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_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;

/**
 * \brief Try to lock a spin lock by setting it to a non-zero value.
 *
 * \param lock Points to the lock.
 *
 * \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);

/**
 * \brief Lock a spin lock by setting it to a non-zero value.
 *
 * \param lock Points to the lock.
 */
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);

/**
 * \brief Unlock a spin lock by setting it to 0. Always returns immediately
 *
 * \param lock Points to the lock.
 */
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
 */
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 defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__)
#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_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 /* __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;

/**
 * \brief Set an atomic variable to a new value if it is currently an old value.
 *
 * \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
 *
 * \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);

/**
 * \brief Set an atomic variable to a value.
 *
 * \return The previous value of the atomic variable.
 */
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);

/**
 * \brief Get the value of an atomic variable
 */
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);

/**
 * \brief Add to an atomic variable.
 *
 * \return The previous value of the atomic variable.
 *
 * \note This same style can be used for any number operation
 */
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

/**
 * \brief Set a pointer to a new value if it is currently an old value.
 *
 * \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
 *
 * \note If you don't know what this function is for, you shouldn't use it!
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);

/**
 * \brief Set a pointer to a value atomically.
 *
 * \return The previous value of the pointer.
 */
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);

/**
 * \brief Get the value of a pointer atomically.
 */
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: */


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_audio.h
 *
 *  Access to the raw audio mixing buffer for the SDL library.
 */

#ifndef SDL_audio_h_
#define SDL_audio_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_endian.h"
#include "SDL_mutex.h"
#include "SDL_thread.h"
#include "SDL_rwops.h"

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

/**
 *  \brief Audio format flags.
 *
 *  These are what the 16 bits in SDL_AudioFormat currently mean...
 *  (Unspecified bits are always zero).
 *
 *  \verbatim
    ++-----------------------sample is signed if set
    ||
    ||       ++-----------sample is bigendian if set
    ||       ||
    ||       ||          ++---sample is float if set
    ||       ||          ||
    ||       ||          || +---sample bit size---+
    ||       ||          || |                     |
    15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
    \endverbatim
 *
 *  There are macros in SDL 2.0 and later to query these bits.
 */
typedef Uint16 SDL_AudioFormat;

/**
 *  \name Audio flags
 */
/* @{ */

#define SDL_AUDIO_MASK_BITSIZE       (0xFF)
#define SDL_AUDIO_MASK_DATATYPE      (1<<8)
#define SDL_AUDIO_MASK_ENDIAN        (1<<12)
#define SDL_AUDIO_MASK_SIGNED        (1<<15)
#define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE)
#define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE)
#define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN)
#define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED)
#define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
#define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
#define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))

/**
 *  \name Audio format flags
 *
 *  Defaults to LSB byte order.
 */
/* @{ */
#define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
#define AUDIO_S8        0x8008  /**< Signed 8-bit samples */
#define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */
#define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */
#define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */
#define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */
#define AUDIO_U16       AUDIO_U16LSB
#define AUDIO_S16       AUDIO_S16LSB
/* @} */

/**
 *  \name int32 support
 */
/* @{ */
#define AUDIO_S32LSB    0x8020  /**< 32-bit integer samples */
#define AUDIO_S32MSB    0x9020  /**< As above, but big-endian byte order */
#define AUDIO_S32       AUDIO_S32LSB
/* @} */

/**
 *  \name float32 support
 */
/* @{ */
#define AUDIO_F32LSB    0x8120  /**< 32-bit floating point samples */
#define AUDIO_F32MSB    0x9120  /**< As above, but big-endian byte order */
#define AUDIO_F32       AUDIO_F32LSB
/* @} */

/**
 *  \name Native audio byte ordering
 */
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define AUDIO_U16SYS    AUDIO_U16LSB
#define AUDIO_S16SYS    AUDIO_S16LSB
#define AUDIO_S32SYS    AUDIO_S32LSB
#define AUDIO_F32SYS    AUDIO_F32LSB
#else
#define AUDIO_U16SYS    AUDIO_U16MSB
#define AUDIO_S16SYS    AUDIO_S16MSB
#define AUDIO_S32SYS    AUDIO_S32MSB
#define AUDIO_F32SYS    AUDIO_F32MSB
#endif
/* @} */

/**
 *  \name Allow change flags
 *
 *  Which audio format changes are allowed when opening a device.
 */
/* @{ */
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE    0x00000001
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE       0x00000002
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE     0x00000004
#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE      0x00000008
#define SDL_AUDIO_ALLOW_ANY_CHANGE          (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
/* @} */

/* @} *//* Audio flags */

/**
 *  This function is called when the audio device needs more data.
 *
 *  \param userdata An application-specific parameter saved in
 *                  the SDL_AudioSpec structure
 *  \param stream A pointer to the audio data buffer.
 *  \param len    The length of that buffer in bytes.
 *
 *  Once the callback returns, the buffer will no longer be valid.
 *  Stereo samples are stored in a LRLRLR ordering.
 *
 *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
 *  you like. Just open your audio device with a NULL callback.
 */
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
                                            int len);

