code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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 */
/* @} *//* 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 */
    void *lock_data;            /**< Read-only */

    /** 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 and free an RGB surface.
 *
 *  If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
 *  If the depth is greater than 8 bits, the pixel format is set using the
 *  flags '[RGB]mask'.
 *
 *  If the function runs out of memory, it will return NULL.
 *
 *  \param flags The \c flags are obsolete and should be set to 0.
 *  \param width The width in pixels of the surface to create.
 *  \param height The height in pixels of the surface to create.
 *  \param depth The depth in bits of the surface to create.
 *  \param Rmask The red mask of the surface to create.
 *  \param Gmask The green mask of the surface to create.
 *  \param Bmask The blue mask of the surface to create.
 *  \param Amask The alpha mask of the surface to create.
 */
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. */
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
    (Uint32 flags, int width, int height, int depth, Uint32 format);

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);
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
    (void *pixels, int width, int height, int depth, int pitch, Uint32 format);
extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);

/**
 *  \brief Set the palette used by a surface.
 *
 *  \return 0, or -1 if the surface format doesn't use a palette.
 *
 *  \note A single palette can be shared with many surfaces.
 */
extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
                                                  SDL_Palette * palette);

/**
 *  \brief Sets up a surface for directly accessing the pixels.
 *
 *  Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write
 *  to and read from \c surface->pixels, using the pixel format stored in
 *  \c 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.
 *
 *  No operating system or library calls should be made between lock/unlock
 *  pairs, as critical system locks may be held during this time.
 *
 *  SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
 *
 *  \sa SDL_UnlockSurface()
 */
extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
/** \sa SDL_LockSurface() */
extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);

/**
 *  Load a surface from a seekable SDL data stream (memory or file).
 *
 *  If \c freesrc is non-zero, the stream will be closed after being read.
 *
 *  The new surface should be freed with SDL_FreeSurface().
 *
 *  \return the new surface, or NULL if there was an error.
 */
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 (memory or file).
 *
 *  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.
 *
 *  If \c freedst is non-zero, the stream will be closed after being written.
 *
 *  \return 0 if successful or -1 if there was an error.
 */
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)

/**
 *  \brief Sets the RLE acceleration hint for a surface.
 *
 *  \return 0 on success, or -1 if the surface is not valid
 *
 *  \note If RLE is enabled, colorkey and alpha blending blits are much faster,
 *        but the surface must be locked before directly accessing the pixels.
 */
extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
                                              int flag);

/**
 *  \brief Sets the color key (transparent pixel) in a blittable surface.
 *
 *  \param surface The surface to update
 *  \param flag Non-zero to enable colorkey and 0 to disable colorkey
 *  \param key The transparent pixel in the native surface format
 *
 *  \return 0 on success, or -1 if the surface is not valid
 *
 *  You can pass SDL_RLEACCEL to enable RLE accelerated blits.
 */
extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
                                            int flag, Uint32 key);

/**
 *  \brief Returns whether the surface has a color key
 *
 *  \return SDL_TRUE if the surface has a color key, or SDL_FALSE if the surface is NULL or has no color key
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasColorKey(SDL_Surface * surface);

/**
 *  \brief Gets the color key (transparent pixel) in a blittable surface.
 *
 *  \param surface The surface to update
 *  \param key A pointer filled in with the transparent pixel in the native
 *             surface format
 *
 *  \return 0 on success, or -1 if the surface is not valid or colorkey is not
 *          enabled.
 */
extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface,
                                            Uint32 * key);

/**
 *  \brief Set an additional color value used in blit operations.
 *
 *  \param surface The surface 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.
 *
 *  \return 0 on success, or -1 if the surface is not valid.
 *
 *  \sa SDL_GetSurfaceColorMod()
 */
extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface,
                                                   Uint8 r, Uint8 g, Uint8 b);

