Преглед изворни кода

update sdl2 to release https://github.com/spurious/SDL-mirror/tree/release-2.0.14

AzaezelX пре 4 година
родитељ
комит
77fc164e96
100 измењених фајлова са 26809 додато и 105 уклоњено
  1. 155 0
      Engine/lib/sdl/.hgignore
  2. 40 0
      Engine/lib/sdl/.hgtags
  3. 5 0
      Engine/lib/sdl/Android.mk
  4. 263 86
      Engine/lib/sdl/CMakeLists.txt
  5. 5 2
      Engine/lib/sdl/Makefile.in
  6. 25 8
      Engine/lib/sdl/Makefile.os2
  7. 23 0
      Engine/lib/sdl/VisualC-WinRT/SDL2-WinRT.nuspec
  8. 38 0
      Engine/lib/sdl/VisualC-WinRT/SDL2-WinRT.targets
  9. 22 0
      Engine/lib/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.nuspec
  10. 10 0
      Engine/lib/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.targets
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  23. 4 0
      Engine/lib/sdl/VisualC/clean.sh
  24. 74 0
      Engine/lib/sdl/WhatsNew.txt
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      Engine/lib/sdl/Xcode-iOS/Demos/Default.png
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  28. 32 0
      Engine/lib/sdl/Xcode-iOS/Demos/Info.plist
  29. 43 0
      Engine/lib/sdl/Xcode-iOS/Demos/README
  30. BIN
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  31. 258 0
      Engine/lib/sdl/Xcode-iOS/Demos/data/bitmapfont/license.txt
  32. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav
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  40. 40 0
      Engine/lib/sdl/Xcode-iOS/Demos/iOS Launch Screen.storyboard
  41. 226 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/accelerometer.c
  42. 56 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/common.c
  43. 10 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/common.h
  44. 474 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/fireworks.c
  45. 180 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/happy.c
  46. 301 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/keyboard.c
  47. 344 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/mixer.c
  48. 92 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/rectangles.c
  49. 129 0
      Engine/lib/sdl/Xcode-iOS/Demos/src/touch.c
  50. 422 0
      Engine/lib/sdl/Xcode-iOS/SDLtest/SDL2test.xcodeproj/project.pbxproj
  51. BIN
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  54. 28 0
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/Info.plist
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  57. 500 0
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/project.pbxproj
  58. 100 0
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/main.c
  59. 34 0
      Engine/lib/sdl/Xcode-iOS/Test/Info.plist
  60. 11 0
      Engine/lib/sdl/Xcode-iOS/Test/README
  61. 3703 0
      Engine/lib/sdl/Xcode-iOS/Test/TestiPhoneOS.xcodeproj/project.pbxproj
  62. 28 0
      Engine/lib/sdl/Xcode/SDL/Info-Framework.plist
  63. 10558 0
      Engine/lib/sdl/Xcode/SDL/SDL.xcodeproj/project.pbxproj
  64. 22 0
      Engine/lib/sdl/Xcode/SDL/hidapi/Info.plist
  65. 15 0
      Engine/lib/sdl/Xcode/SDL/pkg-support/SDL.info
  66. 19 0
      Engine/lib/sdl/Xcode/SDL/pkg-support/resources/License.txt
  67. 32 0
      Engine/lib/sdl/Xcode/SDL/pkg-support/resources/ReadMe.txt
  68. BIN
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  69. BIN
      Engine/lib/sdl/Xcode/SDL/pkg-support/sdl_logo.pdf
  70. 4997 0
      Engine/lib/sdl/Xcode/SDLTest/SDLTest.xcodeproj/project.pbxproj
  71. 35 0
      Engine/lib/sdl/Xcode/SDLTest/TestDropFile-Info.plist
  72. 1558 0
      Engine/lib/sdl/Xcode/XcodeDocSet/Doxyfile
  73. 2 2
      Engine/lib/sdl/acinclude/ac_check_define.m4
  74. 3 3
      Engine/lib/sdl/acinclude/alsa.m4
  75. 0 4
      Engine/lib/sdl/acinclude/esd.m4
  76. 1 0
      Engine/lib/sdl/android-project-ant/AndroidManifest.xml
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  79. 93 0
      Engine/lib/sdl/android-project-ant/build.xml
  80. 11 0
      Engine/lib/sdl/android-project-ant/default.properties
  81. 1 0
      Engine/lib/sdl/android-project-ant/jni/Android.mk
  82. 10 0
      Engine/lib/sdl/android-project-ant/jni/Application.mk
  83. 18 0
      Engine/lib/sdl/android-project-ant/jni/src/Android.mk
  84. 12 0
      Engine/lib/sdl/android-project-ant/jni/src/Android_static.mk
  85. 20 0
      Engine/lib/sdl/android-project-ant/proguard-project.txt
  86. 14 0
      Engine/lib/sdl/android-project-ant/project.properties
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      Engine/lib/sdl/android-project-ant/res/layout/main.xml
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      Engine/lib/sdl/android-project-ant/res/values/strings.xml
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      Engine/lib/sdl/android-project-ant/src
  94. 71 0
      Engine/lib/sdl/android-project/app/build.gradle
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      Engine/lib/sdl/android-project/app/jni/Application.mk
  97. 20 0
      Engine/lib/sdl/android-project/app/jni/CMakeLists.txt
  98. 18 0
      Engine/lib/sdl/android-project/app/jni/src/Android.mk
  99. 13 0
      Engine/lib/sdl/android-project/app/jni/src/CMakeLists.txt
  100. 17 0
      Engine/lib/sdl/android-project/app/proguard-rules.pro

+ 155 - 0
Engine/lib/sdl/.hgignore

@@ -0,0 +1,155 @@
+syntax:glob
+aclocal.m4
+autom4te*
+config.cache
+config.log
+config.status
+libtool
+Makefile
+Makefile.rules
+sdl2-config
+sdl2-config.cmake
+sdl2.pc
+SDL2.spec
+build
+gen
+Build
+
+# for CMake
+CMakeFiles/
+CMakeCache.txt
+cmake_install.cmake
+cmake_uninstall.cmake
+SDL2ConfigVersion.cmake
+*.a
+*.la
+*.so
+*.so.*
+.ninja_*
+*.ninja
+
+# for CLion
+.idea
+cmake-build-*
+
+# for Xcode
+*.orig
+*.swp
+*.tmp
+*.rej
+*~
+*.o
+*.mode1*
+*.perspective*
+*.pbxuser
+(^|/)build($|/)
+.DS_Store
+xcuserdata
+*.xcworkspace
+
+# for Visual C++
+Debug
+Release
+*.user
+*.ncb
+*.suo
+*.sdf
+VisualC/tests/loopwave/sample.wav
+VisualC/tests/testautomation/CompareSurfaces0001_Reference.bmp
+VisualC/tests/testautomation/CompareSurfaces0001_TestOutput.bmp
+VisualC/tests/testgamecontroller/axis.bmp
+VisualC/tests/testgamecontroller/button.bmp
+VisualC/tests/testgamecontroller/controllermap.bmp
+VisualC/tests/testoverlay2/moose.dat
+VisualC/tests/testrendertarget/icon.bmp
+VisualC/tests/testrendertarget/sample.bmp
+VisualC/tests/testscale/icon.bmp
+VisualC/tests/testscale/sample.bmp
+VisualC/tests/testsprite2/icon.bmp
+VisualC/visualtest/icon.bmp
+VisualC/visualtest/testquit.actions
+VisualC/visualtest/testquit.config
+VisualC/visualtest/testquit.exe
+VisualC/visualtest/testquit.parameters
+VisualC/visualtest/testsprite2.exe
+VisualC/visualtest/testsprite2_sample.actions
+VisualC/visualtest/testsprite2_sample.config
+VisualC/visualtest/testsprite2_sample.parameters
+
+# for Android
+android-project/local.properties
+
+test/aclocal.m4
+test/autom4te*
+test/config.cache
+test/config.log
+test/config.status
+test/Makefile
+test/SDL2.dll
+test/checkkeys
+test/controllermap
+test/loopwave
+test/loopwavequeue
+test/testatomic
+test/testaudiocapture
+test/testaudiohotplug
+test/testaudioinfo
+test/testautomation
+test/testbounds
+test/testcustomcursor
+test/testdisplayinfo
+test/testdraw2
+test/testdrawchessboard
+test/testdropfile
+test/testerror
+test/testfile
+test/testfilesystem
+test/testgamecontroller
+test/testgesture
+test/testgl2
+test/testgles
+test/testgles2
+test/testhaptic
+test/testhittesting
+test/testhotplug
+test/testiconv
+test/testime
+test/testintersections
+test/testjoystick
+test/testkeys
+test/testloadso
+test/testlock
+test/testmessage
+test/testmultiaudio
+test/testnative
+test/testoverlay2
+test/testplatform
+test/testpower
+test/testqsort
+test/testrelative
+test/testrendercopyex
+test/testrendertarget
+test/testresample
+test/testrumble
+test/testscale
+test/testsem
+test/testsensor
+test/testshader
+test/testshape
+test/testsprite2
+test/testspriteminimal
+test/teststreaming
+test/testthread
+test/testtimer
+test/testver
+test/testviewport
+test/testvulkan
+test/testwm2
+test/testyuv
+test/torturethread
+test/*.exe
+test/*,e1f
+test/*,ff8
+test/*.dSYM
+buildbot
+test/buildbot

+ 40 - 0
Engine/lib/sdl/.hgtags

@@ -0,0 +1,40 @@
+0afe0e38e02cf2048e93582f01c52fbb91d3c7bb release-1.2.7
+230b156829ed13b31134d96f689c917981f57b84 release-1.2.5
+27cab50ec9c746e886ce0f3fdaa0b0cdc55a594f release-1.2.11
+2fe3fbd2bff50165b3cad33bf40d70b3bb3c9fd0 release-1.2.3
+3c052d3bcc76c899dfd4846be76243a78e8c7180 release-1.2.4
+3c5eed71a3320962551af3b3dfbee0c99fcf0086 release-1.2.10
+4867f7f7dd3426d1dbbeef48b3f3b3aa19590cc4 release-1.2.12
+6e28dae59e3baf4447c83e833a8d2ac912536f5b release-1.2.1
+7c2589fb8d4df54c6faabd3faebd0c0e73f67879 release-1.2.13
+86de11faf082881ad9b73a1a1d78733ca07f8db8 release-1.2.6
+bb051fa871aa0b53ea57df56a446cec3bb85924c release-1.2.2
+cfcb2e1c36ebe9809577adf768b0ec53e8768af9 release-1.2.8
+e044e7c70a50a2f54d14ee20d0933e904e5853b6 release-1.2.9
+f14cf9d71233934811774f941d0de121d5f96ccf release-1.2.14
+39c22a953456f6c9e2c8993c8ff973824104102a pre-touch-removal
+ccf5fbfa2afabab429ad911308f362201a94d810 macosx_10_4_supported
+d6a8fa507a45d9de7258e51585eab3e45c415149 release-2.0.0
+a8bd63b33636715f2cf6e7d36ab7201acbd478fe release-2.0.1
+a8bd63b33636715f2cf6e7d36ab7201acbd478fe release-2.0.1
+715a01415ac9305b9f8ec72b99fcf8cc9dd64dde release-2.0.1
+715a01415ac9305b9f8ec72b99fcf8cc9dd64dde release-2.0.1
+9ec71e56071cc80eda6691a3f8719ed5395dfcfb release-2.0.1
+9ec71e56071cc80eda6691a3f8719ed5395dfcfb release-2.0.1
+0000000000000000000000000000000000000000 release-2.0.1
+0000000000000000000000000000000000000000 release-2.0.1
+b9663c77f5c95ebf05f3c18e80619caae8ae1460 release-2.0.1
+be2102f000d0d2d9bab75e9703a1d503d0f6bb33 release-2.0.2
+f285b9487756ff681f76c85644222c03a7bfa1c7 release-2.0.3
+f285b9487756ff681f76c85644222c03a7bfa1c7 release-2.0.3
+704a0bfecf754e4e1383f83c7d5118b00cae26ea release-2.0.3
+e12c387305129c847b3928a123300b113782fe3f release-2.0.4
+007dfe83abf81b1ff5df40186f65e8e64987b825 release-2.0.5
+8df7a59b55283aa09889522369a2b32674c048de release-2.0.6
+2088cd828335797d73d151e3288d899f77204862 release-2.0.7
+f1084c419f33610cf274e309a8b2798d2ae665c7 release-2.0.8
+8feb5da6f2fb75703bde2c06813375af984a57f0 release-2.0.9
+bc90ce38f1e27ace54b83bebf987993002504f7f release-2.0.10
+78d0bb6f3b8f9b8f2a76cb357a407bc7ace57234 release-2.0.12
+78d0bb6f3b8f9b8f2a76cb357a407bc7ace57234 release-2.0.12
+355a4f94a782747a990b2fedaebc7bebd280e153 release-2.0.12

+ 5 - 0
Engine/lib/sdl/Android.mk

@@ -33,7 +33,12 @@ LOCAL_SRC_FILES := \
 	$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
+	$(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
+	$(wildcard $(LOCAL_PATH)/src/locale/*.c) \
+	$(wildcard $(LOCAL_PATH)/src/locale/android/*.c) \
+	$(wildcard $(LOCAL_PATH)/src/misc/*.c) \
+	$(wildcard $(LOCAL_PATH)/src/misc/android/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/power/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \

+ 263 - 86
Engine/lib/sdl/CMakeLists.txt

@@ -2,9 +2,21 @@ if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_BINARY_DIR})
   message(FATAL_ERROR "Prevented in-tree built. Please create a build directory outside of the SDL source code and call cmake from there")
 endif()
 
-cmake_minimum_required(VERSION 2.8.11)
+cmake_minimum_required(VERSION 3.0.0)
 project(SDL2 C CXX)
 
+if(WINDOWS_STORE)
+  enable_language(CXX)
+  cmake_minimum_required(VERSION 3.11)
+  add_definitions(-DSDL_BUILDING_WINRT=1 -ZW)
+  link_libraries(
+    -nodefaultlib:vccorlib$<$<CONFIG:Debug>:d>
+    -nodefaultlib:msvcrt$<$<CONFIG:Debug>:d>
+    vccorlib$<$<CONFIG:Debug>:d>.lib
+    msvcrt$<$<CONFIG:Debug>:d>.lib
+  )
+endif()
+
 # !!! FIXME: this should probably do "MACOSX_RPATH ON" as a target property
 # !!! FIXME:  for the SDL2 shared library (so you get an
 # !!! FIXME:  install_name ("soname") of "@rpath/libSDL-whatever.dylib"
@@ -15,7 +27,6 @@ project(SDL2 C CXX)
 # !!! FIXME:  properly resolved.
 #cmake_policy(SET CMP0042 OLD)
 
-include(CheckFunctionExists)
 include(CheckLibraryExists)
 include(CheckIncludeFiles)
 include(CheckIncludeFile)
@@ -42,12 +53,12 @@ include(${SDL2_SOURCE_DIR}/cmake/sdlchecks.cmake)
 # set SDL_BINARY_AGE and SDL_INTERFACE_AGE to 0.
 set(SDL_MAJOR_VERSION 2)
 set(SDL_MINOR_VERSION 0)
-set(SDL_MICRO_VERSION 12)
+set(SDL_MICRO_VERSION 14)
 set(SDL_INTERFACE_AGE 0)
-set(SDL_BINARY_AGE 12)
+set(SDL_BINARY_AGE 14)
 set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
 # the following should match the versions in Xcode project file:
-set(DYLIB_CURRENT_VERSION 12.0.0)
+set(DYLIB_CURRENT_VERSION 15.0.0)
 set(DYLIB_COMPATIBILITY_VERSION 1.0.0)
 