/**
 *  The calculated values in this structure are calculated by SDL_OpenAudio().
 *
 *  For multi-channel audio, the default SDL channel mapping is:
 *  2:  FL FR                       (stereo)
 *  3:  FL FR LFE                   (2.1 surround)
 *  4:  FL FR BL BR                 (quad)
 *  5:  FL FR FC BL BR              (quad + center)
 *  6:  FL FR FC LFE SL SR          (5.1 surround - last two can also be BL BR)
 *  7:  FL FR FC LFE BC SL SR       (6.1 surround)
 *  8:  FL FR FC LFE BL BR SL SR    (7.1 surround)
 */
typedef struct SDL_AudioSpec
{
    int freq;                   /**< DSP frequency -- samples per second */
    SDL_AudioFormat format;     /**< Audio data format */
    Uint8 channels;             /**< Number of channels: 1 mono, 2 stereo */
    Uint8 silence;              /**< Audio buffer silence value (calculated) */
    Uint16 samples;             /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
    Uint16 padding;             /**< Necessary for some compile environments */
    Uint32 size;                /**< Audio buffer size in bytes (calculated) */
    SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
    void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */
} SDL_AudioSpec;

struct SDL_AudioCVT;
typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
                                          SDL_AudioFormat format);

/**
 *  \brief Upper limit of filters in SDL_AudioCVT
 *
 *  The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
 *  currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
 *  one of which is the terminating NULL pointer.
 */
#define SDL_AUDIOCVT_MAX_FILTERS 9

/**
 *  \struct SDL_AudioCVT
 *  \brief A structure to hold a set of audio conversion filters and buffers.
 *
 *  Note that various parts of the conversion pipeline can take advantage
 *  of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
 *  you to pass it aligned data, but can possibly run much faster if you
 *  set both its (buf) field to a pointer that is aligned to 16 bytes, and its
 *  (len) field to something that's a multiple of 16, if possible.
 */
#ifdef __GNUC__
/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
   pad it out to 88 bytes to guarantee ABI compatibility between compilers.
   vvv
   The next time we rev the ABI, make sure to size the ints and add padding.
*/
#define SDL_AUDIOCVT_PACKED __attribute__((packed))
#else
#define SDL_AUDIOCVT_PACKED
#endif
/* */
typedef struct SDL_AudioCVT
{
    int needed;                 /**< Set to 1 if conversion possible */
    SDL_AudioFormat src_format; /**< Source audio format */
    SDL_AudioFormat dst_format; /**< Target audio format */
    double rate_incr;           /**< Rate conversion increment */
    Uint8 *buf;                 /**< Buffer to hold entire audio data */
    int len;                    /**< Length of original audio buffer */
    int len_cvt;                /**< Length of converted audio buffer */
    int len_mult;               /**< buffer must be len*len_mult big */
    double len_ratio;           /**< Given len, final size is len*len_ratio */
    SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
    int filter_index;           /**< Current audio conversion function */
} SDL_AUDIOCVT_PACKED SDL_AudioCVT;

/* Function prototypes */

/**
 *  \name Driver discovery functions
 *
 *  These functions return the list of built in audio drivers, in the
 *  order that they are normally initialized by default.
 */
/* @{ */
extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
/* @} */

/**
 *  \name Initialization and cleanup
 *
 *  \internal These functions are used internally, and should not be used unless
 *            you have a specific need to specify the audio driver you want to
 *            use.  You should normally use SDL_Init() or SDL_InitSubSystem().
 */
/* @{ */
extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
/* @} */

/**
 *  This function returns the name of the current audio driver, or NULL
 *  if no driver has been initialized.
 */
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);

/**
 *  This function opens the audio device with the desired parameters, and
 *  returns 0 if successful, placing the actual hardware parameters in the
 *  structure pointed to by \c obtained.  If \c obtained is NULL, the audio
 *  data passed to the callback function will be guaranteed to be in the
 *  requested format, and will be automatically converted to the hardware
 *  audio format if necessary.  This function returns -1 if it failed
 *  to open the audio device, or couldn't set up the audio thread.
 *
 *  When filling in the desired audio spec structure,
 *    - \c desired->freq should be the desired audio frequency in samples-per-
 *      second.
 *    - \c desired->format should be the desired audio format.
 *    - \c desired->samples is the desired size of the audio buffer, in
 *      samples.  This number should be a power of two, and may be adjusted by
 *      the audio driver to a value more suitable for the hardware.  Good values
 *      seem to range between 512 and 8096 inclusive, depending on the
 *      application and CPU speed.  Smaller values yield faster response time,
 *      but can lead to underflow if the application is doing heavy processing
 *      and cannot fill the audio buffer in time.  A stereo sample consists of
 *      both right and left channels in LR ordering.
 *      Note that the number of samples is directly related to time by the
 *      following formula:  \code ms = (samples*1000)/freq \endcode
 *    - \c desired->size is the size in bytes of the audio buffer, and is
 *      calculated by SDL_OpenAudio().
 *    - \c desired->silence is the value used to set the buffer to silence,
 *      and is calculated by SDL_OpenAudio().
 *    - \c desired->callback should be set to a function that will be called
 *      when the audio device is ready for more data.  It is passed a pointer
 *      to the audio buffer, and the length in bytes of the audio buffer.
 *      This function usually runs in a separate thread, and so you should
 *      protect data structures that it accesses by calling SDL_LockAudio()
 *      and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
 *      pointer here, and call SDL_QueueAudio() with some frequency, to queue
 *      more audio samples to be played (or for capture devices, call
 *      SDL_DequeueAudio() with some frequency, to obtain audio samples).
 *    - \c desired->userdata is passed as the first parameter to your callback
 *      function. If you passed a NULL callback, this value is ignored.
 *
 *  The audio device starts out playing silence when it's opened, and should
 *  be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
 *  for your audio callback function to be called.  Since the audio driver
 *  may modify the requested size of the audio buffer, you should allocate
 *  any local mixing buffers after you open the audio device.
 */
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
                                          SDL_AudioSpec * obtained);

