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		706c8903a1
		
			
		
	
	
	
	
		
			
			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			188 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			188 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgment in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be plainly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| /**
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|  *  \file SDL_init.h
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|  *
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|  *  \brief Init and quit header for the SDL library
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|  */
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| 
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| #ifndef SDL_init_h_
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| #define SDL_init_h_
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| 
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| #include <SDL3/SDL_stdinc.h>
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| 
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| #include <SDL3/SDL_begin_code.h>
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| /* Set up for C function definitions, even when using C++ */
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| #ifdef __cplusplus
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| extern "C" {
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| #endif
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| 
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| /* As of version 0.5, SDL is loaded dynamically into the application */
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| 
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| /**
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|  *   \brief Initialization flags for SDL_Init and/or SDL_InitSubSystem
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|  *
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|  * These are the flags which may be passed to SDL_Init().  You should
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|  * specify the subsystems which you will be using in your application.
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|  *
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|  * \sa SDL_Init
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|  * \sa SDL_Quit
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|  * \sa SDL_InitSubSystem
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|  * \sa SDL_QuitSubSystem
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|  * \sa SDL_WasInit
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|  */
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| typedef enum
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| {
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|     SDL_INIT_TIMER        = 0x00000001,
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|     SDL_INIT_AUDIO        = 0x00000010,
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|     SDL_INIT_VIDEO        = 0x00000020,  /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS` */
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|     SDL_INIT_JOYSTICK     = 0x00000200,  /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS` */
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|     SDL_INIT_HAPTIC       = 0x00001000,
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|     SDL_INIT_GAMEPAD      = 0x00002000,  /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */
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|     SDL_INIT_EVENTS       = 0x00004000,
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|     SDL_INIT_SENSOR       = 0x00008000
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| } SDL_InitFlags;
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| #define SDL_INIT_EVERYTHING ( \
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|                 SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
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|                 SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMEPAD | SDL_INIT_SENSOR \
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|             )
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| 
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| /**
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|  * Initialize the SDL library.
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|  *
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|  * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
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|  * two may be used interchangeably. Though for readability of your code
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|  * SDL_InitSubSystem() might be preferred.
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|  *
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|  * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
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|  * subsystems are initialized by default. Message boxes
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|  * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
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|  * video subsystem, in hopes of being useful in showing an error dialog when
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|  * SDL_Init fails. You must specifically initialize other subsystems if you
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|  * use them in your application.
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|  *
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|  * Logging (such as SDL_Log) works without initialization, too.
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|  *
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|  * `flags` may be any of the following OR'd together:
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|  *
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|  * - `SDL_INIT_TIMER`: timer subsystem
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|  * - `SDL_INIT_AUDIO`: audio subsystem
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|  * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
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|  *   subsystem
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|  * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
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|  *   events subsystem
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|  * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
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|  * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the
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|  *   joystick subsystem
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|  * - `SDL_INIT_EVENTS`: events subsystem
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|  * - `SDL_INIT_EVERYTHING`: all of the above subsystems
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|  *
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|  * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem()
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|  * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or
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|  * call SDL_Quit() to force shutdown). If a subsystem is already loaded then
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|  * this call will increase the ref-count and return.
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|  *
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|  * \param flags subsystem initialization flags
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|  * \returns 0 on success or a negative error code on failure; call
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|  *          SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_InitSubSystem
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|  * \sa SDL_Quit
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|  * \sa SDL_SetMainReady
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|  * \sa SDL_WasInit
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|  */
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| extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
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| 
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| /**
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|  * Compatibility function to initialize the SDL library.
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|  *
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|  * This function and SDL_Init() are interchangeable.
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|  *
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|  * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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|  * \returns 0 on success or a negative error code on failure; call
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|  *          SDL_GetError() for more information.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_Init
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|  * \sa SDL_Quit
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|  * \sa SDL_QuitSubSystem
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|  */
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| extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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| 
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| /**
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|  * Shut down specific SDL subsystems.
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|  *
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|  * You still need to call SDL_Quit() even if you close all open subsystems
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|  * with SDL_QuitSubSystem().
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|  *
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|  * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_InitSubSystem
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|  * \sa SDL_Quit
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|  */
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| extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
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| 
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| /**
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|  * Get a mask of the specified subsystems which are currently initialized.
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|  *
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|  * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
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|  * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
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|  *          returns the initialization status of the specified subsystems.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_Init
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|  * \sa SDL_InitSubSystem
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|  */
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| extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
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| 
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| /**
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|  * Clean up all initialized subsystems.
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|  *
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|  * You should call this function even if you have already shutdown each
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|  * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
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|  * function even in the case of errors in initialization.
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|  *
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|  * You can use this function with atexit() to ensure that it is run when your
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|  * application is shutdown, but it is not wise to do this from a library or
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|  * other dynamically loaded code.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_Init
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|  * \sa SDL_QuitSubSystem
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|  */
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| extern DECLSPEC void SDLCALL SDL_Quit(void);
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| 
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| /* Ends C function definitions when using C++ */
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| #ifdef __cplusplus
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| }
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| #endif
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| #include <SDL3/SDL_close_code.h>
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| 
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| #endif /* SDL_init_h_ */
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