 # Set defaults preventing destination file conflicts
@@ -161,7 +172,7 @@ endif()
 #  so we'll just use libusb when it's available. libusb does not support iOS,
 #  so we default to yes on iOS.
 #  TODO: Windows can support libusb, the hid.c file just depends on Unix APIs
-if(WINDOWS OR IOS OR TVOS OR ANDROID)
+if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR ANDROID)
   set(HIDAPI_SKIP_LIBUSB TRUE)
 else()
   set(HIDAPI_SKIP_LIBUSB FALSE)
@@ -266,7 +277,7 @@ add_definitions(-DUSING_GENERATED_CONFIG_H)
 # General includes
 include_directories(${SDL2_BINARY_DIR}/include ${SDL2_SOURCE_DIR}/include)
 if(USE_GCC OR USE_CLANG)
-  set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -idirafter ${SDL2_SOURCE_DIR}/src/video/khronos")
+  set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -idirafter \"${SDL2_SOURCE_DIR}/src/video/khronos\"")
 else()
   include_directories(${SDL2_SOURCE_DIR}/src/video/khronos)
 endif()
@@ -308,7 +319,7 @@ endif()
 
 set(SDL_SUBSYSTEMS
     Atomic Audio Video Render Events Joystick Haptic Power Threads Timers
-    File Loadso CPUinfo Filesystem Dlopen Sensor)
+    File Loadso CPUinfo Filesystem Dlopen Sensor Locale)
 foreach(_SUB ${SDL_SUBSYSTEMS})
   string(TOUPPER ${_SUB} _OPT)
   if (NOT DEFINED SDL_${_OPT}_ENABLED_BY_DEFAULT)
@@ -329,8 +340,8 @@ set_option(SSE                 "Use SSE assembly routines" ${OPT_DEF_ASM})
 set_option(SSE2                "Use SSE2 assembly routines" ${OPT_DEF_SSEMATH})
 set_option(SSE3                "Use SSE3 assembly routines" ${OPT_DEF_SSEMATH})
 set_option(ALTIVEC             "Use Altivec assembly routines" ${OPT_DEF_ASM})
-set_option(ARMSIMD             "use SIMD assembly blitters on ARM" ON)
-set_option(ARMNEON             "use NEON assembly blitters on ARM" ON)
+set_option(ARMSIMD             "use SIMD assembly blitters on ARM" OFF)
+set_option(ARMNEON             "use NEON assembly blitters on ARM" OFF)
 set_option(DISKAUDIO           "Support the disk writer audio driver" ON)
 set_option(DUMMYAUDIO          "Support the dummy audio driver" ON)
 set_option(VIDEO_DIRECTFB      "Use DirectFB video driver" OFF)
@@ -355,13 +366,13 @@ dep_option(ARTS_SHARED         "Dynamically load aRts audio support" ON "ARTS" O
 set_option(NAS                 "Support the NAS audio API" ${UNIX_SYS})
 set_option(NAS_SHARED          "Dynamically load NAS audio API" ${UNIX_SYS})
 set_option(SNDIO               "Support the sndio audio API" ${UNIX_SYS})
+dep_option(SNDIO_SHARED        "Dynamically load the sndio audio API" ${UNIX_SYS} ON "SNDIO" OFF)
 set_option(FUSIONSOUND         "Use FusionSound audio driver" OFF)
 dep_option(FUSIONSOUND_SHARED  "Dynamically load fusionsound audio support" ON "FUSIONSOUND" OFF)
 set_option(LIBSAMPLERATE       "Use libsamplerate for audio rate conversion" ${UNIX_SYS})
 dep_option(LIBSAMPLERATE_SHARED "Dynamically load libsamplerate" ON "LIBSAMPLERATE" OFF)
 set_option(RPATH               "Use an rpath when linking SDL" ${UNIX_SYS})
 set_option(CLOCK_GETTIME       "Use clock_gettime() instead of gettimeofday()" OFF)
-set_option(INPUT_TSLIB         "Use the Touchscreen library for input" ${UNIX_SYS})
 set_option(VIDEO_X11           "Use X11 video driver" ${UNIX_SYS})
 set_option(VIDEO_WAYLAND       "Use Wayland video driver" ${UNIX_SYS})
 dep_option(WAYLAND_SHARED      "Dynamically load Wayland support" ON "VIDEO_WAYLAND" OFF)
@@ -387,6 +398,7 @@ set_option(VIDEO_OFFSCREEN     "Use offscreen video driver" OFF)
 option_string(BACKGROUNDING_SIGNAL "number to use for magic backgrounding signal or 'OFF'" "OFF")
 option_string(FOREGROUNDING_SIGNAL "number to use for magic foregrounding signal or 'OFF'" "OFF")
 set_option(HIDAPI              "Use HIDAPI for low level joystick drivers" ${OPT_DEF_HIDAPI})
+set_option(JOYSTICK_VIRTUAL    "Enable the virtual-joystick driver" ON)
 
 set(SDL_SHARED ${SDL_SHARED_ENABLED_BY_DEFAULT} CACHE BOOL "Build a shared version of the library")
 set(SDL_STATIC ${SDL_STATIC_ENABLED_BY_DEFAULT} CACHE BOOL "Build a static version of the library")
@@ -403,9 +415,14 @@ file(GLOB SOURCE_FILES
   ${SDL2_SOURCE_DIR}/src/dynapi/*.c
   ${SDL2_SOURCE_DIR}/src/events/*.c
   ${SDL2_SOURCE_DIR}/src/file/*.c
+  ${SDL2_SOURCE_DIR}/src/haptic/*.c
   ${SDL2_SOURCE_DIR}/src/libm/*.c
+  ${SDL2_SOURCE_DIR}/src/locale/*.c
+  ${SDL2_SOURCE_DIR}/src/misc/*.c
+  ${SDL2_SOURCE_DIR}/src/power/*.c
   ${SDL2_SOURCE_DIR}/src/render/*.c
   ${SDL2_SOURCE_DIR}/src/render/*/*.c
+  ${SDL2_SOURCE_DIR}/src/sensor/*.c
   ${SDL2_SOURCE_DIR}/src/stdlib/*.c
   ${SDL2_SOURCE_DIR}/src/thread/*.c
   ${SDL2_SOURCE_DIR}/src/timer/*.c
@@ -760,13 +777,14 @@ if(LIBC)
     set(HAVE_SIGNAL_H 1)
     foreach(_FN
             malloc calloc realloc free qsort abs memset memcpy memmove memcmp
-            wcslen wcslcpy wcslcat wcsdup wcsstr wcscmp wcsncmp
+            wcslen wcsdup wcsstr wcscmp wcsncmp _wcsicmp _wcsnicmp
             strlen _strrev _strupr _strlwr strchr strrchr strstr itoa _ltoa
             _ultoa strtol strtoul strtoll strtod atoi atof strcmp strncmp
             _stricmp _strnicmp strtok_s sscanf
             acos acosf asin asinf atan atanf atan2 atan2f ceil ceilf
             copysign copysignf cos cosf exp expf fabs fabsf floor floorf fmod fmodf
-            log logf log10 log10f pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf)
+            log logf log10 log10f pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf
+            trunc truncf)
       string(TOUPPER ${_FN} _UPPER)
       set(HAVE_${_UPPER} 1)
     endforeach()
@@ -787,7 +805,8 @@ if(LIBC)
       check_include_file("${_HEADER}" ${_HAVE_H})
     endforeach()
 
-    check_include_files("dlfcn.h;stdint.h;stddef.h;inttypes.h;stdlib.h;strings.h;string.h;float.h" STDC_HEADERS)
+    set(STDC_HEADER_NAMES "stddef.h;stdarg.h;stdlib.h;string.h;stdio.h;wchar.h;float.h")
+    check_include_files("${STDC_HEADER_NAMES}" STDC_HEADERS)
     check_type_size("size_t" SIZEOF_SIZE_T)
     check_symbol_exists(M_PI math.h HAVE_M_PI)
     # TODO: refine the mprotect check
@@ -801,14 +820,23 @@ if(LIBC)
             _uitoa _ultoa strtol strtoul _i64toa _ui64toa strtoll strtoull
             atoi atof strcmp strncmp _stricmp strcasecmp _strnicmp strncasecmp
             wcscmp wcsdup wcslcat wcslcpy wcslen wcsncmp wcsstr
-            sscanf vsscanf vsnprintf fopen64 fseeko fseeko64 sigaction setjmp
-            nanosleep sysconf sysctlbyname getauxval poll _Exit
+            wcscasecmp _wcsicmp wcsncasecmp _wcsnicmp
+            sscanf vsscanf vsnprintf fopen64 fseeko fseeko64 _Exit
             )
       string(TOUPPER ${_FN} _UPPER)
       set(_HAVEVAR "HAVE_${_UPPER}")
-      check_function_exists("${_FN}" ${_HAVEVAR})
+      check_symbol_exists("${_FN}" "${STDC_HEADER_NAMES}" ${_HAVEVAR})
     endforeach()
 
+    check_symbol_exists(sigaction "signal.h" HAVE_SIGACTION)
+    check_symbol_exists(setjmp "setjmp.h" HAVE_SETJMP)
+    check_symbol_exists(nanosleep "time.h" HAVE_NANOSLEEP)
+    check_symbol_exists(sysconf "unistd.h" HAVE_SYSCONF)
+    check_symbol_exists(sysctlbyname "sys/types.h;sys/sysctl.h" HAVE_SYSCTLBYNAME)
+    check_symbol_exists(getauxval "sys/auxv.h" HAVE_GETAUXVAL)
+    check_symbol_exists(elf_aux_info "sys/auxv.h" HAVE_ELF_AUX_INFO)
+    check_symbol_exists(poll "poll.h" HAVE_POLL)
+
     check_library_exists(m pow "" HAVE_LIBM)
     if(HAVE_LIBM)
       set(CMAKE_REQUIRED_LIBRARIES m)
@@ -816,24 +844,32 @@ if(LIBC)
               atan atan2 atanf atan2f ceil ceilf copysign copysignf cos cosf
               exp expf fabs fabsf floor floorf fmod fmodf log logf log10 log10f
               pow powf scalbn scalbnf sin sinf sqrt sqrtf tan tanf acos acosf
-              asin asinf)
+              asin asinf trunc truncf)
         string(TOUPPER ${_FN} _UPPER)
         set(_HAVEVAR "HAVE_${_UPPER}")
-        check_function_exists("${_FN}" ${_HAVEVAR})
+        check_symbol_exists("${_FN}" "math.h" ${_HAVEVAR})
       endforeach()
       set(CMAKE_REQUIRED_LIBRARIES)
       list(APPEND EXTRA_LIBS m)
     endif()
 
     check_library_exists(iconv iconv_open "" HAVE_LIBICONV)
-    if(HAVE_LIBICONV)
+    check_library_exists(c iconv_open "" HAVE_BUILTIN_ICONV)
+    if(HAVE_BUILTIN_ICONV)
+      set(HAVE_ICONV 1)
+    elseif(HAVE_LIBICONV)
       list(APPEND EXTRA_LIBS iconv)
       set(HAVE_ICONV 1)
     endif()
 
     if(NOT APPLE)
       check_include_file(alloca.h HAVE_ALLOCA_H)
-      check_function_exists(alloca HAVE_ALLOCA)
+      check_symbol_exists(alloca "alloca.h" HAVE_ALLOCA1)
+      check_symbol_exists(alloca "stdlib.h" HAVE_ALLOCA2)
+      check_symbol_exists(alloca "malloc.h" HAVE_ALLOCA3)
+      if(HAVE_ALLOCA1 OR HAVE_ALLOCA2 OR HAVE_ALLOCA3)
+        set(HAVE_ALLOCA 1)
+      endif()
     else()
       set(HAVE_ALLOCA_H 1)
       set(HAVE_ALLOCA 1)
@@ -865,17 +901,9 @@ if(SDL_HAPTIC)
     # Haptic requires some private functions from the joystick subsystem.
     message_error("SDL_HAPTIC requires SDL_JOYSTICK, which is not enabled")
   endif()
-  file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
-endif()
-if(SDL_SENSOR)
-  file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${SENSOR_SOURCES})
-endif()
-if(SDL_POWER)
-  file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${POWER_SOURCES})
 endif()
+
+
 # TODO: in configure.ac, the test for LOADSO and SDL_DLOPEN is a bit weird:
 # if LOADSO is not wanted, SDL_LOADSO_DISABLED is set
 # If however on Unix or APPLE dlopen() is detected via CheckDLOPEN(),
@@ -905,6 +933,14 @@ if(SDL_DLOPEN)
   endif()
 endif()
 
+if(SDL_JOYSTICK)
+  if(JOYSTICK_VIRTUAL)
+    set(SDL_JOYSTICK_VIRTUAL 1)
+    file(GLOB JOYSTICK_VIRTUAL_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/virtual/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_VIRTUAL_SOURCES})
+  endif()
+endif()
+
 if(SDL_VIDEO)
   if(VIDEO_DUMMY)
     set(SDL_VIDEO_DRIVER_DUMMY 1)
@@ -925,7 +961,11 @@ endif()
 # Platform-specific options and settings
 if(ANDROID)
   file(GLOB ANDROID_CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/android/*.c)
-  set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES})
+  set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES} ${ANDROID_NDK}/sources/android/cpufeatures/cpu-features.c)
+
+  file(GLOB ANDROID_MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/android/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_MISC_SOURCES})
+  set(HAVE_SDL_MISC TRUE)
 
   # SDL_spinlock.c Needs to be compiled in ARM mode.
   # There seems to be no better way currently to set the ARM mode.
@@ -976,6 +1016,11 @@ if(ANDROID)
     set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_POWER_SOURCES})
     set(HAVE_SDL_POWER TRUE)
   endif()
+  if(SDL_LOCALE)
+    file(GLOB ANDROID_LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/android/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_LOCALE_SOURCES})
+    set(HAVE_SDL_LOCALE TRUE)
+  endif()
   if(SDL_TIMERS)
     set(SDL_TIMER_UNIX 1)
     file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@@ -1066,6 +1111,11 @@ elseif(EMSCRIPTEN)
     set(SOURCE_FILES ${SOURCE_FILES} ${EM_POWER_SOURCES})
     set(HAVE_SDL_POWER TRUE)
   endif()
+  if(SDL_LOCALE)
+    file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/emscripten/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+    set(HAVE_SDL_LOCALE TRUE)
+  endif()
   if(SDL_TIMERS)
     set(SDL_TIMER_UNIX 1)
     file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@@ -1157,9 +1207,6 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
             ioctl(0, KDGKBENT, &kbe);
         }" HAVE_INPUT_KD)
 
-    file(GLOB CORE_LINUX_SOURCES ${SDL2_SOURCE_DIR}/src/core/linux/*.c)
-    set(SOURCE_FILES ${SOURCE_FILES} ${CORE_LINUX_SOURCES})
-
     if(HAVE_INPUT_EVENTS)
       set(SDL_INPUT_LINUXEV 1)
     endif()
@@ -1176,6 +1223,12 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
     endif()
 
     check_include_file("libudev.h" HAVE_LIBUDEV_H)
+    check_include_file("sys/inotify.h" HAVE_SYS_INOTIFY_H)
+    check_symbol_exists(inotify_init "sys/inotify.h" HAVE_INOTIFY_INIT)
+    check_symbol_exists(inotify_init1 "sys/inotify.h" HAVE_INOTIFY_INIT1)
+    if(HAVE_SYS_INOTIFY_H AND HAVE_INOTIFY_INIT)
+      set(HAVE_INOTIFY 1)
+    endif()
 
     if(PKG_CONFIG_FOUND)
       pkg_search_module(DBUS dbus-1 dbus)
@@ -1183,6 +1236,8 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
         set(HAVE_DBUS_DBUS_H TRUE)
         include_directories(${DBUS_INCLUDE_DIRS})
         list(APPEND EXTRA_LIBS ${DBUS_LIBRARIES})
+        # Fcitx need only dbus.
+        set(HAVE_FCITX TRUE)
       endif()
 
       pkg_search_module(IBUS ibus-1.0 ibus)
@@ -1190,7 +1245,11 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
         set(HAVE_IBUS_IBUS_H TRUE)
         include_directories(${IBUS_INCLUDE_DIRS})
         list(APPEND EXTRA_LIBS ${IBUS_LIBRARIES})
-        add_definitions(-DSDL_USE_IME)
+      endif()
+
+      if (HAVE_IBUS_IBUS_H OR HAVE_FCITX)
+        set(SDL_USE_IME TRUE)
+        add_definitions(-DSDL_USE_IME)   # !!! FIXME: why isn't this a definition and not in SDL_config.h.cmake?
       endif()
       if(HAVE_LIBUNWIND_H)
         # We've already found the header, so REQUIRE the lib to be present
@@ -1200,17 +1259,36 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
       endif()
     endif()
 
-    check_include_file("fcitx/frontend.h" HAVE_FCITX_FRONTEND_H)
-  endif()
+    if(HAVE_DBUS_DBUS_H)
+      set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_dbus.c")
+    endif()
 
-  if(INPUT_TSLIB)
-    check_c_source_compiles("
-        #include \"tslib.h\"
-        int main(int argc, char** argv) { }" HAVE_INPUT_TSLIB)
-    if(HAVE_INPUT_TSLIB)
-      set(SDL_INPUT_TSLIB 1)
-      list(APPEND EXTRA_LIBS ts)
+    if(SDL_USE_IME)
+      set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_ime.c")
+    endif()
+
+    if(HAVE_IBUS_IBUS_H)
+      set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_ibus.c")
     endif()
+
+    if(HAVE_FCITX)
+      set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_fcitx.c")
+    endif()
+
+    if(HAVE_LIBUDEV_H)
+      set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_udev.c")
+    endif()
+
+    if(HAVE_INPUT_EVENTS)
+      set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_evdev.c")
+      set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_evdev_kbd.c")
+    endif()
+
+    # Always compiled for Linux, unconditionally:
+    set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_evdev_capabilities.c")
+    set(SOURCE_FILES ${SOURCE_FILES} "${SDL2_SOURCE_DIR}/src/core/linux/SDL_threadprio.c")
+
+    # src/core/unix/*.c is included in a generic if(UNIX) section, elsewhere.
   endif()
 
   if(SDL_JOYSTICK)
@@ -1246,6 +1324,10 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
     set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DHAVE_LINUX_VERSION_H")
   endif()
 
+  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/unix/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+  set(HAVE_SDL_MISC TRUE)
+
   if(SDL_POWER)
     if(LINUX)
       set(SDL_POWER_LINUX 1)
@@ -1255,6 +1337,12 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
     endif()
   endif()
 
+  if(SDL_LOCALE)
+    file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/unix/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+    set(HAVE_SDL_LOCALE TRUE)
+  endif()
+
   if(SDL_FILESYSTEM)
     set(SDL_FILESYSTEM_UNIX 1)
     file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/unix/*.c)
@@ -1269,8 +1357,8 @@ elseif(UNIX AND NOT APPLE AND NOT ANDROID AND NOT RISCOS)
     set(HAVE_SDL_TIMERS TRUE)
   endif()
 
-  if(RPATH)
-    set(SDL_RLD_FLAGS "")
+  set(SDL_RLD_FLAGS "")
+  if(RPATH AND SDL_SHARED)
     if(BSDI OR FREEBSD OR LINUX OR NETBSD)
       set(CMAKE_REQUIRED_FLAGS "-Wl,--enable-new-dtags")
       check_c_compiler_flag("" HAVE_ENABLE_NEW_DTAGS)
@@ -1297,6 +1385,11 @@ elseif(WINDOWS)
   file(GLOB CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/windows/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
 
+  if(WINDOWS_STORE)
+    file(GLOB WINRT_SOURCE_FILES ${SDL2_SOURCE_DIR}/src/core/winrt/*.c ${SDL2_SOURCE_DIR}/src/core/winrt/*.cpp)
+    list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES})
+  endif()
+
   if(MSVC)
     # Prevent codegen that would use the VC runtime libraries.
     set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-")
@@ -1305,6 +1398,10 @@ elseif(WINDOWS)
     endif()
   endif()
 