/**
 *  SDL Audio Device IDs.
 *
 *  A successful call to SDL_OpenAudio() is always device id 1, and legacy
 *  SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
 *  always returns devices >= 2 on success. The legacy calls are good both
 *  for backwards compatibility and when you don't care about multiple,
 *  specific, or capture devices.
 */
typedef Uint32 SDL_AudioDeviceID;

/**
 *  Get the number of available devices exposed by the current driver.
 *  Only valid after a successfully initializing the audio subsystem.
 *  Returns -1 if an explicit list of devices can't be determined; this is
 *  not an error. For example, if SDL is set up to talk to a remote audio
 *  server, it can't list every one available on the Internet, but it will
 *  still allow a specific host to be specified to SDL_OpenAudioDevice().
 *
 *  In many common cases, when this function returns a value <= 0, it can still
 *  successfully open the default device (NULL for first argument of
 *  SDL_OpenAudioDevice()).
 */
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);

/**
 *  Get the human-readable name of a specific audio device.
 *  Must be a value between 0 and (number of audio devices-1).
 *  Only valid after a successfully initializing the audio subsystem.
 *  The values returned by this function reflect the latest call to
 *  SDL_GetNumAudioDevices(); recall that function to redetect available
 *  hardware.
 *
 *  The string returned by this function is UTF-8 encoded, read-only, and
 *  managed internally. You are not to free it. If you need to keep the
 *  string for any length of time, you should make your own copy of it, as it
 *  will be invalid next time any of several other SDL functions is called.
 */
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
                                                           int iscapture);

/**
 *  Open a specific audio device. Passing in a device name of NULL requests
 *  the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
 *
 *  The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
 *  some drivers allow arbitrary and driver-specific strings, such as a
 *  hostname/IP address for a remote audio server, or a filename in the
 *  diskaudio driver.
 *
 *  \return 0 on error, a valid device ID that is >= 2 on success.
 *
 *  SDL_OpenAudio(), unlike this function, always acts on device ID 1.
 */
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
                                                              *device,
                                                              int iscapture,
                                                              const
                                                              SDL_AudioSpec *
                                                              desired,
                                                              SDL_AudioSpec *
                                                              obtained,
                                                              int
                                                              allowed_changes);

/**
 *  \name Audio state
 *
 *  Get the current audio state.
 */
/* @{ */
typedef enum
{
    SDL_AUDIO_STOPPED = 0,
    SDL_AUDIO_PLAYING,
    SDL_AUDIO_PAUSED
} SDL_AudioStatus;
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);

extern DECLSPEC SDL_AudioStatus SDLCALL
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
/* @} *//* Audio State */

/**
 *  \name Pause audio functions
 *
 *  These functions pause and unpause the audio callback processing.
 *  They should be called with a parameter of 0 after opening the audio
 *  device to start playing sound.  This is so you can safely initialize
 *  data for your callback function after opening the audio device.
 *  Silence will be written to the audio device during the pause.
 */
/* @{ */
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
                                                  int pause_on);
/* @} *//* Pause audio functions */

/**
 *  This function loads a WAVE from the data source, automatically freeing
 *  that source if \c freesrc is non-zero.  For example, to load a WAVE file,
 *  you could do:
 *  \code
 *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
 *  \endcode
 *
 *  If this function succeeds, it returns the given SDL_AudioSpec,
 *  filled with the audio data format of the wave data, and sets
 *  \c *audio_buf to a malloc()'d buffer containing the audio data,
 *  and sets \c *audio_len to the length of that audio buffer, in bytes.
 *  You need to free the audio buffer with SDL_FreeWAV() when you are
 *  done with it.
 *
 *  This function returns NULL and sets the SDL error message if the
 *  wave file cannot be opened, uses an unknown data format, or is
 *  corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
 */
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
                                                      int freesrc,
                                                      SDL_AudioSpec * spec,
                                                      Uint8 ** audio_buf,
                                                      Uint32 * audio_len);

/**
 *  Loads a WAV from a file.
 *  Compatibility convenience function.
 */
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
    SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)

/**
 *  This function frees data previously allocated with SDL_LoadWAV_RW()
 */
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);

