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_messagebox_h_
#define SDL_messagebox_h_

#include "SDL_stdinc.h"
#include "SDL_video.h"      /* For SDL_Window */

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

/**
 * \brief SDL_MessageBox flags. If supported will display warning icon, etc.
 */
typedef enum
{
    SDL_MESSAGEBOX_ERROR        = 0x00000010,   /**< error dialog */
    SDL_MESSAGEBOX_WARNING      = 0x00000020,   /**< warning dialog */
    SDL_MESSAGEBOX_INFORMATION  = 0x00000040    /**< informational dialog */
} SDL_MessageBoxFlags;

/**
 * \brief Flags for SDL_MessageBoxButtonData.
 */
typedef enum
{
    SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001,  /**< Marks the default button when return is hit */
    SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002   /**< Marks the default button when escape is hit */
} SDL_MessageBoxButtonFlags;

/**
 *  \brief Individual button data.
 */
typedef struct
{
    Uint32 flags;       /**< ::SDL_MessageBoxButtonFlags */
    int buttonid;       /**< User defined button id (value returned via SDL_ShowMessageBox) */
    const char * text;  /**< The UTF-8 button text */
} SDL_MessageBoxButtonData;

/**
 * \brief RGB value used in a message box color scheme
 */
typedef struct
{
    Uint8 r, g, b;
} SDL_MessageBoxColor;

typedef enum
{
    SDL_MESSAGEBOX_COLOR_BACKGROUND,
    SDL_MESSAGEBOX_COLOR_TEXT,
    SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
    SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
    SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
    SDL_MESSAGEBOX_COLOR_MAX
} SDL_MessageBoxColorType;

/**
 * \brief A set of colors to use for message box dialogs
 */
typedef struct
{
    SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
} SDL_MessageBoxColorScheme;

/**
 *  \brief MessageBox structure containing title, text, window, etc.
 */
typedef struct
{
    Uint32 flags;                       /**< ::SDL_MessageBoxFlags */
    SDL_Window *window;                 /**< Parent window, can be NULL */
    const char *title;                  /**< UTF-8 title */
    const char *message;                /**< UTF-8 message text */

    int numbuttons;
    const SDL_MessageBoxButtonData *buttons;

    const SDL_MessageBoxColorScheme *colorScheme;   /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
} SDL_MessageBoxData;

/**
 *  \brief Create a modal message box.
 *
 *  \param messageboxdata The SDL_MessageBoxData structure with title, text, etc.
 *  \param buttonid The pointer to which user id of hit button should be copied.
 *
 *  \return -1 on error, otherwise 0 and buttonid contains user id of button
 *          hit or -1 if dialog was closed.
 *
 *  \note This function should be called on the thread that created the parent
 *        window, or on the main thread if the messagebox has no parent.  It will
 *        block execution of that thread until the user clicks a button or
 *        closes the messagebox.
 */
extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);

/**
 *  \brief Create a simple modal message box
 *
 *  \param flags    ::SDL_MessageBoxFlags
 *  \param title    UTF-8 title text
 *  \param message  UTF-8 message text
 *  \param window   The parent window, or NULL for no parent
 *
 *  \return 0 on success, -1 on error
 *
 *  \sa SDL_ShowMessageBox
 */
extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);

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

#endif /* SDL_messagebox_h_ */

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


code:
/*
  SDL_mixer:  An audio mixer library based on the SDL library
  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_MIXER_H_
#define SDL_MIXER_H_

#include "SDL_stdinc.h"
#include "SDL_rwops.h"
#include "SDL_audio.h"
#include "SDL_endian.h"
#include "SDL_version.h"
#include "begin_code.h"

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

/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
*/
#define SDL_MIXER_MAJOR_VERSION 2
#define SDL_MIXER_MINOR_VERSION 0
#define SDL_MIXER_PATCHLEVEL    4

/* This macro can be used to fill a version structure with the compile-time
 * version of the SDL_mixer library.
 */
#define SDL_MIXER_VERSION(X)                        \
{                                                   \
    (X)->major = SDL_MIXER_MAJOR_VERSION;           \
    (X)->minor = SDL_MIXER_MINOR_VERSION;           \
    (X)->patch = SDL_MIXER_PATCHLEVEL;              \
}

/* Backwards compatibility */
#define MIX_MAJOR_VERSION   SDL_MIXER_MAJOR_VERSION
#define MIX_MINOR_VERSION   SDL_MIXER_MINOR_VERSION
#define MIX_PATCHLEVEL      SDL_MIXER_PATCHLEVEL
#define MIX_VERSION(X)      SDL_MIXER_VERSION(X)

/**
 *  This is the version number macro for the current SDL_mixer version.
 */
#define SDL_MIXER_COMPILEDVERSION \
    SDL_VERSIONNUM(SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL)

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

/* This function gets the version of the dynamically linked SDL_mixer library.
   it should NOT be used to fill a version structure, instead you should
   use the SDL_MIXER_VERSION() macro.
 */
extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);

typedef enum
{
    MIX_INIT_FLAC   = 0x00000001,
    MIX_INIT_MOD    = 0x00000002,
    MIX_INIT_MP3    = 0x00000008,
    MIX_INIT_OGG    = 0x00000010,
    MIX_INIT_MID    = 0x00000020,
    MIX_INIT_OPUS   = 0x00000040
} MIX_InitFlags;

/* Loads dynamic libraries and prepares them for use.  Flags should be
   one or more flags from MIX_InitFlags OR'd together.
   It returns the flags successfully initialized, or 0 on failure.
 */
extern DECLSPEC int SDLCALL Mix_Init(int flags);

/* Unloads libraries loaded with Mix_Init */
extern DECLSPEC void SDLCALL Mix_Quit(void);

/* The default mixer has 8 simultaneous mixing channels */
#ifndef MIX_CHANNELS
#define MIX_CHANNELS    8
#endif

/* Good default values for a PC soundcard */
#define MIX_DEFAULT_FREQUENCY   22050
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define MIX_DEFAULT_FORMAT  AUDIO_S16LSB
#else
#define MIX_DEFAULT_FORMAT  AUDIO_S16MSB
#endif
#define MIX_DEFAULT_CHANNELS    2
#define MIX_MAX_VOLUME          SDL_MIX_MAXVOLUME /* Volume of a chunk */

/* The internal format for an audio chunk */
typedef struct Mix_Chunk {
    int allocated;
    Uint8 *abuf;
    Uint32 alen;
    Uint8 volume;       /* Per-sample volume, 0-128 */
} Mix_Chunk;

/* The different fading types supported */
typedef enum {
    MIX_NO_FADING,
    MIX_FADING_OUT,
    MIX_FADING_IN
} Mix_Fading;

/* These are types of music files (not libraries used to load them) */
typedef enum {
    MUS_NONE,
    MUS_CMD,
    MUS_WAV,
    MUS_MOD,
    MUS_MID,
    MUS_OGG,
    MUS_MP3,
    MUS_MP3_MAD_UNUSED,
    MUS_FLAC,
    MUS_MODPLUG_UNUSED,
    MUS_OPUS
} Mix_MusicType;

/* The internal format for a music chunk interpreted via mikmod */
typedef struct _Mix_Music Mix_Music;

/* Open the mixer with a certain audio format */
extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize);