+  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/windows/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+  set(HAVE_SDL_MISC TRUE)
+
   # Check for DirectX
   if(DIRECTX)
     if(DEFINED MSVC_VERSION AND NOT ${MSVC_VERSION} LESS 1700)
@@ -1342,6 +1439,9 @@ elseif(WINDOWS)
     check_include_file(ddraw.h HAVE_DDRAW_H)
     check_include_file(dsound.h HAVE_DSOUND_H)
     check_include_file(dinput.h HAVE_DINPUT_H)
+    if(WINDOWS_STORE OR VCPKG_TARGET_TRIPLET MATCHES "arm-windows")
+      set(HAVE_DINPUT_H 0)
+    endif()
     check_include_file(dxgi.h HAVE_DXGI_H)
     if(HAVE_D3D_H OR HAVE_D3D11_H OR HAVE_DDRAW_H OR HAVE_DSOUND_H OR HAVE_DINPUT_H)
       set(HAVE_DIRECTX TRUE)
@@ -1357,20 +1457,23 @@ elseif(WINDOWS)
   # headers needed elsewhere
   check_include_file(mmdeviceapi.h HAVE_MMDEVICEAPI_H)
   check_include_file(audioclient.h HAVE_AUDIOCLIENT_H)
+  check_include_file(sensorsapi.h HAVE_SENSORSAPI_H)
 
   if(SDL_AUDIO)
+    if(NOT WINDOWS_STORE)
     set(SDL_AUDIO_DRIVER_WINMM 1)
     file(GLOB WINMM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/winmm/*.c)
     set(SOURCE_FILES ${SOURCE_FILES} ${WINMM_AUDIO_SOURCES})
+    endif()
     set(HAVE_SDL_AUDIO TRUE)
 
-    if(HAVE_DSOUND_H)
+    if(HAVE_DSOUND_H AND NOT WINDOWS_STORE)
       set(SDL_AUDIO_DRIVER_DSOUND 1)
       file(GLOB DSOUND_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/directsound/*.c)
       set(SOURCE_FILES ${SOURCE_FILES} ${DSOUND_AUDIO_SOURCES})
     endif()
 
-    if(WASAPI AND HAVE_AUDIOCLIENT_H AND HAVE_MMDEVICEAPI_H)
+    if(WASAPI AND HAVE_AUDIOCLIENT_H AND HAVE_MMDEVICEAPI_H AND NOT WINDOWS_STORE)
       set(SDL_AUDIO_DRIVER_WASAPI 1)
       file(GLOB WASAPI_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/wasapi/*.c)
       set(SOURCE_FILES ${SOURCE_FILES} ${WASAPI_AUDIO_SOURCES})
@@ -1382,11 +1485,20 @@ elseif(WINDOWS)
     if(NOT SDL_LOADSO)
       message_error("SDL_VIDEO requires SDL_LOADSO, which is not enabled")
     endif()
+    if(WINDOWS_STORE)
+      set(SDL_VIDEO_DRIVER_WINRT 1)
+      file(GLOB WIN_VIDEO_SOURCES
+        ${SDL2_SOURCE_DIR}/src/video/winrt/*.c 
+        ${SDL2_SOURCE_DIR}/src/video/winrt/*.cpp
+        ${SDL2_SOURCE_DIR}/src/render/direct3d11/*.cpp
+        )
+    else()
     set(SDL_VIDEO_DRIVER_WINDOWS 1)
     file(GLOB WIN_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/windows/*.c)
+    endif()
     set(SOURCE_FILES ${SOURCE_FILES} ${WIN_VIDEO_SOURCES})
 
-    if(RENDER_D3D AND HAVE_D3D_H)
+    if(RENDER_D3D AND HAVE_D3D_H AND NOT WINDOWS_STORE)
       set(SDL_VIDEO_RENDER_D3D 1)
       set(HAVE_RENDER_D3D TRUE)
     endif()
@@ -1408,21 +1520,45 @@ elseif(WINDOWS)
     set(HAVE_SDL_THREADS TRUE)
   endif()
 
+  if(SDL_SENSOR AND HAVE_SENSORSAPI_H)
+    set(SDL_SENSOR_WINDOWS 1)
+    set(HAVE_SDL_SENSORS TRUE)
+    file(GLOB WINDOWS_SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/windows/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${WINDOWS_SENSOR_SOURCES})
+  endif()
+
   if(SDL_POWER)
-    set(SDL_POWER_WINDOWS 1)
-    set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
-    set(HAVE_SDL_POWER TRUE)
+    if(WINDOWS_STORE)
+      set(SDL_POWER_WINRT 1)
+      set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/power/winrt/SDL_syspower.cpp)
+    else()
+      set(SDL_POWER_WINDOWS 1)
+      set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
+      set(HAVE_SDL_POWER TRUE)
+    endif()
+  endif()
+
+  if(SDL_LOCALE)
+    file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/windows/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+    set(HAVE_SDL_LOCALE TRUE)
   endif()
 
   if(SDL_FILESYSTEM)
     set(SDL_FILESYSTEM_WINDOWS 1)
-    file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/windows/*.c)
+    if(WINDOWS_STORE)
+      file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/winrt/*.cpp)
+    else()
+      file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/windows/*.c)
+    endif()
     set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
     set(HAVE_SDL_FILESYSTEM TRUE)
   endif()
 
   # Libraries for Win32 native and MinGW
-  list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
+  if(NOT WINDOWS_STORE)
+    list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
+  endif()
 
   # TODO: in configure.ac the check for timers is set on
   # cygwin | mingw32* - does this include mingw32CE?
@@ -1444,7 +1580,7 @@ elseif(WINDOWS)
   set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
 
   if(SDL_VIDEO)
-    if(VIDEO_OPENGL)
+    if(VIDEO_OPENGL AND NOT WINDOWS_STORE)
       set(SDL_VIDEO_OPENGL 1)
       set(SDL_VIDEO_OPENGL_WGL 1)
       set(SDL_VIDEO_RENDER_OGL 1)
@@ -1470,11 +1606,6 @@ elseif(WINDOWS)
     if(HAVE_DINPUT_H)
       set(SDL_JOYSTICK_DINPUT 1)
       list(APPEND EXTRA_LIBS dinput8)
-      if(CMAKE_COMPILER_IS_MINGW)
-        list(APPEND EXTRA_LIBS dxerr8)
-      elseif (NOT USE_WINSDK_DIRECTX)
-        list(APPEND EXTRA_LIBS dxerr)
-      endif()
     endif()
     if(HAVE_XINPUT_H)
       set(SDL_JOYSTICK_XINPUT 1)
@@ -1537,6 +1668,10 @@ elseif(APPLE)
     message_error("SDL_FILE must be enabled to build on MacOS X")
   endif()
 
+  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m)
+  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+  set(HAVE_SDL_MISC TRUE)
+
   if(SDL_AUDIO)
     set(SDL_AUDIO_DRIVER_COREAUDIO 1)
     file(GLOB AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/coreaudio/*.m)
@@ -1566,7 +1701,8 @@ elseif(APPLE)
       set(SDL_FRAMEWORK_GAMECONTROLLER 1)
       set(HAVE_SDL_SENSORS 1)
     else()
-      file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c)
+      file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/darwin/*.c ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m)
+      # FIXME: add checks for SDL_JOYSTICK_MFI???
       set(SDL_JOYSTICK_IOKIT 1)
       set(SDL_FRAMEWORK_IOKIT 1)
       set(SDL_FRAMEWORK_FF 1)
@@ -1605,6 +1741,12 @@ elseif(APPLE)
     set(HAVE_SDL_POWER TRUE)
   endif()
 
+  if(SDL_LOCALE)
+    file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/macosx/*.m)
+    set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+    set(HAVE_SDL_LOCALE TRUE)
+  endif()
+
   if(SDL_TIMERS)
     set(SDL_TIMER_UNIX 1)
     file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@@ -1666,7 +1808,7 @@ elseif(APPLE)
 
     if(VIDEO_VULKAN OR VIDEO_METAL OR RENDER_METAL)
       set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
-      set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x objective-c")
+      set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -ObjC")
       check_c_source_compiles("
         #include <AvailabilityMacros.h>
         #import <Metal/Metal.h>
@@ -1785,24 +1927,16 @@ elseif(APPLE)
   CheckPTHREAD()
 
 elseif(HAIKU)
+  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/haiku/*.cc)
+  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+  set(HAVE_SDL_MISC TRUE)
+
   if(SDL_VIDEO)
     set(SDL_VIDEO_DRIVER_HAIKU 1)
     file(GLOB HAIKUVIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/haiku/*.c)
     set(SOURCE_FILES ${SOURCE_FILES} ${HAIKUVIDEO_SOURCES})
     set(HAVE_SDL_VIDEO TRUE)
 
-    set(SDL_FILESYSTEM_HAIKU 1)
-    file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/haiku/*.cc)
-    set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
-    set(HAVE_SDL_FILESYSTEM TRUE)
-
-    if(SDL_TIMERS)
-      set(SDL_TIMER_HAIKU 1)
-      file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/haiku/*.c)
-      set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
-      set(HAVE_SDL_TIMERS TRUE)
-    endif(SDL_TIMERS)
-
     if(VIDEO_OPENGL)
       # TODO: Use FIND_PACKAGE(OpenGL) instead
       set(SDL_VIDEO_OPENGL 1)
@@ -1813,9 +1947,31 @@ elseif(HAIKU)
     endif()
   endif()
 
+  set(SDL_FILESYSTEM_HAIKU 1)
+  file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/haiku/*.cc)
+  set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
+  set(HAVE_SDL_FILESYSTEM TRUE)
+
+  if(SDL_TIMERS)
+    set(SDL_TIMER_HAIKU 1)
+    file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/haiku/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${TIMER_SOURCES})
+    set(HAVE_SDL_TIMERS TRUE)
+  endif()
+
+  if(SDL_LOCALE)
+    file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/haiku/*.cc)
+    set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+    set(HAVE_SDL_LOCALE TRUE)
+  endif()
+
   CheckPTHREAD()
 
 elseif(RISCOS)
+  file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/riscos/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${MISC_SOURCES})
+  set(HAVE_SDL_MISC TRUE)
+
   if(SDL_TIMERS)
     set(SDL_TIMER_UNIX 1)
     file(GLOB TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/unix/*.c)
@@ -1850,7 +2006,6 @@ endif()
 if(NOT HAVE_SDL_JOYSTICK)
   set(SDL_JOYSTICK_DUMMY 1)
   if(SDL_JOYSTICK AND NOT APPLE) # results in unresolved symbols on OSX
-
     file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/dummy/*.c)
     set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
   endif()
@@ -1875,6 +2030,16 @@ if(NOT HAVE_SDL_FILESYSTEM)
   file(GLOB FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/dummy/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${FILESYSTEM_SOURCES})
 endif()
+if(NOT HAVE_SDL_LOCALE)
+  set(SDL_LOCALE_DISABLED 1)
+  file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/dummy/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+endif()
+if(NOT HAVE_SDL_MISC)
+  set(SDL_MISC_DISABLED 1)
+  file(GLOB LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/misc/dummy/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${LOCALE_SOURCES})
+endif()
 
 # We always need to have threads and timers around
 if(NOT HAVE_SDL_THREADS)
@@ -1916,10 +2081,12 @@ listtostr(EXTRA_CFLAGS _EXTRA_CFLAGS)
 set(EXTRA_CFLAGS ${_EXTRA_CFLAGS})
 
 # Compat helpers for the configuration files
-if(NOT WINDOWS OR CYGWIN)
+if(NOT CMAKE_HOST_WIN32)
   # TODO: we need a Windows script, too
-  execute_process(COMMAND sh ${SDL2_SOURCE_DIR}/build-scripts/updaterev.sh)
-
+  execute_process(COMMAND sh ${SDL2_SOURCE_DIR}/build-scripts/updaterev.sh
+    WORKING_DIRECTORY ${SDL2_BINARY_DIR})
+endif()
+if(NOT WINDOWS OR CYGWIN)
   set(prefix ${CMAKE_INSTALL_PREFIX})
   set(exec_prefix "\${prefix}")
   set(libdir "\${exec_prefix}/lib${LIB_SUFFIX}")
@@ -1933,16 +2100,19 @@ if(NOT WINDOWS OR CYGWIN)
     set(ENABLE_STATIC_FALSE "")
   endif()
   if(SDL_SHARED)
+    set(PKG_CONFIG_LIBS_PRIV "
+Libs.private:")
     set(ENABLE_SHARED_TRUE "")
     set(ENABLE_SHARED_FALSE "#")
   else()
+    set(PKG_CONFIG_LIBS_PRIV "")
     set(ENABLE_SHARED_TRUE "#")
     set(ENABLE_SHARED_FALSE "")
   endif()
 
   # Clean up the different lists
   listtostr(EXTRA_LIBS _EXTRA_LIBS "-l")
-  set(SDL_STATIC_LIBS ${SDL_LIBS} ${EXTRA_LDFLAGS} ${_EXTRA_LIBS})
+  set(SDL_STATIC_LIBS ${EXTRA_LDFLAGS} ${_EXTRA_LIBS})
   list(REMOVE_DUPLICATES SDL_STATIC_LIBS)
   listtostr(SDL_STATIC_LIBS _SDL_STATIC_LIBS)
   set(SDL_STATIC_LIBS ${_SDL_STATIC_LIBS})
@@ -2027,12 +2197,14 @@ endif()
 set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS}")
 
 # Always build SDLmain
+if(NOT WINDOWS_STORE)
 add_library(SDL2main STATIC ${SDLMAIN_SOURCES})
 target_include_directories(SDL2main PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
 set(_INSTALL_LIBS "SDL2main")
 if (NOT ANDROID)
   set_target_properties(SDL2main PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
 endif()
+endif()
 
 if (ANDROID AND HAVE_HIDAPI)
   set(_INSTALL_LIBS ${_INSTALL_LIBS} "hidapi")
@@ -2050,6 +2222,10 @@ if(SDL_SHARED)
       SOVERSION ${LT_REVISION}
       OUTPUT_NAME "SDL2-${LT_RELEASE}")
   else()
+    if(WINDOWS OR CYGWIN)
+      set_target_properties(SDL2 PROPERTIES
+        DEFINE_SYMBOL DLL_EXPORT)
+    endif()
     set_target_properties(SDL2 PROPERTIES
       VERSION ${SDL_VERSION}
       SOVERSION ${LT_REVISION}
@@ -2062,12 +2238,11 @@ if(SDL_SHARED)
     set_target_properties(SDL2 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
   endif()
   set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
-  target_link_libraries(SDL2 PUBLIC ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
-  if(MSVC_VERSION GREATER_EQUAL 1920)
-    target_link_libraries(SDL2 PRIVATE optimized vcruntime)
-  endif()
+  target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
   target_include_directories(SDL2 PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
-  if (NOT ANDROID)
+  if(ANDROID)
+    target_include_directories(SDL2 PRIVATE ${ANDROID_NDK}/sources/android/cpufeatures)
+  else()
     set_target_properties(SDL2 PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
   endif()
   if(IOS OR TVOS)
@@ -2113,7 +2288,9 @@ if(SDL_STATIC)
   set(_INSTALL_LIBS "SDL2-static" ${_INSTALL_LIBS})
   target_link_libraries(SDL2-static ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
   target_include_directories(SDL2-static PUBLIC "$<BUILD_INTERFACE:${SDL2_SOURCE_DIR}/include>" $<INSTALL_INTERFACE:include> $<INSTALL_INTERFACE:include/SDL2>)
-  if (NOT ANDROID)
+  if(ANDROID)
+    target_include_directories(SDL2-static PRIVATE ${ANDROID_NDK}/sources/android/cpufeatures)
+  else()
     set_target_properties(SDL2-static PROPERTIES DEBUG_POSTFIX "${SDL_CMAKE_DEBUG_POSTFIX}")
   endif()
   if(IOS OR TVOS)

+ 5 - 2
Engine/lib/sdl/Makefile.in

@@ -28,7 +28,7 @@ LIBTOOL = @LIBTOOL@
 INSTALL = @INSTALL@
 AR	= @AR@
 RANLIB	= @RANLIB@
-WINDRES	= @WINDRES@
+RC	= @RC@
 
 TARGET  = libSDL2.la
 OBJECTS = @OBJECTS@
@@ -55,6 +55,7 @@ RUN_CMD_CC     = @echo "  CC    " $@;
 RUN_CMD_CXX    = @echo "  CXX   " $@;
 RUN_CMD_LTLINK = @echo "  LTLINK" $@;
 RUN_CMD_RANLIB = @echo "  RANLIB" $@;
+RUN_CMD_RC     = @echo "  RC    " $@;
 RUN_CMD_GEN    = @echo "  GEN   " $@;
 LIBTOOL += --quiet
 endif
@@ -81,10 +82,12 @@ HDRS = \
 	SDL_keyboard.h \
 	SDL_keycode.h \
 	SDL_loadso.h \
+	SDL_locale.h \
 	SDL_log.h \
 	SDL_main.h \
 	SDL_messagebox.h \
 	SDL_metal.h \
+	SDL_misc.h \
 	SDL_mouse.h \
 	SDL_mutex.h \
 	SDL_name.h \
@@ -175,7 +178,7 @@ install-hdrs: update-revision
 	    $(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
 	fi
 
-install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
+install-lib: $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
 	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
 	$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
 	$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)

+ 25 - 8
Engine/lib/sdl/Makefile.os2

@@ -2,18 +2,17 @@
 # wmake -f Makefile.os2
 
 LIBNAME = SDL2
-VERSION = 2.0.12
+VERSION = 2.0.14
 DESCRIPTION = Simple DirectMedia Layer 2
 
 LIBHOME = .
-LIBPATH = $(LIBHOME)/lib
 DLLFILE = $(LIBHOME)/$(LIBNAME).dll
 LIBFILE = $(LIBHOME)/$(LIBNAME).lib
 LNKFILE = $(LIBNAME).lnk
 
 INCPATH = -I"$(%WATCOM)/h/os2" -I"$(%WATCOM)/h"
-INCPATH+= -I"$(LIBHOME)/h"
 INCPATH+= -Iinclude
+INCPATH+= -I"src/core/os2" -I"src/core/os2/geniconv"
 
 LIBM = libm.lib
 LIBS = mmpm2.lib libuls.lib libconv.lib $(LIBM)
@@ -21,6 +20,8 @@ LIBS = mmpm2.lib libuls.lib libconv.lib $(LIBM)
 CFLAGS = -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei
 # max warnings:
 CFLAGS+= -wx
+# newer OpenWatcom versions enable W303 by default
+CFLAGS+= -wcd=303
 # building dll:
 CFLAGS+= -bd
 # the include paths :
@@ -28,12 +29,18 @@ CFLAGS+= $(INCPATH)
 # building SDL itself (for DECLSPEC):
 CFLAGS+= -DBUILD_SDL
 
+# Debug options:
+# - debug messages from OS/2 related code to stdout:
+#CFLAGS+= -DOS2DEBUG
+# - debug messages from OS/2 code via SDL_LogDebug():
+#CFLAGS+= -DOS2DEBUG=2
+
 MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
        k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
        s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
 