/**
 *  This function takes a source format and rate and a destination format
 *  and rate, and initializes the \c cvt structure with information needed
 *  by SDL_ConvertAudio() to convert a buffer of audio data from one format
 *  to the other. An unsupported format causes an error and -1 will be returned.
 *
 *  \return 0 if no conversion is needed, 1 if the audio filter is set up,
 *  or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
                                              SDL_AudioFormat src_format,
                                              Uint8 src_channels,
                                              int src_rate,
                                              SDL_AudioFormat dst_format,
                                              Uint8 dst_channels,
                                              int dst_rate);

/**
 *  Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
 *  created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
 *  audio data in the source format, this function will convert it in-place
 *  to the desired format.
 *
 *  The data conversion may expand the size of the audio data, so the buffer
 *  \c cvt->buf should be allocated after the \c cvt structure is initialized by
 *  SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
 *
 *  \return 0 on success or -1 if \c cvt->buf is NULL.
 */
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);

/* SDL_AudioStream is a new audio conversion interface.
   The benefits vs SDL_AudioCVT:
    - it can handle resampling data in chunks without generating
      artifacts, when it doesn't have the complete buffer available.
    - it can handle incoming data in any variable size.
    - You push data as you have it, and pull it when you need it
 */
/* this is opaque to the outside world. */
struct _SDL_AudioStream;
typedef struct _SDL_AudioStream SDL_AudioStream;

/**
 *  Create a new audio stream
 *
 *  \param src_format The format of the source audio
 *  \param src_channels The number of channels of the source audio
 *  \param src_rate The sampling rate of the source audio
 *  \param dst_format The format of the desired audio output
 *  \param dst_channels The number of channels of the desired audio output
 *  \param dst_rate The sampling rate of the desired audio output
 *  \return 0 on success, or -1 on error.
 *
 *  \sa SDL_AudioStreamPut
 *  \sa SDL_AudioStreamGet
 *  \sa SDL_AudioStreamAvailable
 *  \sa SDL_AudioStreamFlush
 *  \sa SDL_AudioStreamClear
 *  \sa SDL_FreeAudioStream
 */
extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
                                           const Uint8 src_channels,
                                           const int src_rate,
                                           const SDL_AudioFormat dst_format,
                                           const Uint8 dst_channels,
                                           const int dst_rate);

/**
 *  Add data to be converted/resampled to the stream
 *
 *  \param stream The stream the audio data is being added to
 *  \param buf A pointer to the audio data to add
 *  \param len The number of bytes to write to the stream
 *  \return 0 on success, or -1 on error.
 *
 *  \sa SDL_NewAudioStream
 *  \sa SDL_AudioStreamGet
 *  \sa SDL_AudioStreamAvailable
 *  \sa SDL_AudioStreamFlush
 *  \sa SDL_AudioStreamClear
 *  \sa SDL_FreeAudioStream
 */
extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);

/**
 *  Get converted/resampled data from the stream
 *
 *  \param stream The stream the audio is being requested from
 *  \param buf A buffer to fill with audio data
 *  \param len The maximum number of bytes to fill
 *  \return The number of bytes read from the stream, or -1 on error
 *
 *  \sa SDL_NewAudioStream
 *  \sa SDL_AudioStreamPut
 *  \sa SDL_AudioStreamAvailable
 *  \sa SDL_AudioStreamFlush
 *  \sa SDL_AudioStreamClear
 *  \sa SDL_FreeAudioStream
 */
extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);

/**
 * Get the number of converted/resampled bytes available. The stream may be
 *  buffering data behind the scenes until it has enough to resample
 *  correctly, so this number might be lower than what you expect, or even
 *  be zero. Add more data or flush the stream if you need the data now.
 *
 *  \sa SDL_NewAudioStream
 *  \sa SDL_AudioStreamPut
 *  \sa SDL_AudioStreamGet
 *  \sa SDL_AudioStreamFlush
 *  \sa SDL_AudioStreamClear
 *  \sa SDL_FreeAudioStream
 */
extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);

/**
 * Tell the stream that you're done sending data, and anything being buffered
 *  should be converted/resampled and made available immediately.
 *
 * It is legal to add more data to a stream after flushing, but there will
 *  be audio gaps in the output. Generally this is intended to signal the
 *  end of input, so the complete output becomes available.
 *
 *  \sa SDL_NewAudioStream
 *  \sa SDL_AudioStreamPut
 *  \sa SDL_AudioStreamGet
 *  \sa SDL_AudioStreamAvailable
 *  \sa SDL_AudioStreamClear
 *  \sa SDL_FreeAudioStream
 */
extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);

/**
 *  Clear any pending data in the stream without converting it
 *
 *  \sa SDL_NewAudioStream
 *  \sa SDL_AudioStreamPut
 *  \sa SDL_AudioStreamGet
 *  \sa SDL_AudioStreamAvailable
 *  \sa SDL_AudioStreamFlush
 *  \sa SDL_FreeAudioStream
 */
extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);

/**
 * Free an audio stream
 *
 *  \sa SDL_NewAudioStream
 *  \sa SDL_AudioStreamPut
 *  \sa SDL_AudioStreamGet
 *  \sa SDL_AudioStreamAvailable
 *  \sa SDL_AudioStreamFlush
 *  \sa SDL_AudioStreamClear
 */
extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);

