the `version` member
* of the `info` struct is valid, or SDL_FALSE if the information
* could not be retrieved; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window * window,
SDL_SysWMinfo * info);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_syswm_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_test.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
#ifndef SDL_test_h_
#define SDL_test_h_
#include "SDL.h"
#include "SDL_test_assert.h"
#include "SDL_test_common.h"
#include "SDL_test_compare.h"
#include "SDL_test_crc32.h"
#include "SDL_test_font.h"
#include "SDL_test_fuzzer.h"
#include "SDL_test_harness.h"
#include "SDL_test_images.h"
#include "SDL_test_log.h"
#include "SDL_test_md5.h"
#include "SDL_test_memory.h"
#include "SDL_test_random.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Global definitions */
/*
* Note: Maximum size of SDLTest log message is less than SDL's limit
* to ensure we can fit additional information such as the timestamp.
*/
#define SDLTEST_MAX_LOGMESSAGE_LENGTH 3584
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_test_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_test_assert.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
*
* Assert API for test code and test cases
*
*/
#ifndef SDL_test_assert_h_
#define SDL_test_assert_h_
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Fails the assert.
*/
#define ASSERT_FAIL 0
/**
* \brief Passes the assert.
*/
#define ASSERT_PASS 1
/**
* \brief Assert that logs and break execution flow on failures.
*
* \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
* \param assertDescription Message to log with the assert describing it.
*/
void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters.
*
* \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
* \param assertDescription Message to log with the assert describing it.
*
* \returns the assertCondition so it can be used to externally to break execution flow if desired.
*/
int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);
/**
* \brief Explicitly pass without checking an assertion condition. Updates assertion counter.
*
* \param assertDescription Message to log with the assert describing it.
*/
void SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* \brief Resets the assert summary counters to zero.
*/
void SDLTest_ResetAssertSummary(void);
/**
* \brief Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR.
*/
void SDLTest_LogAssertSummary(void);
/**
* \brief Converts the current assert summary state to a test result.
*
* \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT
*/
int SDLTest_AssertSummaryToTestResult(void);
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_test_assert_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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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_test_common.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/* Ported from original test\common.h file. */
#ifndef SDL_test_common_h_
#define SDL_test_common_h_
#include "SDL.h"
#if defined(__PSP__)
#define DEFAULT_WINDOW_WIDTH 480
#define DEFAULT_WINDOW_HEIGHT 272
#elif defined(__VITA__)
#define DEFAULT_WINDOW_WIDTH 960
#define DEFAULT_WINDOW_HEIGHT 544
#else
#define DEFAULT_WINDOW_WIDTH 640
#define DEFAULT_WINDOW_HEIGHT 480
#endif
#define VERBOSE_VIDEO 0x00000001
#define VERBOSE_MODES 0x00000002
#define VERBOSE_RENDER 0x00000004
#define VERBOSE_EVENT 0x00000008
#define VERBOSE_AUDIO 0x00000010
typedef struct
{
/* SDL init flags */
char **argv;
Uint32 flags;
Uint32 verbose;
/* Video info */
const char *videodriver;
int display;
const char *window_title;
const char *window_icon;
Uint32 window_flags;
SDL_bool flash_on_focus_loss;
int window_x;
int window_y;
int window_w;
int window_h;
int window_minW;
int window_minH;
int window_maxW;
int window_maxH;
int logical_w;
int logical_h;
float scale;
int depth;
int refresh_rate;
int num_windows;
SDL_Window **windows;
/* Renderer info */
const char *renderdriver;
Uint32 render_flags;
SDL_bool skip_renderer;
SDL_Renderer **renderers;
SDL_Texture **targets;
/* Audio info */
const char *audiodriver;
SDL_AudioSpec audiospec;
/* GL settings */
int gl_red_size;
int gl_green_size;
int gl_blue_size;
int gl_alpha_size;
int gl_buffer_size;
int gl_depth_size;
int gl_stencil_size;
int gl_double_buffer;
int gl_accum_red_size;
int gl_accum_green_size;
int gl_accum_blue_size;
int gl_accum_alpha_size;
int gl_stereo;
int gl_multisamplebuffers;
int gl_multisamplesamples;
int gl_retained_backing;
int gl_accelerated;
int gl_major_version;
int gl_minor_version;
int gl_debug;
int gl_profile_mask;
/* Additional fields added in 2.0.18 */
SDL_Rect confine;
} SDLTest_CommonState;
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* \brief Parse command line parameters and create common state.