 SRCS = SDL.c SDL_assert.c SDL_error.c SDL_log.c SDL_dataqueue.c SDL_hints.c
-SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c
+SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c SDL_crc32.c
 SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
 SRCS+= SDL_rwops.c SDL_power.c
 SRCS+= SDL_audio.c SDL_audiocvt.c SDL_audiodev.c SDL_audiotypecvt.c SDL_mixer.c SDL_wave.c
@@ -54,9 +61,17 @@ SRCS+= SDL_systimer.c
 SRCS+= SDL_sysloadso.c
 SRCS+= SDL_sysfilesystem.c
 SRCS+= SDL_syshaptic.c SDL_sysjoystick.c
+SRCS+= SDL_virtualjoystick.c
 SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
 SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
 SRCS+= SDL_dummysensor.c
+SRCS+= SDL_locale.c SDL_syslocale.c
+SRCS+= SDL_url.c SDL_sysurl.c
+
+SRCS+= SDL_os2.c geniconv.c os2cp.c os2iconv.c sys2utf8.c
+SRCS+= SDL_os2audio.c
+SRCS+= SDL_os2video.c SDL_os2util.c SDL_os2dive.c SDL_os2vman.c &
+       SDL_os2mouse.c SDL_os2messagebox.c
 
 SRCS+= SDL_dynapi.c
 
@@ -67,8 +82,9 @@ MOBJS= $(MSRCS:.c=.obj)
 .extensions: .lib .dll .obj .c .asm
 
 .c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk;
-.c: ./src/haptic/dummy;./src/joystick/dummy;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
-.c: ./src/loadso/dummy;./src/filesystem/dummy;./src/timer/dummy;./src/thread/generic;
+.c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
+.c: ./src/core/os2;./src/core/os2/geniconv;./src/audio/os2;./src/loadso/os2;./src/filesystem/os2;./src/thread/os2;./src/timer/os2;./src/video/os2;
+.c: ./src/locale/;./src/locale/unix;./src/misc;./src/misc/dummy
 
 all: $(DLLFILE) $(LIBFILE) .symbolic
 
@@ -83,6 +99,9 @@ $(LIBFILE): $(DLLFILE)
 .c.obj:
     wcc386 $(CFLAGS) -fo=$^@ $<
 
+SDL_syscond.obj: "src/thread/generic/SDL_syscond.c"
+    wcc386 $(CFLAGS) -fo=$^@ $<
+
 SDL_cpuinfo.obj: SDL_cpuinfo.c
     wcc386 $(CFLAGS) -wcd=200 -fo=$^@ $<
 
@@ -114,13 +133,11 @@ $(LNKFILE):
     @%append $@ SYSTEM os2v2_dll INITINSTANCE TERMINSTANCE
     @%append $@ NAME $(DLLFILE)
     @for %i in ($(OBJS)) do @%append $@ FILE %i
-    @%append $@ LIBPATH $(%LIB);$(LIBPATH)
     @for %i in ($(LIBS)) do @%append $@ LIB %i
     @%append $@ OPTION QUIET
     @%append $@ OPTION IMPF=$(LIBHOME)/$^&.exp
     @%append $@ OPTION MAP=$(LIBHOME)/$^&.map
     @%append $@ OPTION DESCRIPTION '@$#libsdl org:$(VERSION)$#@$(DESCRIPTION)'
-    @%append $@ OPTION QUIET
     @%append $@ OPTION ELIMINATE
     @%append $@ OPTION MANYAUTODATA
     @%append $@ OPTION OSNAME='OS/2 and eComStation'

+ 23 - 0
Engine/lib/sdl/VisualC-WinRT/SDL2-WinRT.nuspec

@@ -0,0 +1,23 @@
+<?xml version="1.0"?>
+<package >
+  <metadata>
+    <id>SDL2-WinRT</id>
+    <version>2.0.4-Unofficial</version>
+    <authors>Sam Lantinga</authors>
+    <owners>David Ludwig</owners>
+    <licenseUrl>http://libsdl.org/license.php</licenseUrl>
+    <projectUrl>http://libsdl.org</projectUrl>
+    <requireLicenseAcceptance>false</requireLicenseAcceptance>
+    <description>Unofficial pre-release of LibSDL2, built for WinRT platforms</description>
+    <copyright>Copyright 2015</copyright>
+    <tags>SDL2 SDL LibSDL OpenGL C C++ nativepackage</tags>
+  </metadata>
+  <files>
+    <file src="lib\**\*.dll" target="bin"/>
+    <file src="lib\**\*.lib" target="bin"/>
+    <file src="lib\**\*.pdb" target="bin"/>
+    <file src="..\include\**\*.*" target="include"/>
+    <file src="..\src\**\*.*" target="src"/>
+    <file src="SDL2-WinRT.targets" target="build\native"/>
+  </files>
+</package>

+ 38 - 0
Engine/lib/sdl/VisualC-WinRT/SDL2-WinRT.targets

@@ -0,0 +1,38 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+
+  <PropertyGroup>
+    <LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'Windows' and '$(TargetPlatformVersion)' == '8.1'">WinRT81</LibSDL2-DeviceType>
+    <LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'Windows Phone' and '$(TargetPlatformVersion)' == '8.0'">WinPhone80</LibSDL2-DeviceType>
+    <LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'WindowsPhoneApp' and '$(TargetPlatformVersion)' == '8.1'">WinPhone81</LibSDL2-DeviceType>
+    <LibSDL2-DeviceType Condition="'$(TargetPlatformIdentifier)' == 'UAP'">UWP</LibSDL2-DeviceType>
+
+  	<LibSDL2-BinPath>$(MSBuildThisFileDirectory)..\..\bin\$(LibSDL2-DeviceType)\$(Platform)</LibSDL2-BinPath>
+  </PropertyGroup>
+
+  <Target Name="LibSDL2-DeviceType-Check" BeforeTargets="ResolveAssemblyReferences">
+      <Error Condition="'$(LibSDL2-DeviceType)' == ''" Text="Unable to determine which version of Windows is being built-for" />
+  </Target>
+
+  <ItemDefinitionGroup>
+    <Link>
+      <AdditionalLibraryDirectories>$(LibSDL2-BinPath);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
+    </Link>
+  </ItemDefinitionGroup>
+
+  <ItemDefinitionGroup>
+    <ClCompile>
+      <AdditionalIncludeDirectories>$(MSBuildThisFileDirectory)..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ClCompile>
+  </ItemDefinitionGroup>
+
+  <ItemGroup Label="LibSDL2">
+    <PackagingOutputs Include="$(LibSDL2-BinPath)\SDL2.dll">
+        <OutputGroup>LibSDL2Binaries</OutputGroup>
+        <ProjectName>$(ProjectName)</ProjectName>
+        <TargetPath>%(Filename)%(Extension)</TargetPath>
+    </PackagingOutputs>
+  </ItemGroup>
+
+</Project>

+ 22 - 0
Engine/lib/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.nuspec

@@ -0,0 +1,22 @@
+<?xml version="1.0"?>
+<package >
+  <metadata>
+    <id>SDL2main-WinRT-NonXAML</id>
+    <version>2.0.4-Unofficial</version>
+    <authors>Sam Lantinga</authors>
+    <owners>David Ludwig</owners>
+    <licenseUrl>http://libsdl.org/license.php</licenseUrl>
+    <projectUrl>http://libsdl.org</projectUrl>
+    <requireLicenseAcceptance>false</requireLicenseAcceptance>
+    <description>WinMain() function for SDL2 + WinRT + CoreWindow (non-XAML) apps</description>
+    <copyright>Copyright 2015</copyright>
+    <tags>SDL2 SDL LibSDL OpenGL C C++ nativepackage</tags>
+    <dependencies>
+      <dependency id="SDL2-WinRT" version="2.0.4"/>
+    </dependencies>
+  </metadata>
+  <files>
+    <file src="..\src\main\winrt\SDL_winrt_main_NonXAML.cpp" target="src\main\winrt"/>
+    <file src="SDL2main-WinRT-NonXAML.targets" target="build\native"/>
+  </files>
+</package>

+ 10 - 0
Engine/lib/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.targets

@@ -0,0 +1,10 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+
+  <ItemGroup Label="LibSDL2">
+    <ClCompile Include="$(MSBuildThisFileDirectory)..\..\src\main\winrt\SDL_winrt_main_NonXAML.cpp">
+      <CompileAsWinRT>true</CompileAsWinRT>
+    </ClCompile>
+  </ItemGroup>
+
+</Project>

BIN
Engine/lib/sdl/VisualC-WinRT/tests/loopwave/Assets/Logo.png


BIN
Engine/lib/sdl/VisualC-WinRT/tests/loopwave/Assets/SmallLogo.png


BIN
Engine/lib/sdl/VisualC-WinRT/tests/loopwave/Assets/SplashScreen.png


BIN
Engine/lib/sdl/VisualC-WinRT/tests/loopwave/Assets/StoreLogo.png


+ 42 - 0
Engine/lib/sdl/VisualC-WinRT/tests/loopwave/Package.appxmanifest

@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
+
+  <Identity Name="1702c480-cf09-431e-a5e4-b21b283ec818"
+            Publisher="CN=David"
+            Version="1.0.0.0" />
+
+  <Properties>
+    <DisplayName>loopwave_VS2012_WinRT</DisplayName>
+    <PublisherDisplayName>David</PublisherDisplayName>
+    <Logo>Assets\StoreLogo.png</Logo>
+  </Properties>
+
+  <Prerequisites>
+    <OSMinVersion>6.2.1</OSMinVersion>
+    <OSMaxVersionTested>6.2.1</OSMaxVersionTested>
+  </Prerequisites>
+
+  <Resources>
+    <Resource Language="x-generate"/>
+  </Resources>
+
+  <Applications>
+    <Application Id="App"
+        Executable="$targetnametoken$.exe"
+        EntryPoint="loopwave_VS2012_WinRT.App">
+        <VisualElements
+            DisplayName="loopwave_VS2012_WinRT"
+            Logo="Assets\Logo.png"
+            SmallLogo="Assets\SmallLogo.png"
+            Description="loopwave_VS2012_WinRT"
+            ForegroundText="light"
+            BackgroundColor="#464646">
+            <DefaultTile ShowName="allLogos" />
+            <SplashScreen Image="Assets\SplashScreen.png" />
+        </VisualElements>
+    </Application>
+  </Applications>
+  <Capabilities>
+    <Capability Name="internetClient" />
+  </Capabilities>
+</Package>

BIN
Engine/lib/sdl/VisualC-WinRT/tests/loopwave/loopwave_VS2012_TemporaryKey.pfx


BIN
Engine/lib/sdl/VisualC-WinRT/tests/testthread/Assets/Logo.png


BIN
Engine/lib/sdl/VisualC-WinRT/tests/testthread/Assets/SmallLogo.png


BIN
Engine/lib/sdl/VisualC-WinRT/tests/testthread/Assets/SplashScreen.png


BIN
Engine/lib/sdl/VisualC-WinRT/tests/testthread/Assets/StoreLogo.png


+ 42 - 0
Engine/lib/sdl/VisualC-WinRT/tests/testthread/Package.appxmanifest

@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
+
+  <Identity Name="ca3178f1-b2b2-43bf-97dd-28ee1b7d32c5"
+            Publisher="CN=David"
+            Version="1.0.0.0" />
+
+  <Properties>
+    <DisplayName>testthread_VS2012_WinRT</DisplayName>
+    <PublisherDisplayName>David</PublisherDisplayName>
+    <Logo>Assets\StoreLogo.png</Logo>
+  </Properties>
+
+  <Prerequisites>
+    <OSMinVersion>6.2.1</OSMinVersion>
+    <OSMaxVersionTested>6.2.1</OSMaxVersionTested>
+  </Prerequisites>
+
+  <Resources>
+    <Resource Language="x-generate"/>
+  </Resources>
+
+  <Applications>
+    <Application Id="App"
+        Executable="$targetnametoken$.exe"
+        EntryPoint="testthread_VS2012_WinRT.App">
+        <VisualElements
+            DisplayName="testthread_VS2012_WinRT"
+            Logo="Assets\Logo.png"
+            SmallLogo="Assets\SmallLogo.png"
+            Description="testthread_VS2012_WinRT"
+            ForegroundText="light"
+            BackgroundColor="#464646">
+            <DefaultTile ShowName="allLogos" />
+            <SplashScreen Image="Assets\SplashScreen.png" />
+        </VisualElements>
+    </Application>
+  </Applications>
+  <Capabilities>
+    <Capability Name="internetClient" />
+  </Capabilities>
+</Package>

BIN
Engine/lib/sdl/VisualC-WinRT/tests/testthread/testthread_VS2012_TemporaryKey.pfx


+ 4 - 0
Engine/lib/sdl/VisualC/clean.sh

@@ -0,0 +1,4 @@
+#!/bin/sh
+find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
+find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
+find . -depth -type d \( -name Win32 -o -name x64 \) -exec rm -rv {} \;

+ 74 - 0
Engine/lib/sdl/WhatsNew.txt

@@ -1,6 +1,80 @@
 
 This is a list of major changes in SDL's version history.
 
+---------------------------------------------------------------------------
+2.0.14:
+---------------------------------------------------------------------------
+General:
+* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
+* Added game controller button constants for paddles and new buttons
+* Added game controller functions to get additional information:
+	* SDL_GameControllerGetSerial()
+	* SDL_GameControllerHasAxis()
+	* SDL_GameControllerHasButton()
+	* SDL_GameControllerGetNumTouchpads()
+	* SDL_GameControllerGetNumTouchpadFingers()
+	* SDL_GameControllerGetTouchpadFinger()
+	* SDL_GameControllerHasSensor()
+	* SDL_GameControllerSetSensorEnabled()
+	* SDL_GameControllerIsSensorEnabled()
+	* SDL_GameControllerGetSensorData()
+	* SDL_GameControllerRumbleTriggers()
+	* SDL_GameControllerHasLED()
+	* SDL_GameControllerSetLED()
+* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
+* Added joystick functions to get additional information:
+	* SDL_JoystickGetSerial()
+	* SDL_JoystickRumbleTriggers()
+	* SDL_JoystickHasLED()
+	* SDL_JoystickSetLED()
+* Added an API to allow the application to create virtual joysticks:
+	* SDL_JoystickAttachVirtual()
+	* SDL_JoystickDetachVirtual()
+	* SDL_JoystickIsVirtual()
+	* SDL_JoystickSetVirtualAxis()
+	* SDL_JoystickSetVirtualButton()
+	* SDL_JoystickSetVirtualHat()
+* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
+* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
+* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
+* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
+* Added SDL_GetPreferredLocales() to get the application's current locale setting
+* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
+* Added SDL_OpenURL() to open a URL in the system's default browser
+* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
+* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
+* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
+* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
+* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
+
+Windows:
+* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
+* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
+* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
+
+macOS:
+* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
+* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
+* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
+
+Linux:
+* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
+* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
+* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
+* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
+* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
+
+Android:
+* Added SDL_AndroidRequestPermission() to request a specific system permission
+* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
+
+OS/2:
+* Added support for OS/2, see docs/README-os2.md for details
+
+Emscripten (running in a web browser):
+* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
+
+
 ---------------------------------------------------------------------------
 2.0.12:
 ---------------------------------------------------------------------------

BIN
Engine/lib/sdl/Xcode-iOS/Demos/Default.png


+ 1417 - 0
Engine/lib/sdl/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj

@@ -0,0 +1,1417 @@
+// !$*UTF8*$!
+{
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+ 32 - 0
Engine/lib/sdl/Xcode-iOS/Demos/Info.plist

@@ -0,0 +1,32 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>en</string>
+	<key>CFBundleDisplayName</key>
+	<string>${PRODUCT_NAME}</string>
+	<key>CFBundleExecutable</key>
+	<string>${EXECUTABLE_NAME}</string>
+	<key>CFBundleIconFile</key>
+	<string></string>
+	<key>CFBundleIdentifier</key>
+	<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>${PRODUCT_NAME}</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleSignature</key>
+	<string>????</string>
+	<key>CFBundleVersion</key>
+	<string>1.0</string>
+	<key>NSMainNibFile</key>
+	<string></string>
+	<key>UILaunchStoryboardName</key>
+	<string>iOS Launch Screen</string>
+	<key>UISupportedInterfaceOrientations</key>
+	<array/>
+</dict>
+</plist>

+ 43 - 0
Engine/lib/sdl/Xcode-iOS/Demos/README

@@ -0,0 +1,43 @@
+==============================================================================
+About the iPhone OS Demo Applications
+==============================================================================
+
+Demos.xcodeproj contains several targets for iPhone oriented SDL demos.  These demos are written strictly using SDL 2.0 calls.  All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script.
+
+Common files:
+
+	common.c and common.h contain code common to all demo applications.  This includes functions about delta timing (in seconds), simple error handling, and functions for generating random numbers.
+
+Rectangles (rectangles.c):
+
+	Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFillRect.  This is the simplest of all the demos.
+
+Happy (happy.c):
+
+	Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen.  Shows how you can load a bitmap into an SDL_Texture.
+
+Accelerometer (accelerometer.c):
+
+	Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen.  Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone. 
+
+Touch (touch.c):
+
+	Acts as a finger-paint type program.  Demonstrates how you can use SDL mouse input to accept touch input from the iPhone.  If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously. 
+
+Mixer (mixer.c):
+
+	Displays several rectangular buttons which can be used as a virtual drumkit.  Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.
+
+Keyboard (keyboard.c):
+
+	Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard.  The iPhone's onscreen keyboard visibility is toggled when the user taps the screen.  If the user types ':)' a happy face is displayed.  Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.
+
+Fireworks (fireworks.c):
+
+	Displays a fireworks show.  When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped.  Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture.  Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.
+
+==============================================================================
+Building and Running the demos
+==============================================================================
+
+Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself.  See the iPhone SDL main README file for directions on how to do this.  Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.