/* Open the mixer with specific device and certain audio format */
extern DECLSPEC int SDLCALL Mix_OpenAudioDevice(int frequency, Uint16 format, int channels, int chunksize, const char* device, int allowed_changes);

/* Dynamically change the number of channels managed by the mixer.
   If decreasing the number of channels, the upper channels are
   stopped.
   This function returns the new number of allocated channels.
 */
extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans);

/* Find out what the actual audio device parameters are.
   This function returns 1 if the audio has been opened, 0 otherwise.
 */
extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency,Uint16 *format,int *channels);

/* Load a wave file or a music (.mod .s3m .it .xm) file */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc);
#define Mix_LoadWAV(file)   Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1)
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file);

/* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently)
   Matt Campbell (matt@campbellhome.dhs.org) April 2000 */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *src, int freesrc);

/* Load a music file from an SDL_RWop object assuming a specific format */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *src, Mix_MusicType type, int freesrc);

/* Load a wave file of the mixer format from a memory buffer */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem);

/* Load raw audio data of the mixer format from a memory buffer */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len);

/* Free an audio chunk previously loaded */
extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk);
extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);

/* Get a list of chunk/music decoders that this build of SDL_mixer provides.
   This list can change between builds AND runs of the program, if external
   libraries that add functionality become available.
   You must successfully call Mix_OpenAudio() before calling these functions.
   This API is only available in SDL_mixer 1.2.9 and later.

   // usage...
   int i;
   const int total = Mix_GetNumChunkDecoders();
   for (i = 0; i < total; i++)
       printf("Supported chunk decoder: [%s]\n", Mix_GetChunkDecoder(i));

   Appearing in this list doesn't promise your specific audio file will
   decode...but it's handy to know if you have, say, a functioning Timidity
   install.

   These return values are static, read-only data; do not modify or free it.
   The pointers remain valid until you call Mix_CloseAudio().
*/
extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void);
extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index);
extern DECLSPEC SDL_bool SDLCALL Mix_HasChunkDecoder(const char *name);
extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void);
extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index);
extern DECLSPEC SDL_bool SDLCALL Mix_HasMusicDecoder(const char *name);

/* Find out the music format of a mixer music, or the currently playing
   music, if 'music' is NULL.
*/
extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music);

/* Set a function that is called after all mixing is performed.
   This can be used to provide real-time visual display of the audio stream
   or add a custom mixer filter for the stream data.
*/
extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);

/* Add your own music player or additional mixer function.
   If 'mix_func' is NULL, the default music player is re-enabled.
 */
extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);

/* Add your own callback for when the music has finished playing or when it is
 * stopped from a call to Mix_HaltMusic.
 */
extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void));

/* Get a pointer to the user data for the current music hook */
extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void);

/*
 * Add your own callback when a channel has finished playing. NULL
 *  to disable callback. The callback may be called from the mixer's audio
 *  callback or it could be called as a result of Mix_HaltChannel(), etc.
 *  do not call SDL_LockAudio() from this callback; you will either be
 *  inside the audio callback, or SDL_mixer will explicitly lock the audio
 *  before calling your callback.
 */
extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel));

/* Special Effects API by ryan c. gordon. (icculus@icculus.org) */

#define MIX_CHANNEL_POST  -2

/* This is the format of a special effect callback:
 *
 *   myeffect(int chan, void *stream, int len, void *udata);
 *
 * (chan) is the channel number that your effect is affecting. (stream) is
 *  the buffer of data to work upon. (len) is the size of (stream), and
 *  (udata) is a user-defined bit of data, which you pass as the last arg of
 *  Mix_RegisterEffect(), and is passed back unmolested to your callback.
 *  Your effect changes the contents of (stream) based on whatever parameters
 *  are significant, or just leaves it be, if you prefer. You can do whatever
 *  you like to the buffer, though, and it will continue in its changed state
 *  down the mixing pipeline, through any other effect functions, then finally
 *  to be mixed with the rest of the channels and music for the final output
 *  stream.
 *
 * DO NOT EVER call SDL_LockAudio() from your callback function!
 */
typedef void (SDLCALL *Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata);

/*
 * This is a callback that signifies that a channel has finished all its
 *  loops and has completed playback. This gets called if the buffer
 *  plays out normally, or if you call Mix_HaltChannel(), implicitly stop
 *  a channel via Mix_AllocateChannels(), or unregister a callback while
 *  it's still playing.
 *
 * DO NOT EVER call SDL_LockAudio() from your callback function!
 */
typedef void (SDLCALL *Mix_EffectDone_t)(int chan, void *udata);

/* Register a special effect function. At mixing time, the channel data is
 *  copied into a buffer and passed through each registered effect function.
 *  After it passes through all the functions, it is mixed into the final
 *  output stream. The copy to buffer is performed once, then each effect
 *  function performs on the output of the previous effect. Understand that
 *  this extra copy to a buffer is not performed if there are no effects
 *  registered for a given chunk, which saves CPU cycles, and any given
 *  effect will be extra cycles, too, so it is crucial that your code run
 *  fast. Also note that the data that your function is given is in the
 *  format of the sound device, and not the format you gave to Mix_OpenAudio(),
 *  although they may in reality be the same. This is an unfortunate but
 *  necessary speed concern. Use Mix_QuerySpec() to determine if you can
 *  handle the data before you register your effect, and take appropriate
 *  actions.
 * You may also specify a callback (Mix_EffectDone_t) that is called when
 *  the channel finishes playing. This gives you a more fine-grained control
 *  than Mix_ChannelFinished(), in case you need to free effect-specific
 *  resources, etc. If you don't need this, you can specify NULL.
 * You may set the callbacks before or after calling Mix_PlayChannel().
 * Things like Mix_SetPanning() are just internal special effect functions,
 *  so if you are using that, you've already incurred the overhead of a copy
 *  to a separate buffer, and that these effects will be in the queue with
 *  any functions you've registered. The list of registered effects for a
 *  channel is reset when a chunk finishes playing, so you need to explicitly
 *  set them with each call to Mix_PlayChannel*().
 * You may also register a special effect function that is to be run after
 *  final mixing occurs. The rules for these callbacks are identical to those
 *  in Mix_RegisterEffect, but they are run after all the channels and the
 *  music have been mixed into a single stream, whereas channel-specific
 *  effects run on a given channel before any other mixing occurs. These
 *  global effect callbacks are call "posteffects". Posteffects only have
 *  their Mix_EffectDone_t function called when they are unregistered (since
 *  the main output stream is never "done" in the same sense as a channel).
 *  You must unregister them manually when you've had enough. Your callback
 *  will be told that the channel being mixed is (MIX_CHANNEL_POST) if the
 *  processing is considered a posteffect.
 *
 * After all these effects have finished processing, the callback registered
 *  through Mix_SetPostMix() runs, and then the stream goes to the audio
 *  device.
 *
 * DO NOT EVER call SDL_LockAudio() from your callback function!
 *
 * returns zero if error (no such channel), nonzero if added.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg);

/* You may not need to call this explicitly, unless you need to stop an
 *  effect from processing in the middle of a chunk's playback.
 * Posteffects are never implicitly unregistered as they are for channels,
 *  but they may be explicitly unregistered through this function by
 *  specifying MIX_CHANNEL_POST for a channel.
 * returns zero if error (no such channel or effect), nonzero if removed.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f);