/**
 *  \brief Get the additional color value used in blit operations.
 *
 *  \param surface The surface 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.
 *
 *  \return 0 on success, or -1 if the surface is not valid.
 *
 *  \sa SDL_SetSurfaceColorMod()
 */
extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface,
                                                   Uint8 * r, Uint8 * g,
                                                   Uint8 * b);

/**
 *  \brief Set an additional alpha value used in blit operations.
 *
 *  \param surface The surface to update.
 *  \param alpha The alpha value multiplied into blit operations.
 *
 *  \return 0 on success, or -1 if the surface is not valid.
 *
 *  \sa SDL_GetSurfaceAlphaMod()
 */
extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface,
                                                   Uint8 alpha);

/**
 *  \brief Get the additional alpha value used in blit operations.
 *
 *  \param surface The surface to query.
 *  \param alpha A pointer filled in with the current alpha value.
 *
 *  \return 0 on success, or -1 if the surface is not valid.
 *
 *  \sa SDL_SetSurfaceAlphaMod()
 */
extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface,
                                                   Uint8 * alpha);

/**
 *  \brief Set the blend mode used for blit operations.
 *
 *  \param surface The surface to update.
 *  \param blendMode ::SDL_BlendMode to use for blit blending.
 *
 *  \return 0 on success, or -1 if the parameters are not valid.
 *
 *  \sa SDL_GetSurfaceBlendMode()
 */
extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface,
                                                    SDL_BlendMode blendMode);

/**
 *  \brief Get the blend mode used for blit operations.
 *
 *  \param surface   The surface to query.
 *  \param blendMode A pointer filled in with the current blend mode.
 *
 *  \return 0 on success, or -1 if the surface is not valid.
 *
 *  \sa SDL_SetSurfaceBlendMode()
 */
extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface,
                                                    SDL_BlendMode *blendMode);

/**
 *  Sets the clipping rectangle for the destination surface in a blit.
 *
 *  If the clip rectangle is NULL, clipping will be disabled.
 *
 *  If the clip rectangle doesn't intersect the surface, the function will
 *  return SDL_FALSE and blits will be completely clipped.  Otherwise the
 *  function returns SDL_TRUE and blits to the surface will be clipped to
 *  the intersection of the surface area and the clipping rectangle.
 *
 *  Note that blits are automatically clipped to the edges of the source
 *  and destination surfaces.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
                                                 const SDL_Rect * rect);

/**
 *  Gets the clipping rectangle for the destination surface in a blit.
 *
 *  \c rect must be a pointer to a valid rectangle which will be filled
 *  with the correct values.
 */
extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
                                             SDL_Rect * rect);

/*
 * Creates a new surface identical to the existing surface
 */
extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface);

/**
 *  Creates a new surface of the specified format, and then copies and maps
 *  the given surface to it so the blit of the converted surface will be as
 *  fast as possible.  If this function fails, it returns NULL.
 *
 *  The \c flags parameter is passed to SDL_CreateRGBSurface() and has those
 *  semantics.  You can also pass ::SDL_RLEACCEL in the flags parameter and
 *  SDL will try to RLE accelerate colorkey and alpha blits in the resulting
 *  surface.
 */
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
    (SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags);
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat
    (SDL_Surface * src, Uint32 pixel_format, Uint32 flags);

/**
 * \brief Copy a block of pixels of one format to another format
 *
 *  \return 0 on success, or -1 if there was an error
 */
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);

/**
 *  Performs a fast fill of the given rectangle with \c color.
 *
 *  If \c rect is NULL, the whole surface will be filled with \c color.
 *
 *  The color should be a pixel of the format used by the surface, and
 *  can be generated by the SDL_MapRGB() function.
 *
 *  \return 0 on success, or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_FillRect
    (SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
extern DECLSPEC int SDLCALL SDL_FillRects
    (SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);

/**
 *  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.
 *
 *  \return If the blit is successful, it returns 0, 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