#define SDL_MIX_MAXVOLUME 128
/**
 *  This takes two audio buffers of the playing audio format and mixes
 *  them, performing addition, volume adjustment, and overflow clipping.
 *  The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
 *  for full audio volume.  Note this does not change hardware volume.
 *  This is provided for convenience -- you can mix your own audio data.
 */
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
                                          Uint32 len, int volume);

/**
 *  This works like SDL_MixAudio(), but you specify the audio format instead of
 *  using the format of audio device 1. Thus it can be used when no audio
 *  device is open at all.
 */
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
                                                const Uint8 * src,
                                                SDL_AudioFormat format,
                                                Uint32 len, int volume);

/**
 *  Queue more audio on non-callback devices.
 *
 *  (If you are looking to retrieve queued audio from a non-callback capture
 *  device, you want SDL_DequeueAudio() instead. This will return -1 to
 *  signify an error if you use it with capture devices.)
 *
 *  SDL offers two ways to feed audio to the device: you can either supply a
 *  callback that SDL triggers with some frequency to obtain more audio
 *  (pull method), or you can supply no callback, and then SDL will expect
 *  you to supply data at regular intervals (push method) with this function.
 *
 *  There are no limits on the amount of data you can queue, short of
 *  exhaustion of address space. Queued data will drain to the device as
 *  necessary without further intervention from you. If the device needs
 *  audio but there is not enough queued, it will play silence to make up
 *  the difference. This means you will have skips in your audio playback
 *  if you aren't routinely queueing sufficient data.
 *
 *  This function copies the supplied data, so you are safe to free it when
 *  the function returns. This function is thread-safe, but queueing to the
 *  same device from two threads at once does not promise which buffer will
 *  be queued first.
 *
 *  You may not queue audio on a device that is using an application-supplied
 *  callback; doing so returns an error. You have to use the audio callback
 *  or queue audio with this function, but not both.
 *
 *  You should not call SDL_LockAudio() on the device before queueing; SDL
 *  handles locking internally for this function.
 *
 *  \param dev The device ID to which we will queue audio.
 *  \param data The data to queue to the device for later playback.
 *  \param len The number of bytes (not samples!) to which (data) points.
 *  \return 0 on success, or -1 on error.
 *
 *  \sa SDL_GetQueuedAudioSize
 *  \sa SDL_ClearQueuedAudio
 */
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);

/**
 *  Dequeue more audio on non-callback devices.
 *
 *  (If you are looking to queue audio for output on a non-callback playback
 *  device, you want SDL_QueueAudio() instead. This will always return 0
 *  if you use it with playback devices.)
 *
 *  SDL offers two ways to retrieve audio from a capture device: you can
 *  either supply a callback that SDL triggers with some frequency as the
 *  device records more audio data, (push method), or you can supply no
 *  callback, and then SDL will expect you to retrieve data at regular
 *  intervals (pull method) with this function.
 *
 *  There are no limits on the amount of data you can queue, short of
 *  exhaustion of address space. Data from the device will keep queuing as
 *  necessary without further intervention from you. This means you will
 *  eventually run out of memory if you aren't routinely dequeueing data.
 *
 *  Capture devices will not queue data when paused; if you are expecting
 *  to not need captured audio for some length of time, use
 *  SDL_PauseAudioDevice() to stop the capture device from queueing more
 *  data. This can be useful during, say, level loading times. When
 *  unpaused, capture devices will start queueing data from that point,
 *  having flushed any capturable data available while paused.
 *
 *  This function is thread-safe, but dequeueing from the same device from
 *  two threads at once does not promise which thread will dequeued data
 *  first.
 *
 *  You may not dequeue audio from a device that is using an
 *  application-supplied callback; doing so returns an error. You have to use
 *  the audio callback, or dequeue audio with this function, but not both.
 *
 *  You should not call SDL_LockAudio() on the device before queueing; SDL
 *  handles locking internally for this function.
 *
 *  \param dev The device ID from which we will dequeue audio.
 *  \param data A pointer into where audio data should be copied.
 *  \param len The number of bytes (not samples!) to which (data) points.
 *  \return number of bytes dequeued, which could be less than requested.
 *
 *  \sa SDL_GetQueuedAudioSize
 *  \sa SDL_ClearQueuedAudio
 */
extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);

/**
 *  Get the number of bytes of still-queued audio.
 *
 *  For playback device:
 *
 *    This is the number of bytes that have been queued for playback with
 *    SDL_QueueAudio(), but have not yet been sent to the hardware. This
 *    number may shrink at any time, so this only informs of pending data.
 *
 *    Once we've sent it to the hardware, this function can not decide the
 *    exact byte boundary of what has been played. It's possible that we just
 *    gave the hardware several kilobytes right before you called this
 *    function, but it hasn't played any of it yet, or maybe half of it, etc.
 *
 *  For capture devices:
 *
 *    This is the number of bytes that have been captured by the device and
 *    are waiting for you to dequeue. This number may grow at any time, so
 *    this only informs of the lower-bound of available data.
 *
 *  You may not queue audio on a device that is using an application-supplied
 *  callback; calling this function on such a device always returns 0.
 *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
 *  the audio callback, but not both.
 *
 *  You should not call SDL_LockAudio() on the device before querying; SDL
 *  handles locking internally for this function.
 *
 *  \param dev The device ID of which we will query queued audio size.
 *  \return Number of bytes (not samples!) of queued audio.
 *
 *  \sa SDL_QueueAudio
 *  \sa SDL_ClearQueuedAudio
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);