BIN
Engine/lib/sdl/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp


+ 258 - 0
Engine/lib/sdl/Xcode-iOS/Demos/data/bitmapfont/license.txt

@@ -0,0 +1,258 @@
+  __            _                    _    
+ / _|          | |                  | |   
+| |_ ___  _ __ | |_ _ __   __ _  ___| | __
+|  _/ _ \| '_ \| __| '_ \ / _` |/ __| |/ /
+| || (_) | | | | |_| |_) | (_| | (__|   < 
+|_| \___/|_| |_|\__| .__/ \__,_|\___|_|\_\
+                   | |                    
+                   |_|                              
+----------------------------------------------------------------------
+Product	: font-pack.zip
+Website	: http://www.spicypixel.net
+Author	: Marc Russell
+Released: 16th January 2008
+----------------------------------------------------------------------
+
+What is this?
+-------------
+font-pack is a package of free art assets to be used under the terms of this document. It is available to game developers and hobbyists alike.
+
+Contents
+--------
+The contents of the font-pack ZIP file include 20 bitmap fonts
+
+Usage License & Restrictions
+----------------------------
+font-pack is distributed under the "Common Public License Version 1.0."
+The terms of which are given below. If you do not understand the terms of the license please refer to a solicitor. It should however, be relatively clear how this package can be used.
+
+THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS COMMON 
+PUBLIC LICENSE ("AGREEMENT"). ANY USE, REPRODUCTION OR DISTRIBUTION OF 
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+For example, a Contributor might include the Program in a commercial 
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+
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+EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, NEITHER RECIPIENT NOR 
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+If any provision of this Agreement is invalid or unenforceable under 
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+Everyone is permitted to copy and distribute copies of this Agreement, 
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+This Agreement is governed by the laws of the State of New York and the 
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+to a jury trial in any resulting litigation.
+

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+ 40 - 0
Engine/lib/sdl/Xcode-iOS/Demos/iOS Launch Screen.storyboard

@@ -0,0 +1,40 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="11201" systemVersion="16A323" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
+    <dependencies>
+        <deployment identifier="iOS"/>
+        <plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="11161"/>
+        <capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
+    </dependencies>
+    <scenes>
+        <!--View Controller-->
+        <scene sceneID="EHf-IW-A2E">
+            <objects>
+                <viewController id="01J-lp-oVM" sceneMemberID="viewController">
+                    <layoutGuides>
+                        <viewControllerLayoutGuide type="top" id="Llm-lL-Icb"/>
+                        <viewControllerLayoutGuide type="bottom" id="xb3-aO-Qok"/>
+                    </layoutGuides>
+                    <view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
+                        <rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
+                        <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
+                        <subviews>
+                            <imageView userInteractionEnabled="NO" contentMode="scaleAspectFit" horizontalHuggingPriority="251" verticalHuggingPriority="251" image="Default.png" translatesAutoresizingMaskIntoConstraints="NO" id="VeL-6u-rS3"/>
+                        </subviews>
+                        <color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
+                        <constraints>
+                            <constraint firstItem="VeL-6u-rS3" firstAttribute="top" secondItem="Ze5-6b-2t3" secondAttribute="top" id="C5X-Vg-tvO"/>
+                            <constraint firstAttribute="trailing" secondItem="VeL-6u-rS3" secondAttribute="trailing" id="X4i-1U-3JE"/>
+                            <constraint firstItem="VeL-6u-rS3" firstAttribute="bottom" secondItem="xb3-aO-Qok" secondAttribute="top" id="dSu-2l-DcF"/>
+                            <constraint firstItem="VeL-6u-rS3" firstAttribute="leading" secondItem="Ze5-6b-2t3" secondAttribute="leading" id="xKC-uj-bxE"/>
+                        </constraints>
+                    </view>
+                </viewController>
+                <placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
+            </objects>
+            <point key="canvasLocation" x="52" y="374.66266866566718"/>
+        </scene>
+    </scenes>
+    <resources>
+        <image name="Default.png" width="320" height="480"/>
+    </resources>
+</document>

+ 226 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/accelerometer.c

@@ -0,0 +1,226 @@
+/*
+ *  accelerometer.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "SDL.h"
+#include <math.h>
+#include "common.h"
+
+#define DAMPING 0.5f;           /* after bouncing off a wall, damping coefficient determines final speed */
+#define FRICTION 0.0008f        /* coefficient of acceleration that opposes direction of motion */
+#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
+
+/*  If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
+#ifndef SDL_IPHONE_MAX_GFORCE
+#define SDL_IPHONE_MAX_GFORCE 5.0f
+#endif
+
+static SDL_Joystick *accelerometer;     /* used for controlling the ship */
+
+static struct
+{
+    float x, y;                 /* position of ship */
+    float vx, vy;               /* velocity of ship (in pixels per millesecond) */
+    SDL_Rect rect;              /* (drawn) position and size of ship */
+} shipData;
+
+static SDL_Texture *ship = 0;        /* texture for spaceship */
+static SDL_Texture *space = 0;       /* texture for space (background */
+
+void
+render(SDL_Renderer *renderer, int w, int h, double deltaTime)
+{
+    double deltaMilliseconds = deltaTime * 1000;
+    float speed;
+
+    /* get joystick (accelerometer) axis values and normalize them */
+    float ax = SDL_JoystickGetAxis(accelerometer, 0);
+    float ay = SDL_JoystickGetAxis(accelerometer, 1);
+
+    /* ship screen constraints */
+    Uint32 minx = 0.0f;
+    Uint32 maxx = w - shipData.rect.w;
+    Uint32 miny = 0.0f;
+    Uint32 maxy = h - shipData.rect.h;
+
+#define SINT16_MAX ((float)(0x7FFF))
+
+    /* update velocity from accelerometer
+       the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
+       SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
+     */
+    shipData.vx +=
+        ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
+        deltaMilliseconds;
+    shipData.vy +=
+        ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
+        deltaMilliseconds;
+
+    speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
+
+    if (speed > 0) {
+        /* compensate for friction */
+        float dirx = shipData.vx / speed;   /* normalized x velocity */
+        float diry = shipData.vy / speed;   /* normalized y velocity */
+
+        /* update velocity due to friction */
+        if (speed - FRICTION * deltaMilliseconds > 0) {
+            /* apply friction */
+            shipData.vx -= dirx * FRICTION * deltaMilliseconds;
+            shipData.vy -= diry * FRICTION * deltaMilliseconds;
+        } else {
+            /* applying friction would MORE than stop the ship, so just stop the ship */
+            shipData.vx = 0.0f;
+            shipData.vy = 0.0f;
+        }
+    }
+
+    /* update ship location */
+    shipData.x += shipData.vx * deltaMilliseconds;
+    shipData.y += shipData.vy * deltaMilliseconds;
+
+    if (shipData.x > maxx) {
+        shipData.x = maxx;
+        shipData.vx = -shipData.vx * DAMPING;
+    } else if (shipData.x < minx) {
+        shipData.x = minx;
+        shipData.vx = -shipData.vx * DAMPING;
+    }
+    if (shipData.y > maxy) {
+        shipData.y = maxy;
+        shipData.vy = -shipData.vy * DAMPING;
+    } else if (shipData.y < miny) {
+        shipData.y = miny;
+        shipData.vy = -shipData.vy * DAMPING;
+    }
+
+    /* draw the background */
+    SDL_RenderCopy(renderer, space, NULL, NULL);
+
+    /* draw the ship */
+    shipData.rect.x = shipData.x;
+    shipData.rect.y = shipData.y;
+
+    SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
+
+    /* update screen */
+    SDL_RenderPresent(renderer);
+
+}
+
+void
+initializeTextures(SDL_Renderer *renderer)
+{
+
+    SDL_Surface *bmp_surface;
+
+    /* load the ship */
+    bmp_surface = SDL_LoadBMP("ship.bmp");
+    if (bmp_surface == NULL) {
+        fatalError("could not ship.bmp");
+    }
+    /* set blue to transparent on the ship */
+    SDL_SetColorKey(bmp_surface, 1,
+                    SDL_MapRGB(bmp_surface->format, 0, 0, 255));
+
+    /* create ship texture from surface */
+    ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
+    if (ship == 0) {
+        fatalError("could not create ship texture");
+    }
+    SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
+
+    /* set the width and height of the ship from the surface dimensions */
+    shipData.rect.w = bmp_surface->w;
+    shipData.rect.h = bmp_surface->h;
+
+    SDL_FreeSurface(bmp_surface);
+
+    /* load the space background */
+    bmp_surface = SDL_LoadBMP("space.bmp");
+    if (bmp_surface == NULL) {
+        fatalError("could not load space.bmp");
+    }
+    /* create space texture from surface */
+    space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
+    if (space == 0) {
+        fatalError("could not create space texture");
+    }
+    SDL_FreeSurface(bmp_surface);
+
+}
+
+
+
+int
+main(int argc, char *argv[])
+{
+
+    SDL_Window *window;         /* main window */
+    SDL_Renderer *renderer;
+    int done;                   /* should we clean up and exit? */
+    int w, h;
+
+    /* initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
+        fatalError("Could not initialize SDL");
+    }
+
+    /* create main window and renderer */
+    window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
+    renderer = SDL_CreateRenderer(window, 0, 0);
+    
+    SDL_GetWindowSize(window, &w, &h);
+    SDL_RenderSetLogicalSize(renderer, w, h);
+
+    /* print out some info about joysticks and try to open accelerometer for use */
+    printf("There are %d joysticks available\n", SDL_NumJoysticks());
+    printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
+    accelerometer = SDL_JoystickOpen(0);
+    if (accelerometer == NULL) {
+        fatalError("Could not open joystick (accelerometer)");
+    }
+    printf("joystick number of axis = %d\n",
+           SDL_JoystickNumAxes(accelerometer));
+    printf("joystick number of hats = %d\n",
+           SDL_JoystickNumHats(accelerometer));
+    printf("joystick number of balls = %d\n",
+           SDL_JoystickNumBalls(accelerometer));
+    printf("joystick number of buttons = %d\n",
+           SDL_JoystickNumButtons(accelerometer));
+
+    /* load graphics */
+    initializeTextures(renderer);
+
+    /* setup ship */
+    shipData.x = (w - shipData.rect.w) / 2;
+    shipData.y = (h - shipData.rect.h) / 2;
+    shipData.vx = 0.0f;
+    shipData.vy = 0.0f;
+
+    done = 0;
+    /* enter main loop */
+    while (!done) {
+        double deltaTime = updateDeltaTime();
+        SDL_Event event;
+        while (SDL_PollEvent(&event)) {
+            if (event.type == SDL_QUIT) {
+                done = 1;
+            }
+        }
+        render(renderer, w, h, deltaTime);
+        SDL_Delay(1);
+    }
+
+    /* delete textures */
+    SDL_DestroyTexture(ship);
+    SDL_DestroyTexture(space);
+
+    /* shutdown SDL */
+    SDL_Quit();
+
+    return 0;
+
+}

+ 56 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/common.c

@@ -0,0 +1,56 @@
+/*
+ *  common.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "common.h"
+#include "SDL.h"
+#include <stdlib.h>
+
+/*
+    Produces a random int x, min <= x <= max
+    following a uniform distribution
+*/
+int
+randomInt(int min, int max)
+{
+    return min + rand() % (max - min + 1);
+}
+
+/*
+    Produces a random float x, min <= x <= max
+    following a uniform distribution
+ */
+float
+randomFloat(float min, float max)
+{
+    return rand() / (float) RAND_MAX *(max - min) + min;
+}
+
+void
+fatalError(const char *string)
+{
+    printf("%s: %s\n", string, SDL_GetError());
+    SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, string, SDL_GetError(), NULL);
+    exit(1);
+}
+
+static Uint64 prevTime = 0;
+
+double
+updateDeltaTime(void)
+{
+    Uint64 curTime;
+    double deltaTime;
+
+    if (prevTime == 0) {
+        prevTime = SDL_GetPerformanceCounter();
+    }
+
+    curTime = SDL_GetPerformanceCounter();
+    deltaTime = (double) (curTime - prevTime) / (double) SDL_GetPerformanceFrequency();
+    prevTime = curTime;
+
+    return deltaTime;
+}

+ 10 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/common.h

@@ -0,0 +1,10 @@
+/*
+ *  common.h
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+extern int randomInt(int min, int max);
+extern float randomFloat(float min, float max);
+extern void fatalError(const char *string);
+extern double updateDeltaTime(void);