/* You may not need to call this explicitly, unless you need to stop all
 *  effects from processing in the middle of a chunk's playback. Note that
 *  this will also shut off some internal effect processing, since
 *  Mix_SetPanning() and others may use this API under the hood. This is
 *  called internally when a channel completes playback.
 * Posteffects are never implicitly unregistered as they are for channels,
 *  but they may be explicitly unregistered through this function by
 *  specifying MIX_CHANNEL_POST for a channel.
 * returns zero if error (no such channel), nonzero if all effects removed.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel);

#define MIX_EFFECTSMAXSPEED  "MIX_EFFECTSMAXSPEED"

/*
 * These are the internally-defined mixing effects. They use the same API that
 *  effects defined in the application use, but are provided here as a
 *  convenience. Some effects can reduce their quality or use more memory in
 *  the name of speed; to enable this, make sure the environment variable
 *  MIX_EFFECTSMAXSPEED (see above) is defined before you call
 *  Mix_OpenAudio().
 */

/* Set the panning of a channel. The left and right channels are specified
 *  as integers between 0 and 255, quietest to loudest, respectively.
 *
 * Technically, this is just individual volume control for a sample with
 *  two (stereo) channels, so it can be used for more than just panning.
 *  If you want real panning, call it like this:
 *
 *   Mix_SetPanning(channel, left, 255 - left);
 *
 * ...which isn't so hard.
 *
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
 *  the panning will be done to the final mixed stream before passing it on
 *  to the audio device.
 *
 * This uses the Mix_RegisterEffect() API internally, and returns without
 *  registering the effect function if the audio device is not configured
 *  for stereo output. Setting both (left) and (right) to 255 causes this
 *  effect to be unregistered, since that is the data's normal state.
 *
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
 *  nonzero if panning effect enabled. Note that an audio device in mono
 *  mode is a no-op, but this call will return successful in that case.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right);

/* Set the position of a channel. (angle) is an integer from 0 to 360, that
 *  specifies the location of the sound in relation to the listener. (angle)
 *  will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260).
 *  Angle 0 is due north, and rotates clockwise as the value increases.
 *  For efficiency, the precision of this effect may be limited (angles 1
 *  through 7 might all produce the same effect, 8 through 15 are equal, etc).
 *  (distance) is an integer between 0 and 255 that specifies the space
 *  between the sound and the listener. The larger the number, the further
 *  away the sound is. Using 255 does not guarantee that the channel will be
 *  culled from the mixing process or be completely silent. For efficiency,
 *  the precision of this effect may be limited (distance 0 through 5 might
 *  all produce the same effect, 6 through 10 are equal, etc). Setting (angle)
 *  and (distance) to 0 unregisters this effect, since the data would be
 *  unchanged.
 *
 * If you need more precise positional audio, consider using OpenAL for
 *  spatialized effects instead of SDL_mixer. This is only meant to be a
 *  basic effect for simple "3D" games.
 *
 * If the audio device is configured for mono output, then you won't get
 *  any effectiveness from the angle; however, distance attenuation on the
 *  channel will still occur. While this effect will function with stereo
 *  voices, it makes more sense to use voices with only one channel of sound,
 *  so when they are mixed through this effect, the positioning will sound
 *  correct. You can convert them to mono through SDL before giving them to
 *  the mixer in the first place if you like.
 *
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
 *  the positioning will be done to the final mixed stream before passing it
 *  on to the audio device.
 *
 * This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
 *
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
 *  nonzero if position effect is enabled.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance);

/* Set the "distance" of a channel. (distance) is an integer from 0 to 255
 *  that specifies the location of the sound in relation to the listener.
 *  Distance 0 is overlapping the listener, and 255 is as far away as possible
 *  A distance of 255 does not guarantee silence; in such a case, you might
 *  want to try changing the chunk's volume, or just cull the sample from the
 *  mixing process with Mix_HaltChannel().
 * For efficiency, the precision of this effect may be limited (distances 1
 *  through 7 might all produce the same effect, 8 through 15 are equal, etc).
 *  (distance) is an integer between 0 and 255 that specifies the space
 *  between the sound and the listener. The larger the number, the further
 *  away the sound is.
 * Setting (distance) to 0 unregisters this effect, since the data would be
 *  unchanged.
 * If you need more precise positional audio, consider using OpenAL for
 *  spatialized effects instead of SDL_mixer. This is only meant to be a
 *  basic effect for simple "3D" games.
 *
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
 *  the distance attenuation will be done to the final mixed stream before
 *  passing it on to the audio device.
 *
 * This uses the Mix_RegisterEffect() API internally.
 *
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
 *  nonzero if position effect is enabled.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);

/*
 * !!! FIXME : Haven't implemented, since the effect goes past the
 *              end of the sound buffer. Will have to think about this.
 *               --ryan.
 */
#if 0
/* Causes an echo effect to be mixed into a sound. (echo) is the amount
 *  of echo to mix. 0 is no echo, 255 is infinite (and probably not
 *  what you want).
 *
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
 *  the reverbing will be done to the final mixed stream before passing it on
 *  to the audio device.
 *
 * This uses the Mix_RegisterEffect() API internally. If you specify an echo
 *  of zero, the effect is unregistered, as the data is already in that state.
 *
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
 *  nonzero if reversing effect is enabled.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo);
#endif

/* Causes a channel to reverse its stereo. This is handy if the user has his
 *  speakers hooked up backwards, or you would like to have a minor bit of
 *  psychedelia in your sound code.  :)  Calling this function with (flip)
 *  set to non-zero reverses the chunks's usual channels. If (flip) is zero,
 *  the effect is unregistered.
 *
 * This uses the Mix_RegisterEffect() API internally, and thus is probably
 *  more CPU intensive than having the user just plug in his speakers
 *  correctly. Mix_SetReverseStereo() returns without registering the effect
 *  function if the audio device is not configured for stereo output.
 *
 * If you specify MIX_CHANNEL_POST for (channel), then this the effect is used
 *  on the final mixed stream before sending it on to the audio device (a
 *  posteffect).
 *
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
 *  nonzero if reversing effect is enabled. Note that an audio device in mono
 *  mode is a no-op, but this call will return successful in that case.
 *  Error messages can be retrieved from Mix_GetError().
 */
extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);

/* end of effects API. --ryan. */

/* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate
   them dynamically to the next sample if requested with a -1 value below.
   Returns the number of reserved channels.
 */
extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);

/* Channel grouping functions */

/* Attach a tag to a channel. A tag can be assigned to several mixer
   channels, to form groups of channels.
   If 'tag' is -1, the tag is removed (actually -1 is the tag used to
   represent the group of all the channels).
   Returns true if everything was OK.
 */
extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);
/* Assign several consecutive channels to a group */
extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);
/* Finds the first available channel in a group of channels,
   returning -1 if none are available.
 */
extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);
/* Returns the number of channels in a group. This is also a subtle
   way to get the total number of channels when 'tag' is -1
 */
extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);
/* Finds the "oldest" sample playing in a group of channels */
extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);
/* Finds the "most recent" (i.e. last) sample playing in a group of channels */
extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag);

/* Play an audio chunk on a specific channel.
   If the specified channel is -1, play on the first free channel.
   If 'loops' is greater than zero, loop the sound that many times.
   If 'loops' is -1, loop inifinitely (~65000 times).
   Returns which channel was used to play the sound.
*/
#define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1)
/* The same as above, but the sound is played at most 'ticks' milliseconds */
extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);
extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);