/**
 *  This is the public blit function, SDL_BlitSurface(), and it performs
 *  rectangle validation and clipping before passing it to SDL_LowerBlit()
 */
extern DECLSPEC int SDLCALL SDL_UpperBlit
    (SDL_Surface * src, const SDL_Rect * srcrect,
     SDL_Surface * dst, SDL_Rect * dstrect);

/**
 *  This is a semi-private blit function and it performs low-level surface
 *  blitting only.
 */
extern DECLSPEC int SDLCALL SDL_LowerBlit
    (SDL_Surface * src, SDL_Rect * srcrect,
     SDL_Surface * dst, SDL_Rect * dstrect);

/**
 *  \brief Perform a fast, low quality, stretch blit between two surfaces of the
 *         same pixel format.
 *
 *  \note This function uses a static buffer, and is not thread-safe.
 */
extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
                                            const SDL_Rect * srcrect,
                                            SDL_Surface * dst,
                                            const SDL_Rect * dstrect);

#define SDL_BlitScaled SDL_UpperBlitScaled

/**
 *  This is the public scaled blit function, SDL_BlitScaled(), and it performs
 *  rectangle validation and clipping before passing it to SDL_LowerBlitScaled()
 */
extern DECLSPEC int SDLCALL SDL_UpperBlitScaled
    (SDL_Surface * src, const SDL_Rect * srcrect,
    SDL_Surface * dst, SDL_Rect * dstrect);

/**
 *  This is a semi-private blit function and it performs low-level surface
 *  scaled blitting only.
 */
extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
    (SDL_Surface * src, SDL_Rect * srcrect,
    SDL_Surface * dst, SDL_Rect * dstrect);

/**
 *  \brief Set the YUV conversion mode
 */
extern DECLSPEC void SDLCALL SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE mode);

/**
 *  \brief Get the YUV conversion mode
 */
extern DECLSPEC SDL_YUV_CONVERSION_MODE SDLCALL SDL_GetYUVConversionMode(void);

/**
 *  \brief Get the YUV conversion mode, returning the correct mode for the resolution when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC
 */
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: */


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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__

/**
   \brief Set a function that is called for every windows message, before TranslateMessage()
*/
typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);

/**
   \brief Returns the D3D9 adapter index that matches the specified display index.

   This adapter index can be passed to IDirect3D9::CreateDevice and controls
   on which monitor a full screen application will appear.
*/
extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );

typedef struct IDirect3DDevice9 IDirect3DDevice9;
/**
   \brief Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.

   Once you are done using the device, you should release it to avoid a resource leak.
 */
extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);

/**
   \brief Returns the DXGI Adapter and Output indices for the specified display index.

   These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
   required to create a DX10 or DX11 device and swap chain.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );

#endif /* __WIN32__ */

/* Platform specific functions for Linux */
#ifdef __LINUX__

/**
   \brief Sets the UNIX nice value for a thread, using setpriority() if possible, and RealtimeKit if available.

   \return 0 on success, or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_LinuxSetThreadPriority(Sint64 threadID, int priority);

#endif /* __LINUX__ */

/* Platform specific functions for iOS */
#if defined(__IPHONEOS__) && __IPHONEOS__

#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);

#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);

#endif /* __IPHONEOS__ */

/* Platform specific functions for Android */
#if defined(__ANDROID__) && __ANDROID__

/**
   \brief Get the JNI environment for the current thread

   This returns JNIEnv*, but the prototype is void* so we don't need jni.h
 */
extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);

/**
   \brief Get the SDL Activity object for the application

   This returns jobject, but the prototype is void* so we don't need jni.h
   The jobject returned by SDL_AndroidGetActivity is a local reference.
   It is the caller's responsibility to properly release it
   (using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
 */
extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);

/**
   \brief Return true if the application is running on Android TV
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsAndroidTV(void);

/**
   \brief Return true if the application is running on a Chromebook
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsChromebook(void);

/**
  \brief Return true is the application is running on a Samsung DeX docking station
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsDeXMode(void);

/**
 \brief Trigger the Android system back button behavior.
 */
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