+ 474 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/fireworks.c

@@ -0,0 +1,474 @@
+/*
+ *  fireworks.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "SDL.h"
+#include "SDL_opengles.h"
+#include "common.h"
+#include <math.h>
+#include <time.h>
+
+#define ACCEL 0.0001f           /* acceleration due to gravity, units in pixels per millesecond squared */
+#define WIND_RESISTANCE 0.00005f        /* acceleration per unit velocity due to wind resistance */
+#define MAX_PARTICLES 2000      /* maximum number of particles displayed at once */
+
+static GLuint particleTextureID;        /* OpenGL particle texture id */
+static SDL_bool pointSizeExtensionSupported;    /* is GL_OES_point_size_array supported ? */
+static float pointSizeScale;
+/*
+    used to describe what type of particle a given struct particle is.
+    emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
+    trail   - shoots off, following emitter particle
+    dust    - radiates outwards from emitter explosion
+*/
+enum particleType
+{
+    emitter = 0,
+    trail,
+    dust
+};
+/*
+    struct particle is used to describe each particle displayed on screen
+*/
+struct particle
+{
+    GLfloat x;                  /* x position of particle */
+    GLfloat y;                  /* y position of particle */
+    GLubyte color[4];           /* rgba color of particle */
+    GLfloat size;               /* size of particle in pixels */
+    GLfloat xvel;               /* x velocity of particle in pixels per milesecond */
+    GLfloat yvel;               /* y velocity of particle in pixels per millescond */
+    int isActive;               /* if not active, then particle is overwritten */
+    enum particleType type;     /* see enum particleType */
+} particles[MAX_PARTICLES];     /* this array holds all our particles */
+
+static int num_active_particles;        /* how many members of the particle array are actually being drawn / animated? */
+static int screen_w, screen_h;
+
+/* function declarations */
+void spawnTrailFromEmitter(struct particle *emitter);
+void spawnEmitterParticle(GLfloat x, GLfloat y);
+void explodeEmitter(struct particle *emitter);
+void initializeParticles(void);
+void initializeTexture();
+int nextPowerOfTwo(int x);
+void drawParticles();
+void stepParticles(double deltaTime);
+
+/*  helper function (used in texture loading)
+    returns next power of two greater than or equal to x
+*/
+int
+nextPowerOfTwo(int x)
+{
+    int val = 1;
+    while (val < x) {
+        val *= 2;
+    }
+    return val;
+}
+
+/*
+    steps each active particle by timestep deltaTime
+*/
+void
+stepParticles(double deltaTime)
+{
+    float deltaMilliseconds = deltaTime * 1000;
+    int i;
+    struct particle *slot = particles;
+    struct particle *curr = particles;
+    for (i = 0; i < num_active_particles; i++) {
+        /* is the particle actually active, or is it marked for deletion? */
+        if (curr->isActive) {
+            /* is the particle off the screen? */
+            if (curr->y > screen_h)
+                curr->isActive = 0;
+            else if (curr->y < 0)
+                curr->isActive = 0;
+            if (curr->x > screen_w)
+                curr->isActive = 0;
+            else if (curr->x < 0)
+                curr->isActive = 0;
+
+            /* step velocity, then step position */
+            curr->yvel += ACCEL * deltaMilliseconds;
+            curr->xvel += 0.0f;
+            curr->y += curr->yvel * deltaMilliseconds;
+            curr->x += curr->xvel * deltaMilliseconds;
+
+            /* particle behavior */
+            if (curr->type == emitter) {
+                /* if we're an emitter, spawn a trail */
+                spawnTrailFromEmitter(curr);
+                /* if we've reached our peak, explode */
+                if (curr->yvel > 0.0) {
+                    explodeEmitter(curr);
+                }
+            } else {
+                float speed =
+                    sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
+                /*      if wind resistance is not powerful enough to stop us completely,
+                   then apply winde resistance, otherwise just stop us completely */
+                if (WIND_RESISTANCE * deltaMilliseconds < speed) {
+                    float normx = curr->xvel / speed;
+                    float normy = curr->yvel / speed;
+                    curr->xvel -=
+                        normx * WIND_RESISTANCE * deltaMilliseconds;
+                    curr->yvel -=
+                        normy * WIND_RESISTANCE * deltaMilliseconds;
+                } else {
+                    curr->xvel = curr->yvel = 0;        /* stop particle */
+                }
+
+                if (curr->color[3] <= deltaMilliseconds * 0.1275f) {
+                    /* if this next step will cause us to fade out completely
+                       then just mark for deletion */
+                    curr->isActive = 0;
+                } else {
+                    /* otherwise, let's fade a bit more */
+                    curr->color[3] -= deltaMilliseconds * 0.1275f;
+                }
+
+                /* if we're a dust particle, shrink our size */
+                if (curr->type == dust)
+                    curr->size -= deltaMilliseconds * 0.010f;
+
+            }
+
+            /* if we're still active, pack ourselves in the array next
+               to the last active guy (pack the array tightly) */
+            if (curr->isActive)
+                *(slot++) = *curr;
+        }                       /* endif (curr->isActive) */
+        curr++;
+    }
+    /* the number of active particles is computed as the difference between
+       old number of active particles, where slot points, and the
+       new size of the array, where particles points */
+    num_active_particles = (int) (slot - particles);
+}
+
+/*
+    This draws all the particles shown on screen
+*/
+void
+drawParticles()
+{
+
+    /* draw the background */
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    /* set up the position and color pointers */
+    glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
+    glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
+                   particles[0].color);
+
+    if (pointSizeExtensionSupported) {
+        /* pass in our array of point sizes */
+        glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
+                              &(particles[0].size));
+    }
+
+    /* draw our particles! */
+    glDrawArrays(GL_POINTS, 0, num_active_particles);
+
+}
+
+/*
+    This causes an emitter to explode in a circular bloom of dust particles
+*/
+void
+explodeEmitter(struct particle *emitter)
+{
+    /* first off, we're done with this particle, so turn active off */
+    emitter->isActive = 0;
+    int i;
+    for (i = 0; i < 200; i++) {
+
+        if (num_active_particles >= MAX_PARTICLES)
+            return;
+
+        /* come up with a random angle and speed for new particle */
+        float theta = randomFloat(0, 2.0f * 3.141592);
+        float exponent = 3.0f;
+        float speed = randomFloat(0.00, powf(0.17, exponent));
+        speed = powf(speed, 1.0f / exponent);
+
+        /* select the particle at the end of our array */
+        struct particle *p = &particles[num_active_particles];
+
+        /* set the particles properties */
+        p->xvel = speed * cos(theta);
+        p->yvel = speed * sin(theta);
+        p->x = emitter->x + emitter->xvel;
+        p->y = emitter->y + emitter->yvel;
+        p->isActive = 1;
+        p->type = dust;
+        p->size = 15 * pointSizeScale;
+        /* inherit emitter's color */
+        p->color[0] = emitter->color[0];
+        p->color[1] = emitter->color[1];
+        p->color[2] = emitter->color[2];
+        p->color[3] = 255;
+        /* our array has expanded at the end */
+        num_active_particles++;
+    }
+
+}
+
+/*
+    This spawns a trail particle from an emitter
+*/
+void
+spawnTrailFromEmitter(struct particle *emitter)
+{
+
+    if (num_active_particles >= MAX_PARTICLES)
+        return;
+
+    /* select the particle at the slot at the end of our array */
+    struct particle *p = &particles[num_active_particles];
+
+    /* set position and velocity to roughly that of the emitter */
+    p->x = emitter->x + randomFloat(-3.0, 3.0);
+    p->y = emitter->y + emitter->size / 2.0f;
+    p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
+    p->yvel = emitter->yvel + 0.1;
+
+    /* set the color to a random-ish orangy type color */
+    p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
+    p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
+    p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
+    p->color[3] = (0.7f) * 255;
+
+    /* set other attributes */
+    p->size = 10 * pointSizeScale;
+    p->type = trail;
+    p->isActive = 1;
+
+    /* our array has expanded at the end */
+    num_active_particles++;
+
+}
+
+/*
+    spawns a new emitter particle at the bottom of the screen
+    destined for the point (x,y).
+*/
+void
+spawnEmitterParticle(GLfloat x, GLfloat y)
+{
+
+    if (num_active_particles >= MAX_PARTICLES)
+        return;
+
+    /* find particle at endpoint of array */
+    struct particle *p = &particles[num_active_particles];
+
+    /* set the color randomly */
+    switch (rand() % 4) {
+    case 0:
+        p->color[0] = 255;
+        p->color[1] = 100;
+        p->color[2] = 100;
+        break;
+    case 1:
+        p->color[0] = 100;
+        p->color[1] = 255;
+        p->color[2] = 100;
+        break;
+    case 2:
+        p->color[0] = 100;
+        p->color[1] = 100;
+        p->color[2] = 255;
+        break;
+    case 3:
+        p->color[0] = 255;
+        p->color[1] = 150;
+        p->color[2] = 50;
+        break;
+    }
+    p->color[3] = 255;
+    /* set position to (x, screen_h) */
+    p->x = x;
+    p->y = screen_h;
+    /* set velocity so that terminal point is (x,y) */
+    p->xvel = 0;
+    p->yvel = -sqrt(2 * ACCEL * (screen_h - y));
+    /* set other attributes */
+    p->size = 10 * pointSizeScale;
+    p->type = emitter;
+    p->isActive = 1;
+    /* our array has expanded at the end */
+    num_active_particles++;
+}
+
+/* just sets the endpoint of the particle array to element zero */
+void
+initializeParticles(void)
+{
+    num_active_particles = 0;
+}
+
+/*
+    loads the particle texture
+ */
+void
+initializeTexture()
+{
+
+    int bpp;                    /* texture bits per pixel */
+    Uint32 Rmask, Gmask, Bmask, Amask;  /* masks for pixel format passed into OpenGL */
+    SDL_Surface *bmp_surface;   /* the bmp is loaded here */
+    SDL_Surface *bmp_surface_rgba8888;  /* this serves as a destination to convert the BMP
+                                           to format passed into OpenGL */
+
+    bmp_surface = SDL_LoadBMP("stroke.bmp");
+    if (bmp_surface == NULL) {
+        fatalError("could not load stroke.bmp");
+    }
+
+    /* Grab info about format that will be passed into OpenGL */
+    SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
+                               &Bmask, &Amask);
+    /* Create surface that will hold pixels passed into OpenGL */
+    bmp_surface_rgba8888 =
+        SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
+                             Gmask, Bmask, Amask);
+    /* Blit to this surface, effectively converting the format */
+    SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
+
+    glGenTextures(1, &particleTextureID);
+    glBindTexture(GL_TEXTURE_2D, particleTextureID);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+                 nextPowerOfTwo(bmp_surface->w),
+                 nextPowerOfTwo(bmp_surface->h),
+                 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    /* this is where we actually pass in the pixel data */
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
+                 GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
+
+    /* free bmp surface and converted bmp surface */
+    SDL_FreeSurface(bmp_surface);
+    SDL_FreeSurface(bmp_surface_rgba8888);
+
+}
+
+int
+main(int argc, char *argv[])
+{
+    SDL_Window *window;         /* main window */
+    SDL_GLContext context;
+    int drawableW, drawableH;
+    int done;                   /* should we clean up and exit? */
+
+    /* initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        fatalError("Could not initialize SDL");
+    }
+    /* seed the random number generator */
+    srand(time(NULL));
+    /*
+       request some OpenGL parameters
+       that may speed drawing
+     */
+    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
+    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
+    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
+    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
+    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
+    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
+
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
+    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+
+    /* create main window and renderer */
+    window = SDL_CreateWindow(NULL, 0, 0, 320, 480,
+                                SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
+    context = SDL_GL_CreateContext(window);
+
+    /* The window size and drawable size may be different when highdpi is enabled,
+     * due to the increased pixel density of the drawable. */
+    SDL_GetWindowSize(window, &screen_w, &screen_h);
+    SDL_GL_GetDrawableSize(window, &drawableW, &drawableH);
+
+    /* In OpenGL, point sizes are always in pixels. We don't want them looking
+     * tiny on a retina screen. */
+    pointSizeScale = (float) drawableH / (float) screen_h;
+
+    /* load the particle texture */
+    initializeTexture();
+
+    /*      check if GL_POINT_SIZE_ARRAY_OES is supported
+       this is used to give each particle its own size
+     */
+    pointSizeExtensionSupported =
+        SDL_GL_ExtensionSupported("GL_OES_point_size_array");
+
+    /* set up some OpenGL state */
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_CULL_FACE);
+
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+
+    glViewport(0, 0, drawableW, drawableH);
+
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    glOrthof((GLfloat) 0,
+             (GLfloat) screen_w,
+             (GLfloat) screen_h,
+             (GLfloat) 0, 0.0, 1.0);
+
+    glEnable(GL_TEXTURE_2D);
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+
+    glEnable(GL_POINT_SPRITE_OES);
+    glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
+
+    if (pointSizeExtensionSupported) {
+        /* we use this to set the sizes of all the particles */
+        glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
+    } else {
+        /* if extension not available then all particles have size 10 */
+        glPointSize(10 * pointSizeScale);
+    }
+
+    done = 0;
+    /* enter main loop */
+    while (!done) {
+        SDL_Event event;
+        double deltaTime = updateDeltaTime();
+        while (SDL_PollEvent(&event)) {
+            if (event.type == SDL_QUIT) {
+                done = 1;
+            }
+            if (event.type == SDL_MOUSEBUTTONDOWN) {
+                int x, y;
+                SDL_GetMouseState(&x, &y);
+                spawnEmitterParticle(x, y);
+            }
+        }
+        stepParticles(deltaTime);
+        drawParticles();
+        SDL_GL_SwapWindow(window);
+        SDL_Delay(1);
+    }
+
+    /* delete textures */
+    glDeleteTextures(1, &particleTextureID);
+    /* shutdown SDL */
+    SDL_Quit();
+
+    return 0;
+}

+ 180 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/happy.c

@@ -0,0 +1,180 @@
+/*
+ *  happy.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "SDL.h"
+#include "common.h"
+
+#define NUM_HAPPY_FACES 100     /* number of faces to draw */
+#define HAPPY_FACE_SIZE 32      /* width and height of happyface */
+
+static SDL_Texture *texture = 0;    /* reference to texture holding happyface */
+
+static struct
+{
+    float x, y;                 /* position of happyface */
+    float xvel, yvel;           /* velocity of happyface */
+} faces[NUM_HAPPY_FACES];
+
+/*
+    Sets initial positions and velocities of happyfaces
+    units of velocity are pixels per millesecond
+*/
+void
+initializeHappyFaces(SDL_Renderer *renderer)
+{
+    int i;
+    int w;
+    int h;
+    SDL_RenderGetLogicalSize(renderer, &w, &h);
+
+    for (i = 0; i < NUM_HAPPY_FACES; i++) {
+        faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
+        faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
+        faces[i].xvel = randomFloat(-60.0f, 60.0f);
+        faces[i].yvel = randomFloat(-60.0f, 60.0f);
+    }
+}
+
+void
+render(SDL_Renderer *renderer, double deltaTime)
+{
+    int i;
+    SDL_Rect srcRect;
+    SDL_Rect dstRect;
+    int w;
+    int h;
+
+    SDL_RenderGetLogicalSize(renderer, &w, &h);
+
+    /* setup boundaries for happyface bouncing */
+    int maxx = w - HAPPY_FACE_SIZE;
+    int maxy = h - HAPPY_FACE_SIZE;
+    int minx = 0;
+    int miny = 0;
+
+    /* setup rects for drawing */
+    srcRect.x = 0;
+    srcRect.y = 0;
+    srcRect.w = HAPPY_FACE_SIZE;
+    srcRect.h = HAPPY_FACE_SIZE;
+    dstRect.w = HAPPY_FACE_SIZE;
+    dstRect.h = HAPPY_FACE_SIZE;
+
+    /* fill background in with black */
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+    SDL_RenderClear(renderer);
+
+    /*
+       loop through all the happy faces:
+       - update position
+       - update velocity (if boundary is hit)
+       - draw
+     */
+    for (i = 0; i < NUM_HAPPY_FACES; i++) {
+        faces[i].x += faces[i].xvel * deltaTime;
+        faces[i].y += faces[i].yvel * deltaTime;
+        if (faces[i].x > maxx) {
+            faces[i].x = maxx;
+            faces[i].xvel = -faces[i].xvel;
+        } else if (faces[i].y > maxy) {
+            faces[i].y = maxy;
+            faces[i].yvel = -faces[i].yvel;
+        }
+        if (faces[i].x < minx) {
+            faces[i].x = minx;
+            faces[i].xvel = -faces[i].xvel;
+        } else if (faces[i].y < miny) {
+            faces[i].y = miny;
+            faces[i].yvel = -faces[i].yvel;
+        }
+        dstRect.x = faces[i].x;
+        dstRect.y = faces[i].y;
+        SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
+    }
+    /* update screen */
+    SDL_RenderPresent(renderer);
+
+}
+
+/*
+    loads the happyface graphic into a texture
+*/
+void
+initializeTexture(SDL_Renderer *renderer)
+{
+    SDL_Surface *bmp_surface;
+    /* load the bmp */
+    bmp_surface = SDL_LoadBMP("icon.bmp");
+    if (bmp_surface == NULL) {
+        fatalError("could not load bmp");
+    }
+    /* set white to transparent on the happyface */
+    SDL_SetColorKey(bmp_surface, 1,
+                    SDL_MapRGB(bmp_surface->format, 255, 255, 255));
+
+    /* convert RGBA surface to texture */
+    texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
+    if (texture == 0) {
+        fatalError("could not create texture");
+    }
+    SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
+
+    /* free up allocated memory */
+    SDL_FreeSurface(bmp_surface);
+}
+
+int
+main(int argc, char *argv[])
+{
+    SDL_Window *window;
+    SDL_Renderer *renderer;
+    int done;
+    int width;
+    int height;
+
+    /* initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        fatalError("Could not initialize SDL");
+    }
+
+    /* The specified window size doesn't matter - except for its aspect ratio,
+     * which determines whether the window is in portrait or landscape on iOS
+     * (if SDL_WINDOW_RESIZABLE isn't specified). */
+    window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
+
+    renderer = SDL_CreateRenderer(window, -1, 0);
+
+    SDL_GetWindowSize(window, &width, &height);
+    SDL_RenderSetLogicalSize(renderer, width, height);
+
+    initializeTexture(renderer);
+    initializeHappyFaces(renderer);
+
+
+    /* main loop */
+    done = 0;
+    while (!done) {
+        SDL_Event event;
+        double deltaTime = updateDeltaTime();
+
+        while (SDL_PollEvent(&event)) {
+            if (event.type == SDL_QUIT) {
+                done = 1;
+            }
+        }
+
+        render(renderer, deltaTime);
+        SDL_Delay(1);
+    }
+
+    /* cleanup */
+    SDL_DestroyTexture(texture);
+    /* shutdown SDL */
+    SDL_Quit();
+
+    return 0;
+
+}

+ 301 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/keyboard.c

@@ -0,0 +1,301 @@
+/*
+ *  keyboard.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "SDL.h"
+#include "common.h"
+
+#define TEST_INPUT_RECT
+
+#define GLYPH_SIZE_IMAGE 16     /* size of glyphs (characters) in the bitmap font file */
+#define GLYPH_SIZE_SCREEN 32    /* size of glyphs (characters) as shown on the screen */
+
+#define MAX_CHARS 1024
+
+static SDL_Texture *texture; /* texture where we'll hold our font */
+
+static SDL_Renderer *renderer;
+static int numChars = 0;        /* number of characters we've typed so far */
+static SDL_Color bg_color = { 50, 50, 100, 255 };       /* color of background */
+
+static int glyphs[MAX_CHARS];
+
+/* this structure maps a scancode to an index in our bitmap font.
+   it also contains data about under which modifiers the mapping is valid
+   (for example, we don't want shift + 1 to produce the character '1',
+   but rather the character '!')
+*/
+typedef struct
+{
+    SDL_Scancode scancode;      /* scancode of the key we want to map */
+    int allow_no_mod;           /* is the map valid if the key has no modifiers? */
+    SDL_Keymod mod;             /* what modifiers are allowed for the mapping */
+    int index;                  /* what index in the font does the scancode map to */
+} fontMapping;
+
+#define TABLE_SIZE 51           /* size of our table which maps keys and modifiers to font indices */
+
+/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
+   bitmap font.  As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
+   the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
+   The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
+   mapping is also valid if the user is holding shift.
+*/
+fontMapping map[TABLE_SIZE] = {
+
+    {SDL_SCANCODE_A, 1, KMOD_SHIFT, 33},        /* A */
+    {SDL_SCANCODE_B, 1, KMOD_SHIFT, 34},        /* B */
+    {SDL_SCANCODE_C, 1, KMOD_SHIFT, 35},        /* C */
+    {SDL_SCANCODE_D, 1, KMOD_SHIFT, 36},        /* D */
+    {SDL_SCANCODE_E, 1, KMOD_SHIFT, 37},        /* E */
+    {SDL_SCANCODE_F, 1, KMOD_SHIFT, 38},        /* F */
+    {SDL_SCANCODE_G, 1, KMOD_SHIFT, 39},        /* G */
+    {SDL_SCANCODE_H, 1, KMOD_SHIFT, 40},        /* H */
+    {SDL_SCANCODE_I, 1, KMOD_SHIFT, 41},        /* I */
+    {SDL_SCANCODE_J, 1, KMOD_SHIFT, 42},        /* J */
+    {SDL_SCANCODE_K, 1, KMOD_SHIFT, 43},        /* K */
+    {SDL_SCANCODE_L, 1, KMOD_SHIFT, 44},        /* L */
+    {SDL_SCANCODE_M, 1, KMOD_SHIFT, 45},        /* M */
+    {SDL_SCANCODE_N, 1, KMOD_SHIFT, 46},        /* N */
+    {SDL_SCANCODE_O, 1, KMOD_SHIFT, 47},        /* O */
+    {SDL_SCANCODE_P, 1, KMOD_SHIFT, 48},        /* P */
+    {SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49},        /* Q */
+    {SDL_SCANCODE_R, 1, KMOD_SHIFT, 50},        /* R */
+    {SDL_SCANCODE_S, 1, KMOD_SHIFT, 51},        /* S */
+    {SDL_SCANCODE_T, 1, KMOD_SHIFT, 52},        /* T */
+    {SDL_SCANCODE_U, 1, KMOD_SHIFT, 53},        /* U */
+    {SDL_SCANCODE_V, 1, KMOD_SHIFT, 54},        /* V */
+    {SDL_SCANCODE_W, 1, KMOD_SHIFT, 55},        /* W */
+    {SDL_SCANCODE_X, 1, KMOD_SHIFT, 56},        /* X */
+    {SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57},        /* Y */
+    {SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58},        /* Z */
+    {SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
+    {SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
+    {SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
+    {SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
+    {SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
+    {SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
+    {SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
+    {SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
+    {SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
+    {SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
+    {SDL_SCANCODE_SPACE, 1, 0, 0},      /* ' ' */
+    {SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
+    {SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31},    /* ? */
+    {SDL_SCANCODE_SLASH, 1, 0, 15},     /* / */
+    {SDL_SCANCODE_COMMA, 1, 0, 12},     /* , */
+    {SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
+    {SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26},        /* : */
+    {SDL_SCANCODE_PERIOD, 1, 0, 14},    /* . */
+    {SDL_SCANCODE_MINUS, 1, 0, 13},     /* - */
+    {SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11},   /* = */
+    {SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
+    {SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2},        /* " */
+    {SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
+
+};
+
+/*
+    This function maps an SDL_KeySym to an index in the bitmap font.
+    It does so by scanning through the font mapping table one entry
+    at a time.
+
+    If a match is found (scancode and allowed modifiers), the proper
+    index is returned.
+
+    If there is no entry for the key, -1 is returned
+*/
+int
+keyToGlyphIndex(SDL_Keysym key)
+{
+    int i, index = -1;
+    for (i = 0; i < TABLE_SIZE; i++) {
+        fontMapping compare = map[i];
+        if (key.scancode == compare.scancode) {
+            /* if this entry is valid with no key mod and we have no keymod, or if
+               the key's modifiers are allowed modifiers for that mapping */
+            if ((compare.allow_no_mod && key.mod == 0)
+                || (key.mod & compare.mod)) {
+                index = compare.index;
+                break;
+            }
+        }
+    }
+    return index;
+}
+
+/*
+    This function returns and x,y position for a given character number.
+    It is used for positioning each character of text
+*/
+void
+getPositionForCharNumber(int n, int *x, int *y)
+{
+    int renderW, renderH;
+    SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
+
+    int x_padding = 16;         /* padding space on left and right side of screen */
+    int y_padding = 32;         /* padding space at top of screen */
+    /* figure out the number of characters that can fit horizontally across the screen */
+    int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
+    int line_separation = 5;    /* pixels between each line */
+    *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
+#ifdef TEST_INPUT_RECT
+    *y = renderH - GLYPH_SIZE_SCREEN;
+#else
+    *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
+#endif
+}
+
+void
+drawGlyph(int glyph, int positionIndex)
+{
+    int x, y;
+    getPositionForCharNumber(positionIndex, &x, &y);
+    SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * glyph, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
+    SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
+    SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
+}
+
+/* this function loads our font into an SDL_Texture and returns the SDL_Texture  */
+SDL_Texture*
+loadFont(void)
+{
+    SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
+
+    if (!surface) {
+        printf("Error loading bitmap: %s\n", SDL_GetError());
+        return 0;
+    } else {
+        /* set the transparent color for the bitmap font (hot pink) */
+        SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
+        /* now we convert the surface to our desired pixel format */
+        int format = SDL_PIXELFORMAT_ABGR8888;  /* desired texture format */
+        Uint32 Rmask, Gmask, Bmask, Amask;      /* masks for desired format */
+        int bpp;                /* bits per pixel for desired format */
+        SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
+                                   &Amask);
+        SDL_Surface *converted =
+            SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
+                                 Bmask, Amask);
+        SDL_BlitSurface(surface, NULL, converted, NULL);
+        /* create our texture */
+        texture = SDL_CreateTextureFromSurface(renderer, converted);
+        if (texture == 0) {
+            printf("texture creation failed: %s\n", SDL_GetError());
+        } else {
+            /* set blend mode for our texture */
+            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
+        }
+        SDL_FreeSurface(surface);
+        SDL_FreeSurface(converted);
+        return texture;
+    }
+}
+
+void
+draw()
+{
+    SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
+    SDL_RenderClear(renderer);
+
+    for (int i = 0; i < numChars; i++) {
+        drawGlyph(glyphs[i], i);
+    }
+
+    drawGlyph(29, numChars); /* cursor is at index 29 in the bitmap font */
+
+    SDL_RenderPresent(renderer);
+}
+
+int
+main(int argc, char *argv[])
+{
+    SDL_Window *window;
+    SDL_Event event;            /* last event received */
+    SDL_Scancode scancode;      /* scancode of last key we pushed */
+    int width;
+    int height;
+    int done;
+    SDL_Rect textrect;
+
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        printf("Error initializing SDL: %s", SDL_GetError());
+    }
+    /* create window */
+    window = SDL_CreateWindow("iOS keyboard test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    /* create renderer */
+    renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
+
+    SDL_GetWindowSize(window, &width, &height);
+    SDL_RenderSetLogicalSize(renderer, width, height);
+
+    /* load up our font */
+    loadFont();
+    
+    /* Show onscreen keyboard */
+#ifdef TEST_INPUT_RECT
+    textrect.x = 0;
+    textrect.y = height - GLYPH_SIZE_IMAGE;
+    textrect.w = width;
+    textrect.h = GLYPH_SIZE_IMAGE;
+    SDL_SetTextInputRect(&textrect);
+#endif
+    SDL_StartTextInput();
+
+    done = 0;
+    while (!done) {
+        while (SDL_PollEvent(&event)) {
+            switch (event.type) {
+            case SDL_QUIT:
+                done = 1;
+                break;
+            case SDL_WINDOWEVENT:
+                if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
+					width = event.window.data1;
+					height = event.window.data2;
+                    SDL_RenderSetLogicalSize(renderer, width, height);
+#ifdef TEST_INPUT_RECT
+                    textrect.x = 0;
+                    textrect.y = height - GLYPH_SIZE_IMAGE;
+                    textrect.w = width;
+                    textrect.h = GLYPH_SIZE_IMAGE;
+                    SDL_SetTextInputRect(&textrect);
+#endif
+                }
+                break;
+            case SDL_KEYDOWN:
+                if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE) {
+                    if (numChars > 0) {
+                        numChars--;
+                    }
+                } else if (numChars + 1 < MAX_CHARS) {
+                    int index = keyToGlyphIndex(event.key.keysym);
+                    if (index >= 0) {
+                        glyphs[numChars++] = index;
+                    }
+                }
+                break;
+            case SDL_MOUSEBUTTONUP:
+                /* mouse up toggles onscreen keyboard visibility */
+                if (SDL_IsTextInputActive()) {
+                    SDL_StopTextInput();
+                } else {
+                    SDL_StartTextInput();
+                }
+                break;
+            }
+        }
+
+        draw();
+        SDL_Delay(15);
+    }
+
+    SDL_DestroyTexture(texture);
+    SDL_DestroyRenderer(renderer);
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+    return 0;
+}