/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */
extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);
#define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1)
extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);

/* Set the volume in the range of 0-128 of a specific channel or chunk.
   If the specified channel is -1, set volume for all channels.
   Returns the original volume.
   If the specified volume is -1, just return the current volume.
*/
extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);

/* Halt playing of a particular channel */
extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);
extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);
extern DECLSPEC int SDLCALL Mix_HaltMusic(void);

/* Change the expiration delay for a particular channel.
   The sample will stop playing after the 'ticks' milliseconds have elapsed,
   or remove the expiration if 'ticks' is -1
*/
extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);

/* Halt a channel, fading it out progressively till it's silent
   The ms parameter indicates the number of milliseconds the fading
   will take.
 */
extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);

/* Query the fading status of a channel */
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);

/* Pause/Resume a particular channel */
extern DECLSPEC void SDLCALL Mix_Pause(int channel);
extern DECLSPEC void SDLCALL Mix_Resume(int channel);
extern DECLSPEC int SDLCALL Mix_Paused(int channel);

/* Pause/Resume the music stream */
extern DECLSPEC void SDLCALL Mix_PauseMusic(void);
extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);
extern DECLSPEC void SDLCALL Mix_RewindMusic(void);
extern DECLSPEC int SDLCALL Mix_PausedMusic(void);

/* Set the current position in the music stream.
   This returns 0 if successful, or -1 if it failed or isn't implemented.
   This function is only implemented for MOD music formats (set pattern
   order number) and for OGG, FLAC, MP3_MAD, MP3_MPG and MODPLUG music
   (set position in seconds), at the moment.
*/
extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);

/* Check the status of a specific channel.
   If the specified channel is -1, check all channels.
*/
extern DECLSPEC int SDLCALL Mix_Playing(int channel);
extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);

/* Stop music and set external music playback command */
extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);

/* Synchro value is set by MikMod from modules while playing */
extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);
extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);

/* Set/Get/Iterate SoundFonts paths to use by supported MIDI backends */
extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths);
extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void);
extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data);

/* Get the Mix_Chunk currently associated with a mixer channel
    Returns NULL if it's an invalid channel, or there's no chunk associated.
*/
extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);

/* Close the mixer, halting all playing audio */
extern DECLSPEC void SDLCALL Mix_CloseAudio(void);

/* We'll use SDL for reporting errors */
#define Mix_SetError    SDL_SetError
#define Mix_GetError    SDL_GetError
#define Mix_ClearError  SDL_ClearError

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

#endif /* SDL_MIXER_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_mouse.h
 *
 *  Include file for SDL mouse event handling.
 */

#ifndef SDL_mouse_h_
#define SDL_mouse_h_

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

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

typedef struct SDL_Cursor SDL_Cursor;   /**< Implementation dependent */

/**
 * \brief Cursor types for SDL_CreateSystemCursor().
 */
typedef enum
{
    SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */
    SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */
    SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */
    SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
    SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
    SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */
    SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */
    SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */
    SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */
    SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */
    SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */
    SDL_SYSTEM_CURSOR_HAND,      /**< Hand */
    SDL_NUM_SYSTEM_CURSORS
} SDL_SystemCursor;

/**
 * \brief Scroll direction types for the Scroll event
 */
typedef enum
{
    SDL_MOUSEWHEEL_NORMAL,    /**< The scroll direction is normal */
    SDL_MOUSEWHEEL_FLIPPED    /**< The scroll direction is flipped / natural */
} SDL_MouseWheelDirection;

/* Function prototypes */

/**
 *  \brief Get the window which currently has mouse focus.
 */
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);

/**
 *  \brief Retrieve the current state of the mouse.
 *
 *  The current button state is returned as a button bitmask, which can
 *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
 *  mouse cursor position relative to the focus window for the currently
 *  selected mouse.  You can pass NULL for either x or y.
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);

/**
 *  \brief Get the current state of the mouse, in relation to the desktop
 *
 *  This works just like SDL_GetMouseState(), but the coordinates will be
 *  reported relative to the top-left of the desktop. This can be useful if
 *  you need to track the mouse outside of a specific window and
 *  SDL_CaptureMouse() doesn't fit your needs. For example, it could be
 *  useful if you need to track the mouse while dragging a window, where
 *  coordinates relative to a window might not be in sync at all times.
 *
 *  \note SDL_GetMouseState() returns the mouse position as SDL understands
 *        it from the last pump of the event queue. This function, however,
 *        queries the OS for the current mouse position, and as such, might
 *        be a slightly less efficient function. Unless you know what you're
 *        doing and have a good reason to use this function, you probably want
 *        SDL_GetMouseState() instead.
 *
 *  \param x Returns the current X coord, relative to the desktop. Can be NULL.
 *  \param y Returns the current Y coord, relative to the desktop. Can be NULL.
 *  \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
 *
 *  \sa SDL_GetMouseState
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);

/**
 *  \brief Retrieve the relative state of the mouse.
 *
 *  The current button state is returned as a button bitmask, which can
 *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
 *  mouse deltas since the last call to SDL_GetRelativeMouseState().
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);

/**
 *  \brief Moves the mouse to the given position within the window.
 *
 *  \param window The window to move the mouse into, or NULL for the current mouse focus
 *  \param x The x coordinate within the window
 *  \param y The y coordinate within the window
 *
 *  \note This function generates a mouse motion event
 */
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
                                                   int x, int y);

/**
 *  \brief Moves the mouse to the given position in global screen space.
 *
 *  \param x The x coordinate
 *  \param y The y coordinate
 *  \return 0 on success, -1 on error (usually: unsupported by a platform).
 *
 *  \note This function generates a mouse motion event
 */
extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);

/**
 *  \brief Set relative mouse mode.
 *
 *  \param enabled Whether or not to enable relative mode
 *
 *  \return 0 on success, or -1 if relative mode is not supported.
 *
 *  While the mouse is in relative mode, the cursor is hidden, and the
 *  driver will try to report continuous motion in the current window.
 *  Only relative motion events will be delivered, the mouse position
 *  will not change.
 *
 *  \note This function will flush any pending mouse motion.
 *
 *  \sa SDL_GetRelativeMouseMode()
 */
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);

/**
 *  \brief Capture the mouse, to track input outside an SDL window.
 *
 *  \param enabled Whether or not to enable capturing
 *
 *  Capturing enables your app to obtain mouse events globally, instead of
 *  just within your window. Not all video targets support this function.
 *  When capturing is enabled, the current window will get all mouse events,
 *  but unlike relative mode, no change is made to the cursor and it is
 *  not restrained to your window.
 *
 *  This function may also deny mouse input to other windows--both those in
 *  your application and others on the system--so you should use this
 *  function sparingly, and in small bursts. For example, you might want to
 *  track the mouse while the user is dragging something, until the user
 *  releases a mouse button. It is not recommended that you capture the mouse
 *  for long periods of time, such as the entire time your app is running.
 *
 *  While captured, mouse events still report coordinates relative to the
 *  current (foreground) window, but those coordinates may be outside the
 *  bounds of the window (including negative values). Capturing is only
 *  allowed for the foreground window. If the window loses focus while
 *  capturing, the capture will be disabled automatically.
 *
 *  While capturing is enabled, the current window will have the
 *  SDL_WINDOW_MOUSE_CAPTURE flag set.
 *
 *  \return 0 on success, or -1 if not supported.
 */
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);

/**
 *  \brief Query whether relative mouse mode is enabled.
 *
 *  \sa SDL_SetRelativeMouseMode()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);

/**
 *  \brief Create a cursor, using the specified bitmap data and
 *         mask (in MSB format).
 *
 *  The cursor width must be a multiple of 8 bits.
 *
 *  The cursor is created in black and white according to the following:
 *

 *
 data 	 mask 	 resulting pixel on screen

 *
  0   	  1   	 White

 *
  1   	  1   	 Black

 *
  0   	  0   	 Transparent

 *
  1   	  0   	 Inverted color if possible, black
 *                                         if not.