/**
   \brief 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.
 */
extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);

/**
   \brief Get 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.
*/
extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);

/**
   \brief 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.
 */
extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);

#endif /* __ANDROID__ */

/* Platform specific functions for WinRT */
#if defined(__WINRT__) && __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;

/**
 *  \brief Retrieves a WinRT defined path on the local file system
 *
 *  \note Documentation on most app-specific path types on WinRT
 *      can be found on MSDN, at the URL:
 *      http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
 *
 *  \param pathType The type of path to retrieve.
 *  \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL
 *      if the path is not available for any reason.  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.
 */
extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);

/**
 *  \brief Retrieves a WinRT defined path on the local file system
 *
 *  \note Documentation on most app-specific path types on WinRT
 *      can be found on MSDN, at the URL:
 *      http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
 *
 *  \param pathType The type of path to retrieve.
 *  \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
 *      if the path is not available for any reason.  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.
 */
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);

/**
 *  \brief Detects the device family of WinRT plattform on runtime
 *
 *  \return Device family
 */
extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();

#endif /* __WINRT__ */

/**
 \brief Return true if the current device is a tablet.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsTablet(void);

/* 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: */

repo_name: orochi/nblood

license: mit


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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"

/**
 *  \file 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().
 */
#ifdef SDL_PROTOTYPES_ONLY
struct SDL_SysWMinfo;
#else

#if defined(SDL_VIDEO_DRIVER_WINDOWS)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#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_DRIVER_ANDROID)
typedef struct ANativeWindow ANativeWindow;
typedef void *EGLSurface;
#endif

#if defined(SDL_VIDEO_DRIVER_VIVANTE)
#include "SDL_egl.h"
#endif

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/**
 *  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,
    SDL_SYSWM_WINRT,
    SDL_SYSWM_ANDROID,
    SDL_SYSWM_VIVANTE,
    SDL_SYSWM_OS2
} 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
        /* 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) && __has_feature(objc_arc)
            NSWindow __unsafe_unretained *window; /**< The Cocoa window */
#else
            NSWindow *window;                     /**< The Cocoa window */
#endif
        } cocoa;
#endif
#if defined(SDL_VIDEO_DRIVER_UIKIT)
        struct
        {
#if defined(__OBJC__) && defined(__has_feature) && __has_feature(objc_arc)
            UIWindow __unsafe_unretained *window; /**< The UIKit window */
#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 */
            struct wl_shell_surface *shell_surface; /**< Wayland shell_surface (window manager handle) */
        } wl;
#endif
#if defined(SDL_VIDEO_DRIVER_MIR)
        struct
        {
            struct MirConnection *connection;  /**< Mir display server connection */
            struct MirSurface *surface;  /**< Mir surface */
        } mir;
#endif

#if defined(SDL_VIDEO_DRIVER_ANDROID)
        struct
        {
            ANativeWindow *window;
            EGLSurface surface;
        } android;
#endif

#if defined(SDL_VIDEO_DRIVER_VIVANTE)
        struct
        {
            EGLNativeDisplayType display;
            EGLNativeWindowType window;
        } vivante;
#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;

/* Function prototypes */
/**
 *  \brief This function allows access to driver-dependent window information.
 *
 *  \param window The window about which information is being requested
 *  \param info This structure must be initialized with the SDL version, and is
 *              then filled in with information about the given window.
 *
 *  \return SDL_TRUE if the function is implemented and the version member of
 *          the \c info struct is valid, SDL_FALSE otherwise.
 *
 *  You typically use this function like this:
 *  \code
 *  SDL_SysWMinfo info;
 *  SDL_VERSION(&info.version);
 *  if ( SDL_GetWindowWMInfo(window, &info) ) { ... }
 *  \endcode
 */
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: */


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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_thread_h_
#define SDL_thread_h_

/**
 *  \file SDL_thread.h
 *
 *  Header for the SDL thread management routines.
 */