/**
 *  Drop any queued audio data. For playback devices, this is any queued data
 *  still waiting to be submitted to the hardware. For capture devices, this
 *  is any data that was queued by the device that hasn't yet been dequeued by
 *  the application.
 *
 *  Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
 *  playback devices, the hardware will start playing silence if more audio
 *  isn't queued. Unpaused capture devices will start filling the queue again
 *  as soon as they have more data available (which, depending on the state
 *  of the hardware and the thread, could be before this function call
 *  returns!).
 *
 *  This will not prevent playback of queued audio that's already been sent
 *  to the hardware, as we can not undo that, so expect there to be some
 *  fraction of a second of audio that might still be heard. This can be
 *  useful if you want to, say, drop any pending music during a level change
 *  in your game.
 *
 *  You may not queue audio on a device that is using an application-supplied
 *  callback; calling this function on such a device is always a no-op.
 *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
 *  the audio callback, but not both.
 *
 *  You should not call SDL_LockAudio() on the device before clearing the
 *  queue; SDL handles locking internally for this function.
 *
 *  This function always succeeds and thus returns void.
 *
 *  \param dev The device ID of which to clear the audio queue.
 *
 *  \sa SDL_QueueAudio
 *  \sa SDL_GetQueuedAudioSize
 */
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);

/**
 *  \name Audio lock functions
 *
 *  The lock manipulated by these functions protects the callback function.
 *  During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
 *  the callback function is not running.  Do not call these from the callback
 *  function or you will cause deadlock.
 */
/* @{ */
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
/* @} *//* Audio lock functions */

/**
 *  This function shuts down audio processing and closes the audio device.
 */
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);

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

#endif /* SDL_audio_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_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 Index of the most significant bit, or -1 if the value is 0.
 */
#if defined(__WATCOMC__) && defined(__386__)
extern _inline int _SDL_clz_watcom (Uint32);
#pragma aux _SDL_clz_watcom = \
    "bsr eax, eax" \
    "xor eax, 31" \
    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 31 - _SDL_clz_watcom(x);
#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
}

/* 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: */


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_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_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 D3D11 */
    SDL_BLENDOPERATION_MAXIMUM          = 0x5   /**< max(dst, src) : supported by 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;

/**
 *  \brief Create a custom blend mode, which may or may not be supported by a given renderer
 *
 *  \param srcColorFactor
 *  \param dstColorFactor
 *  \param colorOperation
 *  \param srcAlphaFactor
 *  \param dstAlphaFactor
 *  \param alphaOperation
 *
 *  The result of the blend mode operation will be:
 *      dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor
 *  and
 *      dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor
 */
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: */


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_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 */

/**
 * \brief Put UTF-8 text into the clipboard
 *
 * \sa SDL_GetClipboardText()
 */
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);

/**
 * \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free()
 *
 * \sa SDL_SetClipboardText()
 */
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);

/**
 * \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty
 *
 * \sa SDL_GetClipboardText()
 */
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: */


code:
/* include/SDL_config.h.  Generated from SDL_config.h.in by configure.  */
/*
  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_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 hg revert SDL_config.h
#endif

/* C language features */
/* #undef const */
/* #undef inline */
/* #undef volatile */

/* C datatypes */
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define HAVE_GCC_ATOMICS 1
/* #undef HAVE_GCC_SYNC_LOCK_TEST_AND_SET */

/* Comment this if you want to build without any C library requirements */
#define HAVE_LIBC 1
#if HAVE_LIBC

/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_ICONV_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
/* #undef HAVE_MALLOC_H */
#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
/* #undef HAVE_PTHREAD_NP_H */
#define HAVE_LIBUNWIND_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
#ifndef __WIN32__ /* Don't use C runtime versions of these on Windows */
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_UNSETENV 1
#endif
#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
/* #undef HAVE_WCSLCPY */
/* #undef HAVE_WCSLCAT */
#define HAVE_WCSCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
/* #undef HAVE__STRREV */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
/* #undef HAVE_INDEX */
/* #undef HAVE_RINDEX */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_ITOA */
/* #undef HAVE__LTOA */
/* #undef HAVE__UITOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
/* #undef HAVE__I64TOA */
/* #undef HAVE__UI64TOA */
#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
/* #undef HAVE__STRICMP */
#define HAVE_STRCASECMP 1
/* #undef HAVE__STRNICMP */
#define HAVE_STRNCASECMP 1
/* #undef HAVE_SSCANF */
#define HAVE_VSSCANF 1
/* #undef HAVE_SNPRINTF */
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI /**/
#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_POW 1
#define HAVE_POWF 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
/* #undef HAVE_FOPEN64 */
#define HAVE_FSEEKO 1
/* #undef HAVE_FSEEKO64 */
#define HAVE_SIGACTION 1
#define HAVE_SA_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
/* #undef HAVE_CLOCK_GETTIME */
/* #undef HAVE_GETPAGESIZE */
#define HAVE_MPROTECT 1
#define HAVE_ICONV 1
#define HAVE_PTHREAD_SETNAME_NP 1
/* #undef HAVE_PTHREAD_SET_NAME_NP */
/* #undef HAVE_SEM_TIMEDWAIT */
/* #undef HAVE_GETAUXVAL */
#define HAVE_POLL 1