+ 344 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/mixer.c

@@ -0,0 +1,344 @@
+/*
+ *  mixer.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "SDL.h"
+#include "common.h"
+
+#define NUM_CHANNELS 8          /* max number of sounds we can play at once */
+#define NUM_DRUMS 4             /* number of drums in our set */
+
+static struct
+{
+    SDL_Rect rect;              /* where the button is drawn */
+    SDL_Color upColor;          /* color when button is not active */
+    SDL_Color downColor;        /* color when button is active */
+    int isPressed;              /* is the button being pressed ? */
+    int touchIndex;             /* what mouse (touch) index pressed the button ? */
+} buttons[NUM_DRUMS];
+
+struct sound
+{
+    Uint8 *buffer;              /* audio buffer for sound file */
+    Uint32 length;              /* length of the buffer (in bytes) */
+};
+
+/* this array holds the audio for the drum noises */
+static struct sound drums[NUM_DRUMS];
+
+/* function declarations */
+void handleMouseButtonDown(SDL_Event * event);
+void handleMouseButtonUp(SDL_Event * event);
+int playSound(struct sound *);
+void initializeButtons(SDL_Renderer *);
+void audioCallback(void *userdata, Uint8 * stream, int len);
+void loadSound(const char *file, struct sound *s);
+
+struct
+{
+    /* channel array holds information about currently playing sounds */
+    struct
+    {
+        Uint8 *position;        /* what is the current position in the buffer of this sound ? */
+        Uint32 remaining;       /* how many bytes remaining before we're done playing the sound ? */
+        Uint32 timestamp;       /* when did this sound start playing ? */
+    } channels[NUM_CHANNELS];
+    SDL_AudioSpec outputSpec;   /* what audio format are we using for output? */
+    int numSoundsPlaying;       /* how many sounds are currently playing */
+} mixer;
+
+/* sets up the buttons (color, position, state) */
+void
+initializeButtons(SDL_Renderer *renderer)
+{
+    int i;
+    int spacing = 10;           /* gap between drum buttons */
+    SDL_Rect buttonRect;        /* keeps track of where to position drum */
+    SDL_Color upColor = { 86, 86, 140, 255 };   /* color of drum when not pressed */
+    SDL_Color downColor = { 191, 191, 221, 255 };       /* color of drum when pressed */
+    int renderW, renderH;
+
+    SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
+
+    buttonRect.x = spacing;
+    buttonRect.y = spacing;
+    buttonRect.w = renderW - 2 * spacing;
+    buttonRect.h = (renderH - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
+
+    /* setup each button */
+    for (i = 0; i < NUM_DRUMS; i++) {
+
+        buttons[i].rect = buttonRect;
+        buttons[i].isPressed = 0;
+        buttons[i].upColor = upColor;
+        buttons[i].downColor = downColor;
+
+        buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
+
+    }
+}
+
+/*
+ loads a wav file (stored in 'file'), converts it to the mixer's output format,
+ and stores the resulting buffer and length in the sound structure
+ */
+void
+loadSound(const char *file, struct sound *s)
+{
+    SDL_AudioSpec spec;         /* the audio format of the .wav file */
+    SDL_AudioCVT cvt;           /* used to convert .wav to output format when formats differ */
+    int result;
+    if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
+        fatalError("could not load .wav");
+    }
+    /* build the audio converter */
+    result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
+                               mixer.outputSpec.format,
+                               mixer.outputSpec.channels,
+                               mixer.outputSpec.freq);
+    if (result == -1) {
+        fatalError("could not build audio CVT");
+    } else if (result != 0) {
+        /*
+           this happens when the .wav format differs from the output format.
+           we convert the .wav buffer here
+         */
+        cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult);       /* allocate conversion buffer */
+        cvt.len = s->length;    /* set conversion buffer length */
+        SDL_memcpy(cvt.buf, s->buffer, s->length);      /* copy sound to conversion buffer */
+        if (SDL_ConvertAudio(&cvt) == -1) {     /* convert the sound */
+            fatalError("could not convert .wav");
+        }
+        SDL_free(s->buffer);    /* free the original (unconverted) buffer */
+        s->buffer = cvt.buf;    /* point sound buffer to converted buffer */
+        s->length = cvt.len_cvt;        /* set sound buffer's new length */
+    }
+}
+
+/* called from main event loop */
+void
+handleMouseButtonDown(SDL_Event * event)
+{
+
+    int x, y, mouseIndex, i, drumIndex;
+
+    mouseIndex = 0;
+    drumIndex = -1;
+
+    SDL_GetMouseState(&x, &y);
+    /* check if we hit any of the drum buttons */
+    for (i = 0; i < NUM_DRUMS; i++) {
+        if (x >= buttons[i].rect.x
+            && x < buttons[i].rect.x + buttons[i].rect.w
+            && y >= buttons[i].rect.y
+            && y < buttons[i].rect.y + buttons[i].rect.h) {
+            drumIndex = i;
+            break;
+        }
+    }
+    if (drumIndex != -1) {
+        /* if we hit a button */
+        buttons[drumIndex].touchIndex = mouseIndex;
+        buttons[drumIndex].isPressed = 1;
+        playSound(&drums[drumIndex]);
+    }
+
+}
+
+/* called from main event loop */
+void
+handleMouseButtonUp(SDL_Event * event)
+{
+    int i;
+    int mouseIndex = 0;
+    /* check if this should cause any of the buttons to become unpressed */
+    for (i = 0; i < NUM_DRUMS; i++) {
+        if (buttons[i].touchIndex == mouseIndex) {
+            buttons[i].isPressed = 0;
+        }
+    }
+}
+
+/* draws buttons to screen */
+void
+render(SDL_Renderer *renderer)
+{
+    int i;
+    SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
+    SDL_RenderClear(renderer);       /* draw background (gray) */
+    /* draw the drum buttons */
+    for (i = 0; i < NUM_DRUMS; i++) {
+        SDL_Color color =
+            buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
+        SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
+        SDL_RenderFillRect(renderer, &buttons[i].rect);
+    }
+    /* update the screen */
+    SDL_RenderPresent(renderer);
+}
+
+/*
+    finds a sound channel in the mixer for a sound
+    and sets it up to start playing
+*/
+int
+playSound(struct sound *s)
+{
+    /*
+       find an empty channel to play on.
+       if no channel is available, use oldest channel
+     */
+    int i;
+    int selected_channel = -1;
+    int oldest_channel = 0;
+
+    if (mixer.numSoundsPlaying == 0) {
+        /* we're playing a sound now, so start audio callback back up */
+        SDL_PauseAudio(0);
+    }
+
+    /* find a sound channel to play the sound on */
+    for (i = 0; i < NUM_CHANNELS; i++) {
+        if (mixer.channels[i].position == NULL) {
+            /* if no sound on this channel, select it */
+            selected_channel = i;
+            break;
+        }
+        /* if this channel's sound is older than the oldest so far, set it to oldest */
+        if (mixer.channels[i].timestamp <
+            mixer.channels[oldest_channel].timestamp)
+            oldest_channel = i;
+    }
+
+    /* no empty channels, take the oldest one */
+    if (selected_channel == -1)
+        selected_channel = oldest_channel;
+    else
+        mixer.numSoundsPlaying++;
+
+    /* point channel data to wav data */
+    mixer.channels[selected_channel].position = s->buffer;
+    mixer.channels[selected_channel].remaining = s->length;
+    mixer.channels[selected_channel].timestamp = SDL_GetTicks();
+
+    return selected_channel;
+}
+
+/*
+    Called from SDL's audio system.  Supplies sound input with data by mixing together all
+    currently playing sound effects.
+*/
+void
+audioCallback(void *userdata, Uint8 * stream, int len)
+{
+    int i;
+    int copy_amt;
+    SDL_memset(stream, mixer.outputSpec.silence, len);  /* initialize buffer to silence */
+    /* for each channel, mix in whatever is playing on that channel */
+    for (i = 0; i < NUM_CHANNELS; i++) {
+        if (mixer.channels[i].position == NULL) {
+            /* if no sound is playing on this channel */
+            continue;           /* nothing to do for this channel */
+        }
+
+        /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
+        copy_amt =
+            mixer.channels[i].remaining <
+            len ? mixer.channels[i].remaining : len;
+
+        /* mix this sound effect with the output */
+        SDL_MixAudioFormat(stream, mixer.channels[i].position,
+                           mixer.outputSpec.format, copy_amt, SDL_MIX_MAXVOLUME);
+
+        /* update buffer position in sound effect and the number of bytes left */
+        mixer.channels[i].position += copy_amt;
+        mixer.channels[i].remaining -= copy_amt;
+
+        /* did we finish playing the sound effect ? */
+        if (mixer.channels[i].remaining == 0) {
+            mixer.channels[i].position = NULL;  /* indicates no sound playing on channel anymore */
+            mixer.numSoundsPlaying--;
+            if (mixer.numSoundsPlaying == 0) {
+                /* if no sounds left playing, pause audio callback */
+                SDL_PauseAudio(1);
+            }
+        }
+    }
+}
+
+int
+main(int argc, char *argv[])
+{
+    int done;                   /* has user tried to quit ? */
+    SDL_Window *window;         /* main window */
+    SDL_Renderer *renderer;
+    SDL_Event event;
+    int i;
+    int width;
+    int height;
+
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
+        fatalError("could not initialize SDL");
+    }
+    window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
+    renderer = SDL_CreateRenderer(window, 0, 0);
+
+    SDL_GetWindowSize(window, &width, &height);
+    SDL_RenderSetLogicalSize(renderer, width, height);
+
+    /* initialize the mixer */
+    SDL_memset(&mixer, 0, sizeof(mixer));
+    /* setup output format */
+    mixer.outputSpec.freq = 44100;
+    mixer.outputSpec.format = AUDIO_S16LSB;
+    mixer.outputSpec.channels = 2;
+    mixer.outputSpec.samples = 256;
+    mixer.outputSpec.callback = audioCallback;
+    mixer.outputSpec.userdata = NULL;
+
+    /* open audio for output */
+    if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
+        fatalError("Opening audio failed");
+    }
+
+    /* load our drum noises */
+    loadSound("ds_kick_big_amb.wav", &drums[3]);
+    loadSound("ds_brush_snare.wav", &drums[2]);
+    loadSound("ds_loose_skin_mute.wav", &drums[1]);
+    loadSound("ds_china.wav", &drums[0]);
+
+    /* setup positions, colors, and state of buttons */
+    initializeButtons(renderer);
+
+    /* enter main loop */
+    done = 0;
+    while (!done) {
+        while (SDL_PollEvent(&event)) {
+            switch (event.type) {
+            case SDL_MOUSEBUTTONDOWN:
+                handleMouseButtonDown(&event);
+                break;
+            case SDL_MOUSEBUTTONUP:
+                handleMouseButtonUp(&event);
+                break;
+            case SDL_QUIT:
+                done = 1;
+                break;
+            }
+        }
+        render(renderer);               /* draw buttons */
+
+        SDL_Delay(1);
+    }
+
+    /* cleanup code, let's free up those sound buffers */
+    for (i = 0; i < NUM_DRUMS; i++) {
+        SDL_free(drums[i].buffer);
+    }
+    /* let SDL do its exit code */
+    SDL_Quit();
+
+    return 0;
+}

+ 92 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/rectangles.c

@@ -0,0 +1,92 @@
+/*
+ *  rectangles.c
+ *  written by Holmes Futrell
+ *  use however you want
+*/
+
+#include "SDL.h"
+#include <time.h>
+#include "common.h"
+
+void
+render(SDL_Renderer *renderer)
+{
+    Uint8 r, g, b;
+    int renderW;
+    int renderH;
+
+    SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
+
+    /*  Come up with a random rectangle */
+    SDL_Rect rect;
+    rect.w = randomInt(64, 128);
+    rect.h = randomInt(64, 128);
+    rect.x = randomInt(0, renderW);
+    rect.y = randomInt(0, renderH);
+
+    /* Come up with a random color */
+    r = randomInt(50, 255);
+    g = randomInt(50, 255);
+    b = randomInt(50, 255);
+
+    /*  Fill the rectangle in the color */
+    SDL_SetRenderDrawColor(renderer, r, g, b, 255);
+    SDL_RenderFillRect(renderer, &rect);
+
+    /* update screen */
+    SDL_RenderPresent(renderer);
+}
+
+int
+main(int argc, char *argv[])
+{
+
+    SDL_Window *window;
+    SDL_Renderer *renderer;
+    int done;
+    SDL_Event event;
+    int windowW;
+    int windowH;
+
+    /* initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        fatalError("Could not initialize SDL");
+    }
+
+    /* seed random number generator */
+    srand(time(NULL));
+
+    /* create window and renderer */
+    window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
+    if (window == 0) {
+        fatalError("Could not initialize Window");
+    }
+    renderer = SDL_CreateRenderer(window, -1, 0);
+    if (!renderer) {
+        fatalError("Could not create renderer");
+    }
+
+    SDL_GetWindowSize(window, &windowW, &windowH);
+    SDL_RenderSetLogicalSize(renderer, windowW, windowH);
+
+    /* Fill screen with black */
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+    SDL_RenderClear(renderer);
+
+    /* Enter render loop, waiting for user to quit */
+    done = 0;
+    while (!done) {
+        while (SDL_PollEvent(&event)) {
+            if (event.type == SDL_QUIT) {
+                done = 1;
+            }
+        }
+        render(renderer);
+        SDL_Delay(1);
+    }
+
+    /* shutdown SDL */
+    SDL_Quit();
+
+    return 0;
+}