#include "SDL_stdinc.h"
#include "SDL_error.h"

/* Thread synchronization primitives */
#include "SDL_atomic.h"
#include "SDL_mutex.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/* The SDL thread structure, defined in SDL_thread.c */
struct SDL_Thread;
typedef struct SDL_Thread SDL_Thread;

/* The SDL thread ID */
typedef unsigned long SDL_threadID;

/* Thread local storage ID, 0 is the invalid ID */
typedef unsigned int SDL_TLSID;

/**
 *  The SDL thread priority.
 *
 *  \note On many systems you require special privileges to set high or time critical priority.
 */
typedef enum {
    SDL_THREAD_PRIORITY_LOW,
    SDL_THREAD_PRIORITY_NORMAL,
    SDL_THREAD_PRIORITY_HIGH,
    SDL_THREAD_PRIORITY_TIME_CRITICAL
} SDL_ThreadPriority;

/**
 *  The function passed to SDL_CreateThread().
 *  It is passed a void* user context parameter and returns an int.
 */
typedef int (SDLCALL * SDL_ThreadFunction) (void *data);

#if defined(__WIN32__) && !defined(HAVE_LIBC)
/**
 *  \file SDL_thread.h
 *
 *  We compile SDL into a DLL. This means, that it's the DLL which
 *  creates a new thread for the calling process with the SDL_CreateThread()
 *  API. There is a problem with this, that only the RTL of the SDL2.DLL will
 *  be initialized for those threads, and not the RTL of the calling
 *  application!
 *
 *  To solve this, we make a little hack here.
 *
 *  We'll always use the caller's _beginthread() and _endthread() APIs to
 *  start a new thread. This way, if it's the SDL2.DLL which uses this API,
 *  then the RTL of SDL2.DLL will be used to create the new thread, and if it's
 *  the application, then the RTL of the application will be used.
 *
 *  So, in short:
 *  Always use the _beginthread() and _endthread() of the calling runtime
 *  library!
 */
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
#include <process.h> /* _beginthreadex() and _endthreadex() */

typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread)
                   (void *, unsigned, unsigned (__stdcall *func)(void *),
                    void * /*arg*/, unsigned, unsigned * /* threadID */);
typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);

/**
 *  Create a thread.
 */
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);

extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(int (SDLCALL * fn) (void *),
                 const char *name, const size_t stacksize, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);

/**
 *  Create a thread.
 */
#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
#undef SDL_CreateThreadWithStackSize
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
#else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
#endif

#elif defined(__OS2__)
/*
 * just like the windows case above:  We compile SDL2
 * into a dll with Watcom's runtime statically linked.
 */
#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
#ifndef __EMX__
#include <process.h>
#else
#include <stdlib.h>
#endif
typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
typedef void (*pfnSDL_CurrentEndThread)(void);
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data,
                 pfnSDL_CurrentBeginThread pfnBeginThread,
                 pfnSDL_CurrentEndThread pfnEndThread);
#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
#undef SDL_CreateThread
#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
#undef SDL_CreateThreadWithStackSize
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
#else
#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
#define SDL_CreateThreadWithStackSize(fn, name, stacksize, data) SDL_CreateThreadWithStackSize(fn, name, stacksize, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
#endif

#else

/**
 *  Create a thread with a default stack size.
 *
 *  This is equivalent to calling:
 *  SDL_CreateThreadWithStackSize(fn, name, 0, data);
 */
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);