#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#define HAVE_STDINT_H 1
#endif /* HAVE_LIBC */

/* #undef HAVE_ALTIVEC_H */
/* #undef HAVE_DBUS_DBUS_H */
/* #undef HAVE_FCITX_FRONTEND_H */
/* #undef HAVE_IBUS_IBUS_H */
#define HAVE_IMMINTRIN_H 1
/* #undef HAVE_LIBSAMPLERATE_H */
/* #undef HAVE_LIBUDEV_H */

/* #undef HAVE_DDRAW_H */
/* #undef HAVE_DINPUT_H */
/* #undef HAVE_DSOUND_H */
/* #undef HAVE_DXGI_H */
/* #undef HAVE_XINPUT_H */
/* #undef HAVE_ENDPOINTVOLUME_H */
/* #undef HAVE_MMDEVICEAPI_H */
/* #undef HAVE_AUDIOCLIENT_H */
/* #undef HAVE_XINPUT_GAMEPAD_EX */
/* #undef HAVE_XINPUT_STATE_EX */

/* 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_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 */

/* Enable various audio drivers */
/* #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 */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
#define SDL_AUDIO_DRIVER_DISK 1
/* #undef SDL_AUDIO_DRIVER_DSOUND */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* #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_OSS */
/* #undef SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H */
/* #undef SDL_AUDIO_DRIVER_PAUDIO */
/* #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 */

/* Enable various input drivers */
/* #undef SDL_INPUT_LINUXEV */
/* #undef SDL_INPUT_LINUXKD */
/* #undef SDL_INPUT_TSLIB */
/* #undef SDL_JOYSTICK_HAIKU */
/* #undef SDL_JOYSTICK_DINPUT */
/* #undef SDL_JOYSTICK_XINPUT */
/* #undef SDL_JOYSTICK_DUMMY */
#define SDL_JOYSTICK_IOKIT 1
/* #undef SDL_JOYSTICK_LINUX */
/* #undef SDL_JOYSTICK_ANDROID */
/* #undef SDL_JOYSTICK_WINMM */
/* #undef SDL_JOYSTICK_USBHID */
/* #undef SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H */
#define SDL_JOYSTICK_HIDAPI 1
/* #undef SDL_JOYSTICK_EMSCRIPTEN */
/* #undef SDL_HAPTIC_DUMMY */
/* #undef SDL_HAPTIC_ANDROID */
/* #undef SDL_HAPTIC_LINUX */
#define SDL_HAPTIC_IOKIT 1
/* #undef SDL_HAPTIC_DINPUT */
/* #undef SDL_HAPTIC_XINPUT */

/* Enable various sensor drivers */
/* #undef SDL_SENSOR_ANDROID */
#define SDL_SENSOR_DUMMY 1

/* Enable various shared object loading systems */
#define SDL_LOADSO_DLOPEN 1
/* #undef SDL_LOADSO_DUMMY */
/* #undef SDL_LOADSO_LDG */
/* #undef SDL_LOADSO_WINDOWS */

/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* #undef SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP */
/* #undef SDL_THREAD_WINDOWS */

/* Enable various timer systems */
/* #undef SDL_TIMER_HAIKU */
/* #undef SDL_TIMER_DUMMY */
#define SDL_TIMER_UNIX 1
/* #undef SDL_TIMER_WINDOWS */

/* Enable various video drivers */
/* #undef SDL_VIDEO_DRIVER_HAIKU */
#define SDL_VIDEO_DRIVER_COCOA 1
/* #undef SDL_VIDEO_DRIVER_DIRECTFB */
/* #undef SDL_VIDEO_DRIVER_DIRECTFB_DYNAMIC */
#define SDL_VIDEO_DRIVER_DUMMY 1
/* #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_MIR */
/* #undef SDL_VIDEO_DRIVER_MIR_DYNAMIC */
/* #undef SDL_VIDEO_DRIVER_MIR_DYNAMIC_XKBCOMMON */
/* #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_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_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_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_CONST_PARAM_XEXTADDDISPLAY */
/* #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_QNX */

/* #undef SDL_VIDEO_RENDER_D3D */
/* #undef SDL_VIDEO_RENDER_D3D11 */
#define SDL_VIDEO_RENDER_OGL 1
/* #undef SDL_VIDEO_RENDER_OGL_ES */
#define SDL_VIDEO_RENDER_OGL_ES2 1
/* #undef SDL_VIDEO_RENDER_DIRECTFB */
/* #undef SDL_VIDEO_RENDER_METAL */