 *

 *
 *  \sa SDL_FreeCursor()
 */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
                                                     const Uint8 * mask,
                                                     int w, int h, int hot_x,
                                                     int hot_y);

/**
 *  \brief Create a color cursor.
 *
 *  \sa SDL_FreeCursor()
 */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
                                                          int hot_x,
                                                          int hot_y);

/**
 *  \brief Create a system cursor.
 *
 *  \sa SDL_FreeCursor()
 */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);

/**
 *  \brief Set the active cursor.
 */
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);

/**
 *  \brief Return the active cursor.
 */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);

/**
 *  \brief Return the default cursor.
 */
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);

/**
 *  \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
 *
 *  \sa SDL_CreateCursor()
 *  \sa SDL_CreateColorCursor()
 *  \sa SDL_CreateSystemCursor()
 */
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);

/**
 *  \brief Toggle whether or not the cursor is shown.
 *
 *  \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
 *                state.
 *
 *  \return 1 if the cursor is shown, or 0 if the cursor is hidden.
 */
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);

/**
 *  Used as a mask when testing buttons in buttonstate.
 *   - Button 1:  Left mouse button
 *   - Button 2:  Middle mouse button
 *   - Button 3:  Right mouse button
 */
#define SDL_BUTTON(X)       (1 << ((X)-1))
#define SDL_BUTTON_LEFT     1
#define SDL_BUTTON_MIDDLE   2
#define SDL_BUTTON_RIGHT    3
#define SDL_BUTTON_X1       4
#define SDL_BUTTON_X2       5
#define SDL_BUTTON_LMASK    SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK    SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK    SDL_BUTTON(SDL_BUTTON_RIGHT)
#define SDL_BUTTON_X1MASK   SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK   SDL_BUTTON(SDL_BUTTON_X2)

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

#endif /* SDL_mouse_h_ */

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


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_mutex_h_
#define SDL_mutex_h_

/**
 *  \file SDL_mutex.h
 *
 *  Functions to provide thread synchronization primitives.
 */

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

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

/**
 *  Synchronization functions which can time out return this value
 *  if they time out.
 */
#define SDL_MUTEX_TIMEDOUT  1

/**
 *  This is the timeout value which corresponds to never time out.
 */
#define SDL_MUTEX_MAXWAIT   (~(Uint32)0)

/**
 *  \name Mutex functions
 */
/* @{ */

/* The SDL mutex structure, defined in SDL_sysmutex.c */
struct SDL_mutex;
typedef struct SDL_mutex SDL_mutex;

/**
 *  Create a mutex, initialized unlocked.
 */
extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);

/**
 *  Lock the mutex.
 *
 *  \return 0, or -1 on error.
 */
#define SDL_mutexP(m)   SDL_LockMutex(m)
extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);

/**
 *  Try to lock the mutex
 *
 *  \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error
 */
extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);

/**
 *  Unlock the mutex.
 *
 *  \return 0, or -1 on error.
 *
 *  \warning It is an error to unlock a mutex that has not been locked by
 *           the current thread, and doing so results in undefined behavior.
 */
#define SDL_mutexV(m)   SDL_UnlockMutex(m)
extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);

/**
 *  Destroy a mutex.
 */
extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);

/* @} *//* Mutex functions */

/**
 *  \name Semaphore functions
 */
/* @{ */

/* The SDL semaphore structure, defined in SDL_syssem.c */
struct SDL_semaphore;
typedef struct SDL_semaphore SDL_sem;

/**
 *  Create a semaphore, initialized with value, returns NULL on failure.
 */
extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);

/**
 *  Destroy a semaphore.
 */
extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);

/**
 *  This function suspends the calling thread until the semaphore pointed
 *  to by \c sem has a positive count. It then atomically decreases the
 *  semaphore count.
 */
extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);

/**
 *  Non-blocking variant of SDL_SemWait().
 *
 *  \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would
 *          block, and -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);

/**
 *  Variant of SDL_SemWait() with a timeout in milliseconds.
 *
 *  \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not
 *          succeed in the allotted time, and -1 on error.
 *
 *  \warning On some platforms this function is implemented by looping with a
 *           delay of 1 ms, and so should be avoided if possible.
 */
extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);

/**
 *  Atomically increases the semaphore's count (not blocking).
 *
 *  \return 0, or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);

/**
 *  Returns the current count of the semaphore.
 */
extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);

/* @} *//* Semaphore functions */

/**
 *  \name Condition variable functions
 */
/* @{ */

/* The SDL condition variable structure, defined in SDL_syscond.c */
struct SDL_cond;
typedef struct SDL_cond SDL_cond;

/**
 *  Create a condition variable.
 *
 *  Typical use of condition variables:
 *
 *  Thread A:
 *    SDL_LockMutex(lock);
 *    while ( ! condition ) {
 *        SDL_CondWait(cond, lock);
 *    }
 *    SDL_UnlockMutex(lock);
 *
 *  Thread B:
 *    SDL_LockMutex(lock);
 *    ...
 *    condition = true;
 *    ...
 *    SDL_CondSignal(cond);
 *    SDL_UnlockMutex(lock);
 *
 *  There is some discussion whether to signal the condition variable
 *  with the mutex locked or not.  There is some potential performance
 *  benefit to unlocking first on some platforms, but there are some
 *  potential race conditions depending on how your code is structured.
 *
 *  In general it's safer to signal the condition variable while the
 *  mutex is locked.
 */
extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);

/**
 *  Destroy a condition variable.
 */
extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);

/**
 *  Restart one of the threads that are waiting on the condition variable.
 *
 *  \return 0 or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);

/**
 *  Restart all threads that are waiting on the condition variable.
 *
 *  \return 0 or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);

/**
 *  Wait on the condition variable, unlocking the provided mutex.
 *
 *  \warning The mutex must be locked before entering this function!
 *
 *  The mutex is re-locked once the condition variable is signaled.
 *
 *  \return 0 when it is signaled, or -1 on error.
 */
extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);

/**
 *  Waits for at most \c ms milliseconds, and returns 0 if the condition
 *  variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not
 *  signaled in the allotted time, and -1 on error.
 *
 *  \warning On some platforms this function is implemented by looping with a
 *           delay of 1 ms, and so should be avoided if possible.
 */
extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
                                                SDL_mutex * mutex, Uint32 ms);

/* @} *//* Condition variable functions */

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

#endif /* SDL_mutex_h_ */

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


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 SDLname_h_
#define SDLname_h_

#if defined(__STDC__) || defined(__cplusplus)
#define NeedFunctionPrototypes 1
#endif