/**
 *  Create a thread.
 *
 *   Thread naming is a little complicated: Most systems have very small
 *    limits for the string length (Haiku has 32 bytes, Linux currently has 16,
 *    Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll
 *    have to see what happens with your system's debugger. The name should be
 *    UTF-8 (but using the naming limits of C identifiers is a better bet).
 *   There are no requirements for thread naming conventions, so long as the
 *    string is null-terminated UTF-8, but these guidelines are helpful in
 *    choosing a name:
 *
 *    http://stackoverflow.com/questions/149932/naming-conventions-for-threads
 *
 *   If a system imposes requirements, SDL will try to munge the string for
 *    it (truncate, etc), but the original string contents will be available
 *    from SDL_GetThreadName().
 *
 *   The size (in bytes) of the new stack can be specified. Zero means "use
 *    the system default" which might be wildly different between platforms
 *    (x86 Linux generally defaults to eight megabytes, an embedded device
 *    might be a few kilobytes instead).
 *
 *   In SDL 2.1, stacksize will be folded into the original SDL_CreateThread
 *    function.
 */
extern DECLSPEC SDL_Thread *SDLCALL
SDL_CreateThreadWithStackSize(SDL_ThreadFunction fn, const char *name, const size_t stacksize, void *data);

#endif

/**
 * Get the thread name, as it was specified in SDL_CreateThread().
 *  This function returns a pointer to a UTF-8 string that names the
 *  specified thread, or NULL if it doesn't have a name. This is internal
 *  memory, not to be free()'d by the caller, and remains valid until the
 *  specified thread is cleaned up by SDL_WaitThread().
 */
extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);

/**
 *  Get the thread identifier for the current thread.
 */
extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);

/**
 *  Get the thread identifier for the specified thread.
 *
 *  Equivalent to SDL_ThreadID() if the specified thread is NULL.
 */
extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);

/**
 *  Set the priority for the current thread
 */
extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);

/**
 *  Wait for a thread to finish. Threads that haven't been detached will
 *  remain (as a "zombie") until this function cleans them up. Not doing so
 *  is a resource leak.
 *
 *  Once a thread has been cleaned up through this function, the SDL_Thread
 *  that references it becomes invalid and should not be referenced again.
 *  As such, only one thread may call SDL_WaitThread() on another.
 *
 *  The return code for the thread function is placed in the area
 *  pointed to by \c status, if \c status is not NULL.
 *
 *  You may not wait on a thread that has been used in a call to
 *  SDL_DetachThread(). Use either that function or this one, but not
 *  both, or behavior is undefined.
 *
 *  It is safe to pass NULL to this function; it is a no-op.
 */
extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);

/**
 *  A thread may be "detached" to signify that it should not remain until
 *  another thread has called SDL_WaitThread() on it. Detaching a thread
 *  is useful for long-running threads that nothing needs to synchronize
 *  with or further manage. When a detached thread is done, it simply
 *  goes away.
 *
 *  There is no way to recover the return code of a detached thread. If you
 *  need this, don't detach the thread and instead use SDL_WaitThread().
 *
 *  Once a thread is detached, you should usually assume the SDL_Thread isn't
 *  safe to reference again, as it will become invalid immediately upon
 *  the detached thread's exit, instead of remaining until someone has called
 *  SDL_WaitThread() to finally clean it up. As such, don't detach the same
 *  thread more than once.
 *
 *  If a thread has already exited when passed to SDL_DetachThread(), it will
 *  stop waiting for a call to SDL_WaitThread() and clean up immediately.
 *  It is not safe to detach a thread that might be used with SDL_WaitThread().
 *
 *  You may not call SDL_WaitThread() on a thread that has been detached.
 *  Use either that function or this one, but not both, or behavior is
 *  undefined.
 *
 *  It is safe to pass NULL to this function; it is a no-op.
 */
extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);

/**
 *  \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific.
 *
 *  \return The newly created thread local storage identifier, or 0 on error
 *
 *  \code
 *  static SDL_SpinLock tls_lock;
 *  static SDL_TLSID thread_local_storage;
 *
 *  void SetMyThreadData(void *value)
 *  {
 *      if (!thread_local_storage) {
 *          SDL_AtomicLock(&tls_lock);
 *          if (!thread_local_storage) {
 *              thread_local_storage = SDL_TLSCreate();
 *          }
 *          SDL_AtomicUnlock(&tls_lock);
 *      }
 *      SDL_TLSSet(thread_local_storage, value, 0);
 *  }
 *
 *  void *GetMyThreadData(void)
 *  {
 *      return SDL_TLSGet(thread_local_storage);
 *  }
 *  \endcode
 *
 *  \sa SDL_TLSGet()
 *  \sa SDL_TLSSet()
 */
extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);