*
* \param argv Array of command line parameters
* \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO)
*
* \returns a newly allocated common state object.
*/
SDLTest_CommonState *SDLTest_CommonCreateState(char **argv, Uint32 flags);
/**
* \brief Process one common argument.
*
* \param state The common state describing the test window to create.
* \param index The index of the argument to process in argv[].
*
* \returns the number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error.
*/
int SDLTest_CommonArg(SDLTest_CommonState * state, int index);
/**
* \brief Logs command line usage info.
*
* This logs the appropriate command line options for the subsystems in use
* plus other common options, and then any application-specific options.
* This uses the SDL_Log() function and splits up output to be friendly to
* 80-character-wide terminals.
*
* \param state The common state describing the test window for the app.
* \param argv0 argv[0], as passed to main/SDL_main.
* \param options an array of strings for application specific options. The last element of the array should be NULL.
*/
void SDLTest_CommonLogUsage(SDLTest_CommonState * state, const char *argv0, const char **options);
/**
* \brief Returns common usage information
*
* You should (probably) be using SDLTest_CommonLogUsage() instead, but this
* function remains for binary compatibility. Strings returned from this
* function are valid until SDLTest_CommonQuit() is called, in which case
* those strings' memory is freed and can no longer be used.
*
* \param state The common state describing the test window to create.
* \returns a string with usage information
*/
const char *SDLTest_CommonUsage(SDLTest_CommonState * state);
/**
* \brief Open test window.
*
* \param state The common state describing the test window to create.
*
* \returns SDL_TRUE if initialization succeeded, false otherwise
*/
SDL_bool SDLTest_CommonInit(SDLTest_CommonState * state);
/**
* \brief Easy argument handling when test app doesn't need any custom args.
*
* \param state The common state describing the test window to create.
* \param argc argc, as supplied to SDL_main
* \param argv argv, as supplied to SDL_main
*
* \returns SDL_FALSE if app should quit, true otherwise.
*/
SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState * state, const int argc, char **argv);
/**
* \brief Common event handler for test windows.
*
* \param state The common state used to create test window.
* \param event The event to handle.
* \param done Flag indicating we are done.
*
*/
void SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *done);
/**
* \brief Close test window.
*
* \param state The common state used to create test window.
*
*/
void SDLTest_CommonQuit(SDLTest_CommonState * state);
/**
* \brief Draws various window information (position, size, etc.) to the renderer.
*
* \param renderer The renderer to draw to.
* \param window The window whose information should be displayed.
* \param usedHeight Returns the height used, so the caller can draw more below.
*
*/
void SDLTest_CommonDrawWindowInfo(SDL_Renderer * renderer, SDL_Window * window, int * usedHeight);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_test_common_h_ */
/* vi: set ts=4 sw=4 expandtab: */
@@ -0,0 +1,69 @@
/*
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_test_compare.h
*
* Include file for SDL test framework.
*
* This code is a part of the SDL2_test library, not the main SDL library.
*/
/*
Defines comparison functions (i.e. for surfaces).
*/
#ifndef SDL_test_compare_h_
#define SDL_test_compare_h_
#include "SDL.h"
#include "SDL_test_images.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief Compares a surface and with reference image data for equality
*
* \param surface Surface used in comparison
* \param referenceSurface Test Surface used in comparison
* \param allowable_error Allowable difference (=sum of squared difference for each RGB component) in blending accuracy.
*
* \returns 0 if comparison succeeded, >0 (=number of pixels for which the comparison failed) if comparison failed, -1 if any of the surfaces were NULL, -2 if the surface sizes differ.
*/
int SDLTest_CompareSurfaces(SDL_Surface *surface, SDL_Surface *referenceSurface, int allowable_error);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_test_compare_h_ */
/* vi: set ts=4 sw=4 expandtab: */
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