#define SDL_NAME(X) SDL_##X

#endif /* SDLname_h_ */

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


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_pixels.h
 *
 *  Header for the enumerated pixel format definitions.
 */

#ifndef SDL_pixels_h_
#define SDL_pixels_h_

#include "SDL_stdinc.h"
#include "SDL_endian.h"

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

/**
 *  \name Transparency definitions
 *
 *  These define alpha as the opacity of a surface.
 */
/* @{ */
#define SDL_ALPHA_OPAQUE 255
#define SDL_ALPHA_TRANSPARENT 0
/* @} */

/** Pixel type. */
enum
{
    SDL_PIXELTYPE_UNKNOWN,
    SDL_PIXELTYPE_INDEX1,
    SDL_PIXELTYPE_INDEX4,
    SDL_PIXELTYPE_INDEX8,
    SDL_PIXELTYPE_PACKED8,
    SDL_PIXELTYPE_PACKED16,
    SDL_PIXELTYPE_PACKED32,
    SDL_PIXELTYPE_ARRAYU8,
    SDL_PIXELTYPE_ARRAYU16,
    SDL_PIXELTYPE_ARRAYU32,
    SDL_PIXELTYPE_ARRAYF16,
    SDL_PIXELTYPE_ARRAYF32
};

/** Bitmap pixel order, high bit -> low bit. */
enum
{
    SDL_BITMAPORDER_NONE,
    SDL_BITMAPORDER_4321,
    SDL_BITMAPORDER_1234
};

/** Packed component order, high bit -> low bit. */
enum
{
    SDL_PACKEDORDER_NONE,
    SDL_PACKEDORDER_XRGB,
    SDL_PACKEDORDER_RGBX,
    SDL_PACKEDORDER_ARGB,
    SDL_PACKEDORDER_RGBA,
    SDL_PACKEDORDER_XBGR,
    SDL_PACKEDORDER_BGRX,
    SDL_PACKEDORDER_ABGR,
    SDL_PACKEDORDER_BGRA
};

/** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with
   !!! FIXME:  SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
enum
{
    SDL_ARRAYORDER_NONE,
    SDL_ARRAYORDER_RGB,
    SDL_ARRAYORDER_RGBA,
    SDL_ARRAYORDER_ARGB,
    SDL_ARRAYORDER_BGR,
    SDL_ARRAYORDER_BGRA,
    SDL_ARRAYORDER_ABGR
};

/** Packed component layout. */
enum
{
    SDL_PACKEDLAYOUT_NONE,
    SDL_PACKEDLAYOUT_332,
    SDL_PACKEDLAYOUT_4444,
    SDL_PACKEDLAYOUT_1555,
    SDL_PACKEDLAYOUT_5551,
    SDL_PACKEDLAYOUT_565,
    SDL_PACKEDLAYOUT_8888,
    SDL_PACKEDLAYOUT_2101010,
    SDL_PACKEDLAYOUT_1010102
};

#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)

#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \
    ((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \
     ((bits) << 8) | ((bytes) << 0))

#define SDL_PIXELFLAG(X)    (((X) >> 28) & 0x0F)
#define SDL_PIXELTYPE(X)    (((X) >> 24) & 0x0F)
#define SDL_PIXELORDER(X)   (((X) >> 20) & 0x0F)
#define SDL_PIXELLAYOUT(X)  (((X) >> 16) & 0x0F)
#define SDL_BITSPERPIXEL(X) (((X) >> 8) & 0xFF)
#define SDL_BYTESPERPIXEL(X) \
    (SDL_ISPIXELFORMAT_FOURCC(X) ? \
        ((((X) == SDL_PIXELFORMAT_YUY2) || \
          ((X) == SDL_PIXELFORMAT_UYVY) || \
          ((X) == SDL_PIXELFORMAT_YVYU)) ? 2 : 1) : (((X) >> 0) & 0xFF))

#define SDL_ISPIXELFORMAT_INDEXED(format)   \
    (!SDL_ISPIXELFORMAT_FOURCC(format) && \
     ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8)))

#define SDL_ISPIXELFORMAT_PACKED(format) \
    (!SDL_ISPIXELFORMAT_FOURCC(format) && \
     ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32)))

#define SDL_ISPIXELFORMAT_ARRAY(format) \
    (!SDL_ISPIXELFORMAT_FOURCC(format) && \
     ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \
      (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32)))

#define SDL_ISPIXELFORMAT_ALPHA(format)   \
    ((SDL_ISPIXELFORMAT_PACKED(format) && \
     ((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \
      (SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \
      (SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \
      (SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \
    (SDL_ISPIXELFORMAT_ARRAY(format) && \
     ((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \
      (SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \
      (SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \
      (SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA))))

/* The flag is set to 1 because 0x1? is not in the printable ASCII range */
#define SDL_ISPIXELFORMAT_FOURCC(format)    \
    ((format) && (SDL_PIXELFLAG(format) != 1))

/* Note: If you modify this list, update SDL_GetPixelFormatName() */
enum
{
    SDL_PIXELFORMAT_UNKNOWN,
    SDL_PIXELFORMAT_INDEX1LSB =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0,
                               1, 0),
    SDL_PIXELFORMAT_INDEX1MSB =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0,
                               1, 0),
    SDL_PIXELFORMAT_INDEX4LSB =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0,
                               4, 0),
    SDL_PIXELFORMAT_INDEX4MSB =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0,
                               4, 0),
    SDL_PIXELFORMAT_INDEX8 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1),
    SDL_PIXELFORMAT_RGB332 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
                               SDL_PACKEDLAYOUT_332, 8, 1),
    SDL_PIXELFORMAT_RGB444 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
                               SDL_PACKEDLAYOUT_4444, 12, 2),
    SDL_PIXELFORMAT_RGB555 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
                               SDL_PACKEDLAYOUT_1555, 15, 2),
    SDL_PIXELFORMAT_BGR555 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
                               SDL_PACKEDLAYOUT_1555, 15, 2),
    SDL_PIXELFORMAT_ARGB4444 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
                               SDL_PACKEDLAYOUT_4444, 16, 2),
    SDL_PIXELFORMAT_RGBA4444 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
                               SDL_PACKEDLAYOUT_4444, 16, 2),
    SDL_PIXELFORMAT_ABGR4444 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
                               SDL_PACKEDLAYOUT_4444, 16, 2),
    SDL_PIXELFORMAT_BGRA4444 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
                               SDL_PACKEDLAYOUT_4444, 16, 2),
    SDL_PIXELFORMAT_ARGB1555 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
                               SDL_PACKEDLAYOUT_1555, 16, 2),
    SDL_PIXELFORMAT_RGBA5551 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA,
                               SDL_PACKEDLAYOUT_5551, 16, 2),
    SDL_PIXELFORMAT_ABGR1555 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR,
                               SDL_PACKEDLAYOUT_1555, 16, 2),
    SDL_PIXELFORMAT_BGRA5551 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA,
                               SDL_PACKEDLAYOUT_5551, 16, 2),
    SDL_PIXELFORMAT_RGB565 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
                               SDL_PACKEDLAYOUT_565, 16, 2),
    SDL_PIXELFORMAT_BGR565 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
                               SDL_PACKEDLAYOUT_565, 16, 2),
    SDL_PIXELFORMAT_RGB24 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0,
                               24, 3),
    SDL_PIXELFORMAT_BGR24 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
                               24, 3),
    SDL_PIXELFORMAT_RGB888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
                               SDL_PACKEDLAYOUT_8888, 24, 4),
    SDL_PIXELFORMAT_RGBX8888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
                               SDL_PACKEDLAYOUT_8888, 24, 4),
    SDL_PIXELFORMAT_BGR888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
                               SDL_PACKEDLAYOUT_8888, 24, 4),
    SDL_PIXELFORMAT_BGRX8888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
                               SDL_PACKEDLAYOUT_8888, 24, 4),
    SDL_PIXELFORMAT_ARGB8888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
                               SDL_PACKEDLAYOUT_8888, 32, 4),
    SDL_PIXELFORMAT_RGBA8888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA,
                               SDL_PACKEDLAYOUT_8888, 32, 4),
    SDL_PIXELFORMAT_ABGR8888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR,
                               SDL_PACKEDLAYOUT_8888, 32, 4),
    SDL_PIXELFORMAT_BGRA8888 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA,
                               SDL_PACKEDLAYOUT_8888, 32, 4),
    SDL_PIXELFORMAT_ARGB2101010 =
        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB,
                               SDL_PACKEDLAYOUT_2101010, 32, 4),