/**
 *  \brief Get the value associated with a thread local storage ID for the current thread.
 *
 *  \param id The thread local storage ID
 *
 *  \return The value associated with the ID for the current thread, or NULL if no value has been set.
 *
 *  \sa SDL_TLSCreate()
 *  \sa SDL_TLSSet()
 */
extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);

/**
 *  \brief Set the value associated with a thread local storage ID for the current thread.
 *
 *  \param id The thread local storage ID
 *  \param value The value to associate with the ID for the current thread
 *  \param destructor A function called when the thread exits, to free the value.
 *
 *  \return 0 on success, -1 on error
 *
 *  \sa SDL_TLSCreate()
 *  \sa SDL_TLSGet()
 */
extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_thread_h_ */

/* vi: set ts=4 sw=4 expandtab: */


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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_timer_h_
#define SDL_timer_h_

/**
 *  \file SDL_timer.h
 *
 *  Header for the SDL time management routines.
 */

#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

/**
 * \brief Get the number of milliseconds since the SDL library initialization.
 *
 * \note This value wraps if the program runs for more than ~49 days.
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);

/**
 * \brief Compare SDL ticks values, and return true if A has passed B
 *
 * e.g. if you want to wait 100 ms, you could do this:
 *  Uint32 timeout = SDL_GetTicks() + 100;
 *  while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) {
 *      ... do work until timeout has elapsed
 *  }
 */
#define SDL_TICKS_PASSED(A, B)  ((Sint32)((B) - (A)) <= 0)

/**
 * \brief Get the current value of the high resolution counter
 */
extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void);

/**
 * \brief Get the count per second of the high resolution counter
 */
extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void);

/**
 * \brief Wait a specified number of milliseconds before returning.
 */
extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);

/**
 *  Function prototype for the timer callback function.
 *
 *  The callback function is passed the current timer interval and returns
 *  the next timer interval.  If the returned value is the same as the one
 *  passed in, the periodic alarm continues, otherwise a new alarm is
 *  scheduled.  If the callback returns 0, the periodic alarm is cancelled.
 */
typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param);

/**
 * Definition of the timer ID type.
 */
typedef int SDL_TimerID;

/**
 * \brief Add a new timer to the pool of timers already running.
 *
 * \return A timer ID, or 0 when an error occurs.
 */
extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
                                                 SDL_TimerCallback callback,
                                                 void *param);

/**
 * \brief Remove a timer knowing its ID.
 *
 * \return A boolean value indicating success or failure.
 *
 * \warning It is not safe to remove a timer multiple times.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_timer_h_ */

/* vi: set ts=4 sw=4 expandtab: */


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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_touch.h
 *
 *  Include file for SDL touch event handling.
 */

#ifndef SDL_touch_h_
#define SDL_touch_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 Sint64 SDL_TouchID;
typedef Sint64 SDL_FingerID;

typedef struct SDL_Finger
{
    SDL_FingerID id;
    float x;
    float y;
    float pressure;
} SDL_Finger;

/* Used as the device ID for mouse events simulated with touch input */
#define SDL_TOUCH_MOUSEID ((Uint32)-1)

/* Function prototypes */

/**
 *  \brief Get the number of registered touch devices.
 */
extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);

/**
 *  \brief Get the touch ID with the given index, or 0 if the index is invalid.
 */
extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);

/**
 *  \brief Get the number of active fingers for a given touch device.
 */
extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID);

/**
 *  \brief Get the finger object of the given touch, with the given index.
 */
extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_touch_h_ */

/* vi: set ts=4 sw=4 expandtab: */


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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_types.h
 *
 *  \deprecated
 */