/* Enable OpenGL support */
#define SDL_VIDEO_OPENGL 1
/* #undef SDL_VIDEO_OPENGL_ES */
#define SDL_VIDEO_OPENGL_ES2 1
/* #undef SDL_VIDEO_OPENGL_BGL */
#define SDL_VIDEO_OPENGL_CGL 1
#define SDL_VIDEO_OPENGL_EGL 1
/* #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 system power support */
/* #undef SDL_POWER_LINUX */
/* #undef SDL_POWER_WINDOWS */
#define SDL_POWER_MACOSX 1
/* #undef SDL_POWER_HAIKU */
/* #undef SDL_POWER_ANDROID */
/* #undef SDL_POWER_EMSCRIPTEN */
/* #undef SDL_POWER_HARDWIRED */

/* Enable system filesystem support */
/* #undef SDL_FILESYSTEM_HAIKU */
#define SDL_FILESYSTEM_COCOA 1
/* #undef SDL_FILESYSTEM_DUMMY */
/* #undef SDL_FILESYSTEM_UNIX */
/* #undef SDL_FILESYSTEM_WINDOWS */
/* #undef SDL_FILESYSTEM_NACL */
/* #undef SDL_FILESYSTEM_ANDROID */
/* #undef SDL_FILESYSTEM_EMSCRIPTEN */

/* Enable assembly routines */
#define SDL_ASSEMBLY_ROUTINES 1
/* #undef SDL_ALTIVEC_BLITTERS */

/* Enable ime support */
/* #undef SDL_USE_IME */

/* Enable dynamic udev support */
/* #undef SDL_UDEV_DYNAMIC */

/* Enable dynamic libsamplerate support */
/* #undef SDL_LIBSAMPLERATE_DYNAMIC */

#endif /* SDL_config_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_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__
/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */
#undef __MMX__
#undef __SSE__
#undef __SSE2__
#else
#include <intrin.h>
#ifndef _WIN64
#define __MMX__
#define __3dNOW__
#endif
#define __SSE__
#define __SSE2__
#endif /* __clang__ */
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#else
#ifdef __ALTIVEC__
#if defined(HAVE_ALTIVEC_H) && !defined(__APPLE_ALTIVEC__) && !defined(SDL_DISABLE_ALTIVEC_H)
#include <altivec.h>
#undef pixel
#undef bool
#endif
#endif
#if defined(__ARM_NEON__) && !defined(SDL_DISABLE_ARM_NEON_H)
#include <arm_neon.h>
#endif
#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 */
#endif /* compiler version */

#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

/**
 *  This function returns the number of CPU cores available.
 */
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);

/**
 *  This function returns the L1 cache line size of the CPU
 *
 *  This is useful for determining multi-threaded structure padding
 *  or SIMD prefetch sizes.
 */
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);

/**
 *  This function returns true if the CPU has the RDTSC instruction.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);

/**
 *  This function returns true if the CPU has AltiVec features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);

/**
 *  This function returns true if the CPU has MMX features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);

/**
 *  This function returns true if the CPU has 3DNow! features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);

/**
 *  This function returns true if the CPU has SSE features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);

/**
 *  This function returns true if the CPU has SSE2 features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);

/**
 *  This function returns true if the CPU has SSE3 features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);

/**
 *  This function returns true if the CPU has SSE4.1 features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);

/**
 *  This function returns true if the CPU has SSE4.2 features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);

/**
 *  This function returns true if the CPU has AVX features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);

/**
 *  This function returns true if the CPU has AVX2 features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);

/**
 *  This function returns true if the CPU has AVX-512F (foundation) features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);

/**
 *  This function returns true if the CPU has NEON (ARM SIMD) features.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);

/**
 *  This function returns the amount of RAM configured in the system, in MB.
 */
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);

/* 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: */


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_endian.h
 *
 *  Functions for reading and writing endian-specific values
 */

#ifndef SDL_endian_h_
#define SDL_endian_h_

#include "SDL_stdinc.h"

/**
 *  \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
#else /* __linux__ */
#if defined(__hppa__) || \
    defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
    (defined(__MIPS__) && defined(__MISPEB__)) || \
    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
 */
#if defined(__GNUC__) && defined(__i386__) && \
   !(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
  __asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
    return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
  __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
    return x;
}
#elif defined(__GNUC__) && (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(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !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 defined(__GNUC__) && defined(__i386__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
  __asm__("bswap %0": "=r"(x):"0"(x));
    return x;
}
#elif defined(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
  __asm__("bswapl %0": "=r"(x):"0"(x));
    return x;
}
#elif defined(__GNUC__) && (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(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !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);
#ifndef __SW_3 /* 486+ */
#pragma aux SDL_Swap32 = \
  "bswap eax"  \
  parm   [eax] \
  modify [eax];
#else  /* 386-only */
#pragma aux SDL_Swap32 = \
  "xchg al, ah"  \
  "ror  eax, 16" \
  "xchg al, ah"  \
  parm   [eax]   \
  modify [eax];
#endif
#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 defined(__GNUC__) && defined(__i386__)
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(__GNUC__) && defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
  __asm__("bswapq %0": "=r"(x):"0"(x));
    return x;
}
#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;
}

/**
 *  \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: */


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_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 */
/* SDL_SetError() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
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_ */

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