    /* Aliases for RGBA byte arrays of color data, for the current platform */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
    SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888,
    SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888,
    SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888,
    SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888,
#else
    SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888,
    SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888,
    SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888,
    SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888,
#endif

    SDL_PIXELFORMAT_YV12 =      /**< Planar mode: Y + V + U  (3 planes) */
        SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'),
    SDL_PIXELFORMAT_IYUV =      /**< Planar mode: Y + U + V  (3 planes) */
        SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'),
    SDL_PIXELFORMAT_YUY2 =      /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */
        SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'),
    SDL_PIXELFORMAT_UYVY =      /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
        SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'),
    SDL_PIXELFORMAT_YVYU =      /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
        SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'),
    SDL_PIXELFORMAT_NV12 =      /**< Planar mode: Y + U/V interleaved  (2 planes) */
        SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
    SDL_PIXELFORMAT_NV21 =      /**< Planar mode: Y + V/U interleaved  (2 planes) */
        SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'),
    SDL_PIXELFORMAT_EXTERNAL_OES =      /**< Android video texture format */
        SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
};

typedef struct SDL_Color
{
    Uint8 r;
    Uint8 g;
    Uint8 b;
    Uint8 a;
} SDL_Color;
#define SDL_Colour SDL_Color

typedef struct SDL_Palette
{
    int ncolors;
    SDL_Color *colors;
    Uint32 version;
    int refcount;
} SDL_Palette;

/**
 *  \note Everything in the pixel format structure is read-only.
 */
typedef struct SDL_PixelFormat
{
    Uint32 format;
    SDL_Palette *palette;
    Uint8 BitsPerPixel;
    Uint8 BytesPerPixel;
    Uint8 padding[2];
    Uint32 Rmask;
    Uint32 Gmask;
    Uint32 Bmask;
    Uint32 Amask;
    Uint8 Rloss;
    Uint8 Gloss;
    Uint8 Bloss;
    Uint8 Aloss;
    Uint8 Rshift;
    Uint8 Gshift;
    Uint8 Bshift;
    Uint8 Ashift;
    int refcount;
    struct SDL_PixelFormat *next;
} SDL_PixelFormat;

/**
 * \brief Get the human readable name of a pixel format
 */
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);

/**
 *  \brief Convert one of the enumerated pixel formats to a bpp and RGBA masks.
 *
 *  \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible.
 *
 *  \sa SDL_MasksToPixelFormatEnum()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
                                                            int *bpp,
                                                            Uint32 * Rmask,
                                                            Uint32 * Gmask,
                                                            Uint32 * Bmask,
                                                            Uint32 * Amask);

/**
 *  \brief Convert a bpp and RGBA masks to an enumerated pixel format.
 *
 *  \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion
 *          wasn't possible.
 *
 *  \sa SDL_PixelFormatEnumToMasks()
 */
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
                                                          Uint32 Rmask,
                                                          Uint32 Gmask,
                                                          Uint32 Bmask,
                                                          Uint32 Amask);

/**
 *  \brief Create an SDL_PixelFormat structure from a pixel format enum.
 */
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);

/**
 *  \brief Free an SDL_PixelFormat structure.
 */
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);

/**
 *  \brief Create a palette structure with the specified number of color
 *         entries.
 *
 *  \return A new palette, or NULL if there wasn't enough memory.
 *
 *  \note The palette entries are initialized to white.
 *
 *  \sa SDL_FreePalette()
 */
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);

/**
 *  \brief Set the palette for a pixel format structure.
 */
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
                                                      SDL_Palette *palette);

/**
 *  \brief Set a range of colors in a palette.
 *
 *  \param palette    The palette to modify.
 *  \param colors     An array of colors to copy into the palette.
 *  \param firstcolor The index of the first palette entry to modify.
 *  \param ncolors    The number of entries to modify.
 *
 *  \return 0 on success, or -1 if not all of the colors could be set.
 */
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
                                                 const SDL_Color * colors,
                                                 int firstcolor, int ncolors);

/**
 *  \brief Free a palette created with SDL_AllocPalette().
 *
 *  \sa SDL_AllocPalette()
 */
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);

/**
 *  \brief Maps an RGB triple to an opaque pixel value for a given pixel format.
 *
 *  \sa SDL_MapRGBA
 */
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
                                          Uint8 r, Uint8 g, Uint8 b);

/**
 *  \brief Maps an RGBA quadruple to a pixel value for a given pixel format.
 *
 *  \sa SDL_MapRGB
 */
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
                                           Uint8 r, Uint8 g, Uint8 b,
                                           Uint8 a);

/**
 *  \brief Get the RGB components from a pixel of the specified format.
 *
 *  \sa SDL_GetRGBA
 */
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
                                        const SDL_PixelFormat * format,
                                        Uint8 * r, Uint8 * g, Uint8 * b);

/**
 *  \brief Get the RGBA components from a pixel of the specified format.
 *
 *  \sa SDL_GetRGB
 */
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
                                         const SDL_PixelFormat * format,
                                         Uint8 * r, Uint8 * g, Uint8 * b,
                                         Uint8 * a);

/**
 *  \brief Calculate a 256 entry gamma ramp for a gamma value.
 */
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);

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

#endif /* SDL_pixels_h_ */

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


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_platform.h
 *
 *  Try to get a standard set of platform defines.
 */

#ifndef SDL_platform_h_
#define SDL_platform_h_

#if defined(_AIX)
#undef __AIX__
#define __AIX__     1
#endif
#if defined(__HAIKU__)
#undef __HAIKU__
#define __HAIKU__   1
#endif
#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__)
#undef __BSDI__
#define __BSDI__    1
#endif
#if defined(_arch_dreamcast)
#undef __DREAMCAST__
#define __DREAMCAST__   1
#endif
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__)
#undef __FREEBSD__
#define __FREEBSD__ 1
#endif
#if defined(hpux) || defined(__hpux) || defined(__hpux__)
#undef __HPUX__
#define __HPUX__    1
#endif
#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE)
#undef __IRIX__
#define __IRIX__    1
#endif
#if (defined(linux) || defined(__linux) || defined(__linux__))
#undef __LINUX__
#define __LINUX__   1
#endif
#if defined(ANDROID) || defined(__ANDROID__)
#undef __ANDROID__
#undef __LINUX__ /* do we need to do this? */
#define __ANDROID__ 1
#endif