/* DEPRECATED */
#include "SDL_stdinc.h"


code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 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_version.h
 *
 *  This header defines the current SDL version.
 */

#ifndef SDL_version_h_
#define SDL_version_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 Information the version of SDL in use.
 *
 *  Represents the library's version as three levels: major revision
 *  (increments with massive changes, additions, and enhancements),
 *  minor revision (increments with backwards-compatible changes to the
 *  major revision), and patchlevel (increments with fixes to the minor
 *  revision).
 *
 *  \sa SDL_VERSION
 *  \sa SDL_GetVersion
 */
typedef struct SDL_version
{
    Uint8 major;        /**< major version */
    Uint8 minor;        /**< minor version */
    Uint8 patch;        /**< update version */
} SDL_version;

/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
*/
#define SDL_MAJOR_VERSION   2
#define SDL_MINOR_VERSION   0
#define SDL_PATCHLEVEL      9

/**
 *  \brief Macro to determine SDL version program was compiled against.
 *
 *  This macro fills in a SDL_version structure with the version of the
 *  library you compiled against. This is determined by what header the
 *  compiler uses. Note that if you dynamically linked the library, you might
 *  have a slightly newer or older version at runtime. That version can be
 *  determined with SDL_GetVersion(), which, unlike SDL_VERSION(),
 *  is not a macro.
 *
 *  \param x A pointer to a SDL_version struct to initialize.
 *
 *  \sa SDL_version
 *  \sa SDL_GetVersion
 */
#define SDL_VERSION(x)                          \
{                                   \
    (x)->major = SDL_MAJOR_VERSION;                 \
    (x)->minor = SDL_MINOR_VERSION;                 \
    (x)->patch = SDL_PATCHLEVEL;                    \
}

/**
 *  This macro turns the version numbers into a numeric value:
 *  \verbatim
    (1,2,3) -> (1203)
    \endverbatim
 *
 *  This assumes that there will never be more than 100 patchlevels.
 */
#define SDL_VERSIONNUM(X, Y, Z)                     \
    ((X)*1000 + (Y)*100 + (Z))

/**
 *  This is the version number macro for the current SDL version.
 */
#define SDL_COMPILEDVERSION \
    SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)

/**
 *  This macro will evaluate to true if compiled with SDL at least X.Y.Z.
 */
#define SDL_VERSION_ATLEAST(X, Y, Z) \
    (SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))

/**
 *  \brief Get the version of SDL that is linked against your program.
 *
 *  If you are linking to SDL dynamically, then it is possible that the
 *  current version will be different than the version you compiled against.
 *  This function returns the current version, while SDL_VERSION() is a
 *  macro that tells you what version you compiled with.
 *
 *  \code
 *  SDL_version compiled;
 *  SDL_version linked;
 *
 *  SDL_VERSION(&compiled);
 *  SDL_GetVersion(&linked);
 *  printf("We compiled against SDL version %d.%d.%d ...\n",
 *         compiled.major, compiled.minor, compiled.patch);
 *  printf("But we linked against SDL version %d.%d.%d.\n",
 *         linked.major, linked.minor, linked.patch);
 *  \endcode
 *
 *  This function may be called safely at any time, even before SDL_Init().
 *
 *  \sa SDL_VERSION
 */
extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver);

/**
 *  \brief Get the code revision of SDL that is linked against your program.
 *
 *  Returns an arbitrary string (a hash value) uniquely identifying the
 *  exact revision of the SDL library in use, and is only useful in comparing
 *  against other revisions. It is NOT an incrementing number.
 */
extern DECLSPEC const char *SDLCALL SDL_GetRevision(void);

/**
 *  \brief Get the revision number of SDL that is linked against your program.
 *
 *  Returns a number uniquely identifying the exact revision of the SDL
 *  library in use. It is an incrementing number based on commits to
 *  hg.libsdl.org.
 */
extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_version_h_ */

/* vi: set ts=4 sw=4 expandtab: */