#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
#if TARGET_OS_TV
#undef __TVOS__
#define __TVOS__ 1
#endif
#if TARGET_OS_IPHONE
/* if compiling for iOS */
#undef __IPHONEOS__
#define __IPHONEOS__ 1
#undef __MACOSX__
#else
/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__  1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1060
# error SDL for Mac OS X only supports deploying on 10.6 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1060 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */

#if defined(__NetBSD__)
#undef __NETBSD__
#define __NETBSD__  1
#endif
#if defined(__OpenBSD__)
#undef __OPENBSD__
#define __OPENBSD__ 1
#endif
#if defined(__OS2__) || defined(__EMX__)
#undef __OS2__
#define __OS2__     1
#endif
#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE)
#undef __OSF__
#define __OSF__     1
#endif
#if defined(__QNXNTO__)
#undef __QNXNTO__
#define __QNXNTO__  1
#endif
#if defined(riscos) || defined(__riscos) || defined(__riscos__)
#undef __RISCOS__
#define __RISCOS__  1
#endif
#if defined(__sun) && defined(__SVR4)
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif

#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
#if defined(_MSC_VER) && defined(__has_include)
#if __has_include(<winapifamily.h>)
#define HAVE_WINAPIFAMILY_H 1
#else
#define HAVE_WINAPIFAMILY_H 0
#endif

/* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */
#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_)    /* _MSC_VER == 1700 for Visual Studio 2012 */
#define HAVE_WINAPIFAMILY_H 1
#else
#define HAVE_WINAPIFAMILY_H 0
#endif

#if HAVE_WINAPIFAMILY_H
#include <winapifamily.h>
#define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP))
#else
#define WINAPI_FAMILY_WINRT 0
#endif /* HAVE_WINAPIFAMILY_H */

#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
#else
#undef __WINDOWS__
#define __WINDOWS__ 1
#endif
#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */

#if defined(__WINDOWS__)
#undef __WIN32__
#define __WIN32__ 1
#endif
#if defined(__PSP__)
#undef __PSP__
#define __PSP__ 1
#endif

/* The NACL compiler defines __native_client__ and __pnacl__
 * Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
 */
#if defined(__native_client__)
#undef __LINUX__
#undef __NACL__
#define __NACL__ 1
#endif
#if defined(__pnacl__)
#undef __LINUX__
#undef __PNACL__
#define __PNACL__ 1
/* PNACL with newlib supports static linking only */
#define __SDL_NOGETPROCADDR__
#endif

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

/**
 *  \brief Gets the name of the platform.
 */
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);

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

#endif /* SDL_platform_h_ */

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


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_power_h_
#define SDL_power_h_

/**
 *  \file SDL_power.h
 *
 *  Header for the SDL power management routines.
 */

#include "SDL_stdinc.h"

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

/**
 *  \brief The basic state for the system's power supply.
 */
typedef enum
{
    SDL_POWERSTATE_UNKNOWN,      /**< cannot determine power status */
    SDL_POWERSTATE_ON_BATTERY,   /**< Not plugged in, running on the battery */
    SDL_POWERSTATE_NO_BATTERY,   /**< Plugged in, no battery available */
    SDL_POWERSTATE_CHARGING,     /**< Plugged in, charging battery */
    SDL_POWERSTATE_CHARGED       /**< Plugged in, battery charged */
} SDL_PowerState;

/**
 *  \brief Get the current power supply details.
 *
 *  \param secs Seconds of battery life left. You can pass a NULL here if
 *              you don't care. Will return -1 if we can't determine a
 *              value, or we're not running on a battery.
 *
 *  \param pct Percentage of battery life left, between 0 and 100. You can
 *             pass a NULL here if you don't care. Will return -1 if we
 *             can't determine a value, or we're not running on a battery.
 *
 *  \return The state of the battery (if any).
 */
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);

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

#endif /* SDL_power_h_ */

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


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_quit.h
 *
 *  Include file for SDL quit event handling.
 */

#ifndef SDL_quit_h_
#define SDL_quit_h_

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

/**
 *  \file SDL_quit.h
 *
 *  An ::SDL_QUIT event is generated when the user tries to close the application
 *  window.  If it is ignored or filtered out, the window will remain open.
 *  If it is not ignored or filtered, it is queued normally and the window
 *  is allowed to close.  When the window is closed, screen updates will
 *  complete, but have no effect.
 *
 *  SDL_Init() installs signal handlers for SIGINT (keyboard interrupt)
 *  and SIGTERM (system termination request), if handlers do not already
 *  exist, that generate ::SDL_QUIT events as well.  There is no way
 *  to determine the cause of an ::SDL_QUIT event, but setting a signal
 *  handler in your application will override the default generation of
 *  quit events for that signal.
 *
 *  \sa SDL_Quit()
 */

/* There are no functions directly affecting the quit event */

#define SDL_QuitRequested() \
        (SDL_PumpEvents(), (SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUIT,SDL_QUIT) > 0))

#endif /* SDL_quit_h_ */


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_rect.h
 *
 *  Header file for SDL_rect definition and management functions.
 */

#ifndef SDL_rect_h_
#define SDL_rect_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_pixels.h"
#include "SDL_rwops.h"

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

/**
 *  \brief  The structure that defines a point
 *
 *  \sa SDL_EnclosePoints
 *  \sa SDL_PointInRect
 */
typedef struct SDL_Point
{
    int x;
    int y;
} SDL_Point;

/**
 *  \brief A rectangle, with the origin at the upper left.
 *
 *  \sa SDL_RectEmpty
 *  \sa SDL_RectEquals
 *  \sa SDL_HasIntersection
 *  \sa SDL_IntersectRect
 *  \sa SDL_UnionRect
 *  \sa SDL_EnclosePoints
 */
typedef struct SDL_Rect
{
    int x, y;
    int w, h;
} SDL_Rect;

/**
 *  \brief Returns true if point resides inside a rectangle.
 */
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
    return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
             (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}

/**
 *  \brief Returns true if the rectangle has no area.
 */
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
    return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
}

/**
 *  \brief Returns true if the two rectangles are equal.
 */
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
    return (a && b && (a->x == b->x) && (a->y == b->y) &&
            (a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
}

/**
 *  \brief Determine whether two rectangles intersect.
 *
 *  \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
                                                     const SDL_Rect * B);

/**
 *  \brief Calculate the intersection of two rectangles.
 *
 *  \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
                                                   const SDL_Rect * B,
                                                   SDL_Rect * result);

/**
 *  \brief Calculate the union of two rectangles.
 */
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
                                           const SDL_Rect * B,
                                           SDL_Rect * result);

/**
 *  \brief Calculate a minimal rectangle enclosing a set of points
 *
 *  \return SDL_TRUE if any points were within the clipping rect
 */
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
                                                   int count,
                                                   const SDL_Rect * clip,
                                                   SDL_Rect * result);

/**
 *  \brief Calculate the intersection of a rectangle and line segment.
 *
 *  \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
                                                          rect, int *X1,
                                                          int *Y1, int *X2,
                                                          int *Y2);

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

#endif /* SDL_rect_h_ */

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