+ 129 - 0
Engine/lib/sdl/Xcode-iOS/Demos/src/touch.c

@@ -0,0 +1,129 @@
+/*
+ *  touch.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "SDL.h"
+#include <math.h>
+#include "common.h"
+
+#define BRUSH_SIZE 32           /* width and height of the brush */
+#define PIXELS_PER_ITERATION 5  /* number of pixels between brush blots when forming a line */
+
+static SDL_Texture *brush = 0;       /* texture for the brush */
+
+/*
+    draws a line from (startx, starty) to (startx + dx, starty + dy)
+    this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
+*/
+void
+drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
+{
+
+    float distance = sqrt(dx * dx + dy * dy);   /* length of line segment (pythagoras) */
+    int iterations = distance / PIXELS_PER_ITERATION + 1;       /* number of brush sprites to draw for the line */
+    float dx_prime = dx / iterations;   /* x-shift per iteration */
+    float dy_prime = dy / iterations;   /* y-shift per iteration */
+    SDL_Rect dstRect;           /* rect to draw brush sprite into */
+    float x;
+    float y;
+    int i;
+
+    dstRect.w = BRUSH_SIZE;
+    dstRect.h = BRUSH_SIZE;
+
+    /* setup x and y for the location of the first sprite */
+    x = startx - BRUSH_SIZE / 2.0f;
+    y = starty - BRUSH_SIZE / 2.0f;
+
+    /* draw a series of blots to form the line */
+    for (i = 0; i < iterations; i++) {
+        dstRect.x = x;
+        dstRect.y = y;
+        /* shift x and y for next sprite location */
+        x += dx_prime;
+        y += dy_prime;
+        /* draw brush blot */
+        SDL_RenderCopy(renderer, brush, NULL, &dstRect);
+    }
+}
+
+/*
+    loads the brush texture
+*/
+void
+initializeTexture(SDL_Renderer *renderer)
+{
+    SDL_Surface *bmp_surface;
+    bmp_surface = SDL_LoadBMP("stroke.bmp");
+    if (bmp_surface == NULL) {
+        fatalError("could not load stroke.bmp");
+    }
+    brush =
+        SDL_CreateTextureFromSurface(renderer, bmp_surface);
+    SDL_FreeSurface(bmp_surface);
+    if (brush == 0) {
+        fatalError("could not create brush texture");
+    }
+    /* additive blending -- laying strokes on top of eachother makes them brighter */
+    SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
+    /* set brush color (red) */
+    SDL_SetTextureColorMod(brush, 255, 100, 100);
+}
+
+int
+main(int argc, char *argv[])
+{
+
+    int x, y, dx, dy;           /* mouse location          */
+    Uint8 state;                /* mouse (touch) state */
+    SDL_Event event;
+    SDL_Window *window;         /* main window */
+    SDL_Renderer *renderer;
+    int done;                   /* does user want to quit? */
+    int w, h;
+
+    /* initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        fatalError("Could not initialize SDL");
+    }
+
+    /* create main window and renderer */
+    window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
+    renderer = SDL_CreateRenderer(window, 0, 0);
+
+    SDL_GetWindowSize(window, &w, &h);
+    SDL_RenderSetLogicalSize(renderer, w, h);
+
+    /* load brush texture */
+    initializeTexture(renderer);
+
+    /* fill canvass initially with all black */
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+    SDL_RenderClear(renderer);
+    SDL_RenderPresent(renderer);
+
+    done = 0;
+    while (!done && SDL_WaitEvent(&event)) {
+        switch (event.type) {
+        case SDL_QUIT:
+            done = 1;
+            break;
+        case SDL_MOUSEMOTION:
+            state = SDL_GetMouseState(&x, &y);  /* get its location */
+            SDL_GetRelativeMouseState(&dx, &dy);        /* find how much the mouse moved */
+            if (state & SDL_BUTTON_LMASK) {     /* is the mouse (touch) down? */
+                drawLine(renderer, x - dx, y - dy, dx, dy);       /* draw line segment */
+                SDL_RenderPresent(renderer);
+            }
+            break;
+        }
+    }
+
+    /* cleanup */
+    SDL_DestroyTexture(brush);
+    SDL_Quit();
+
+    return 0;
+}

+ 422 - 0
Engine/lib/sdl/Xcode-iOS/SDLtest/SDL2test.xcodeproj/project.pbxproj

@@ -0,0 +1,422 @@
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BIN
Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/[email protected]


BIN
Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/Default.png


BIN
Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/Icon.png


+ 28 - 0
Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/Info.plist

@@ -0,0 +1,28 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>en</string>
+	<key>CFBundleDisplayName</key>
+	<string>${PRODUCT_NAME}</string>
+	<key>CFBundleExecutable</key>
+	<string>${EXECUTABLE_NAME}</string>
+	<key>CFBundleIconFile</key>
+	<string>Icon</string>
+	<key>CFBundleIdentifier</key>
+	<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>${PRODUCT_NAME}</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleSignature</key>
+	<string>????</string>
+	<key>CFBundleVersion</key>
+	<string>1.0</string>
+	<key>LSRequiresIPhoneOS</key>
+	<false/>
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+			);
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+/* End PBXResourcesBuildPhase section */
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+				USER_HEADER_SEARCH_PATHS = ../../../include;
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+			name = Debug;
+		};
+		1D6058950D05DD3E006BFB54 /* Release */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				ALWAYS_SEARCH_USER_PATHS = NO;
+				COPY_PHASE_STRIP = YES;
+				GCC_PRECOMPILE_PREFIX_HEADER = YES;
+				GCC_PREFIX_HEADER = "";
+				INFOPLIST_FILE = Info.plist;
+				LIBRARY_SEARCH_PATHS = "$(inherited)";
+				PRODUCT_NAME = "___PROJECTNAME___";
+				USER_HEADER_SEARCH_PATHS = ../../../include;
+			};
+			name = Release;
+		};
+		C01FCF4F08A954540054247B /* Debug */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
+				GCC_C_LANGUAGE_STANDARD = c99;
+				GCC_WARN_ABOUT_RETURN_TYPE = YES;
+				GCC_WARN_UNUSED_VARIABLE = YES;
+				ONLY_ACTIVE_ARCH = YES;
+				OTHER_CFLAGS = "";
+				PREBINDING = NO;
+				SDKROOT = iphoneos;
+			};
+			name = Debug;
+		};
+		C01FCF5008A954540054247B /* Release */ = {
+			isa = XCBuildConfiguration;
+			buildSettings = {
+				"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
+				GCC_C_LANGUAGE_STANDARD = c99;
+				GCC_WARN_ABOUT_RETURN_TYPE = YES;
+				GCC_WARN_UNUSED_VARIABLE = YES;
+				OTHER_CFLAGS = "";
+				PREBINDING = NO;
+				SDKROOT = iphoneos;
+			};
+			name = Release;
+		};
+/* End XCBuildConfiguration section */
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+/* Begin XCConfigurationList section */
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+				1D6058950D05DD3E006BFB54 /* Release */,
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+			defaultConfigurationName = Release;
+		};
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+			isa = XCConfigurationList;
+			buildConfigurations = (
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+				C01FCF5008A954540054247B /* Release */,
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+	};
+	rootObject = 29B97313FDCFA39411CA2CEA /* Project object */;
+}

+ 100 - 0
Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/main.c

@@ -0,0 +1,100 @@
+/*
+ *  rectangles.c
+ *  written by Holmes Futrell
+ *  use however you want
+ */
+
+#include "SDL.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <time.h>
+
+#define SCREEN_WIDTH 320
+#define SCREEN_HEIGHT 480
+
+int
+randomInt(int min, int max)
+{
+    return min + rand() % (max - min + 1);
+}
+
+void
+render(SDL_Renderer *renderer)
+{
+
+    SDL_Rect rect;
+    Uint8 r, g, b;
+
+    /* Clear the screen */
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
+    SDL_RenderClear(renderer);
+
+    /*  Come up with a random rectangle */
+    rect.w = randomInt(64, 128);
+    rect.h = randomInt(64, 128);
+    rect.x = randomInt(0, SCREEN_WIDTH);
+    rect.y = randomInt(0, SCREEN_HEIGHT);
+
+    /* Come up with a random color */
+    r = randomInt(50, 255);
+    g = randomInt(50, 255);
+    b = randomInt(50, 255);
+    SDL_SetRenderDrawColor(renderer, r, g, b, 255);
+
+    /*  Fill the rectangle in the color */
+    SDL_RenderFillRect(renderer, &rect);
+
+    /* update screen */
+    SDL_RenderPresent(renderer);
+}
+
+int
+main(int argc, char *argv[])
+{
+
+    SDL_Window *window;
+    SDL_Renderer *renderer;
+    int done;
+    SDL_Event event;
+
+    /* initialize SDL */
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        printf("Could not initialize SDL\n");
+        return 1;
+    }
+
+    /* seed random number generator */
+    srand(time(NULL));
+
+    /* create window and renderer */
+    window =
+        SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
+                         SDL_WINDOW_OPENGL);
+    if (!window) {
+        printf("Could not initialize Window\n");
+        return 1;
+    }
+
+    renderer = SDL_CreateRenderer(window, -1, 0);
+    if (!renderer) {
+        printf("Could not create renderer\n");
+        return 1;
+    }
+
+    /* Enter render loop, waiting for user to quit */
+    done = 0;
+    while (!done) {
+        while (SDL_PollEvent(&event)) {
+            if (event.type == SDL_QUIT) {
+                done = 1;
+            }
+        }
+        render(renderer);
+        SDL_Delay(1);
+    }
+
+    /* shutdown SDL */
+    SDL_Quit();
+
+    return 0;
+}

+ 34 - 0
Engine/lib/sdl/Xcode-iOS/Test/Info.plist

@@ -0,0 +1,34 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>en</string>
+	<key>CFBundleDisplayName</key>
+	<string>${PRODUCT_NAME}</string>
+	<key>CFBundleExecutable</key>
+	<string>${EXECUTABLE_NAME}</string>
+	<key>CFBundleIconFile</key>
+	<string></string>
+	<key>CFBundleIdentifier</key>
+	<string>com.yourcompany.${PRODUCT_NAME}</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>${PRODUCT_NAME}</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleShortVersionString</key>
+	<string>1.0</string>
+	<key>CFBundleSignature</key>
+	<string>????</string>
+	<key>CFBundleVersion</key>
+	<string>1.0</string>
+	<key>UIApplicationSupportsIndirectInputEvents</key>
+	<true/>
+	<key>NSBluetoothAlwaysUsageDescription</key>
+	<string>Steam Link would like to use Bluetooth controllers for input.</string>
+	<key>NSBluetoothPeripheralUsageDescription</key>
+	<string>Steam Link would like to use Bluetooth controllers for input.</string>
+</dict>
+</plist>

+ 11 - 0
Engine/lib/sdl/Xcode-iOS/Test/README

@@ -0,0 +1,11 @@
+TestiPhoneOS.xcodeproj contains targets to compile many of the SDL test programs for iPhone OS.  Most of these test programs work fine, with the following exceptions:
+
+testthread:
+	SIGTERM kills the process immediately without executing the 'kill' function.  The posix standard says this shouldn't happen.  Apple seems intent on having iPhone apps exit promptly when the user requests it, so maybe that's why(?)
+
+testlock:
+	Locks appear to work, but there doesn't appear to be a simple way to send the process SIGINT.
+
+testsprite2: 
+	SDL_CreateTextureFromSurface requests an ARGB pixel format, but iPhone's SDL video driver only supports ABGR.
+

+ 3703 - 0
Engine/lib/sdl/Xcode-iOS/Test/TestiPhoneOS.xcodeproj/project.pbxproj

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Engine/lib/sdl/Xcode/SDL/Info-Framework.plist

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+<plist version="1.0">
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+	<string>English</string>
+	<key>CFBundleExecutable</key>
+	<string>${EXECUTABLE_NAME}</string>
+	<key>CFBundleGetInfoString</key>
+	<string>http://www.libsdl.org</string>
+	<key>CFBundleIconFile</key>
+	<string></string>
+	<key>CFBundleIdentifier</key>
+	<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>Simple DirectMedia Layer</string>
+	<key>CFBundlePackageType</key>
+	<string>FMWK</string>
+	<key>CFBundleShortVersionString</key>
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+	<key>CFBundleSignature</key>
+	<string>SDLX</string>
+	<key>CFBundleVersion</key>
+	<string>2.0.14</string>
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+</plist>

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+		};
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+			children = (
+				F5A2EF3900C6A39A01000001 /* BUGS.txt */,
+				F59C70FC00D5CB5801000001 /* pkg-support */,
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+				BECDF66B0761BA81005FE872 /* Info-Framework.plist */,
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+			);
+			comments = "To build Universal Binaries, we have experimented with a variety of different options.\nThe complication is that we must retain compatibility with at least 10.2. \nThe Universal Binary defaults only work for > 10.3.9\n\nSo far, we have found:\ngcc 4.0.0 with Xcode 2.1 always links against libgcc_s. gcc 4.0.1 from Xcode 2.2 fixes this problem.\n\nBut gcc 4.0 will not work with < 10.3.9 because we continue to get an undefined symbol to _fprintf$LDBL128.\nSo we must use gcc 3.3 on PPC to accomplish 10.2 support. (But 4.0 is required for i386.)\n\nSetting the deployment target to 10.4 will disable prebinding, so for PPC, we set it less than 10.4 to preserve prebinding for legacy support.\n\nSetting the PPC SDKROOT to /Developers/SDKs/MacOSX10.2.8.sdk will link to 63.0.0 libSystem.B.dylib. Leaving it at current or 10.4u links to 88.1.2. However, as long as we are using gcc 3.3, it doesn't seem to matter as testing has demonstrated both will run. We have decided not to invoke the 10.2.8 SDK because it is not a default installed component with Xcode which will probably cause most people problems. However, rather than deleting the SDKROOT_ppc entry entirely, we have mapped it to 10.4u in case we decide we need to change this setting.\n\nTo use Altivec or SSE, we needed architecture specific flags:\nOTHER_CFLAGS_ppc\nOTHER_CFLAGS_i386\nOTHER_CFLAGS=$(OTHER_CFLAGS_($CURRENT_ARCH))\n\nThe general OTHER_CFLAGS needed to be manually mapped to architecture specific options because Xcode didn't do this automatically for us.\n\n\n";
+			indentWidth = 4;
+			name = SDLFramework;
+			sourceTree = "<group>";
+			tabWidth = 4;
+			usesTabs = 0;
+		};
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+				A7D8A62B23E2513D00DCD162 /* SDL_uikitopenglview.h */,
+				A7D8A62023E2513D00DCD162 /* SDL_uikitopenglview.m */,
+				A7D8A62223E2513D00DCD162 /* SDL_uikitvideo.h */,
+				A7D8A63223E2513D00DCD162 /* SDL_uikitvideo.m */,
+				A7D8A61923E2513D00DCD162 /* SDL_uikitview.h */,
+				A7D8A62923E2513D00DCD162 /* SDL_uikitview.m */,
+				A7D8A62423E2513D00DCD162 /* SDL_uikitviewcontroller.h */,
+				A7D8A63023E2513D00DCD162 /* SDL_uikitviewcontroller.m */,
+				A7D8A63323E2513D00DCD162 /* SDL_uikitvulkan.h */,
+				A7D8A62523E2513D00DCD162 /* SDL_uikitvulkan.m */,
+				A7D8A62723E2513D00DCD162 /* SDL_uikitwindow.h */,
+				A7D8A61A23E2513D00DCD162 /* SDL_uikitwindow.m */,
+			);
+			path = uikit;
+			sourceTree = "<group>";
+		};
+		A7D8A67D23E2513E00DCD162 /* cocoa */ = {
+			isa = PBXGroup;
+			children = (
+				A7D8A68A23E2513E00DCD162 /* SDL_cocoaclipboard.h */,
+				A7D8A69523E2513E00DCD162 /* SDL_cocoaclipboard.m */,
+				A7D8A69623E2513E00DCD162 /* SDL_cocoaevents.h */,
+				A7D8A68923E2513E00DCD162 /* SDL_cocoaevents.m */,
+				A7D8A68023E2513E00DCD162 /* SDL_cocoakeyboard.h */,
+				A7D8A68C23E2513E00DCD162 /* SDL_cocoakeyboard.m */,
+				A7D8A69423E2513E00DCD162 /* SDL_cocoamessagebox.h */,
+				A7D8A68B23E2513E00DCD162 /* SDL_cocoamessagebox.m */,
+				A7D8A68623E2513E00DCD162 /* SDL_cocoametalview.h */,
+				A7D8A69923E2513E00DCD162 /* SDL_cocoametalview.m */,
+				A7D8A69123E2513E00DCD162 /* SDL_cocoamodes.h */,
+				A7D8A68123E2513E00DCD162 /* SDL_cocoamodes.m */,
+				A7D8A69823E2513E00DCD162 /* SDL_cocoamouse.h */,
+				A7D8A68723E2513E00DCD162 /* SDL_cocoamouse.m */,
+				A7D8A68823E2513E00DCD162 /* SDL_cocoamousetap.h */,
+				A7D8A69723E2513E00DCD162 /* SDL_cocoamousetap.m */,
+				A7D8A68D23E2513E00DCD162 /* SDL_cocoaopengl.h */,
+				A7D8A67F23E2513E00DCD162 /* SDL_cocoaopengl.m */,
+				A7D8A69023E2513E00DCD162 /* SDL_cocoaopengles.h */,
+				A7D8A68223E2513E00DCD162 /* SDL_cocoaopengles.m */,
+				A7D8A67E23E2513E00DCD162 /* SDL_cocoashape.h */,
+				A7D8A68E23E2513E00DCD162 /* SDL_cocoashape.m */,
+				A7D8A69323E2513E00DCD162 /* SDL_cocoavideo.h */,
+				A7D8A68523E2513E00DCD162 /* SDL_cocoavideo.m */,
+				A7D8A68F23E2513E00DCD162 /* SDL_cocoavulkan.h */,
+				A7D8A68323E2513E00DCD162 /* SDL_cocoavulkan.m */,
+				A7D8A69223E2513E00DCD162 /* SDL_cocoawindow.h */,
+				A7D8A68423E2513E00DCD162 /* SDL_cocoawindow.m */,
+			);
+			path = cocoa;
+			sourceTree = "<group>";
+		};
+		A7D8A6FB23E2513E00DCD162 /* x11 */ = {
+			isa = PBXGroup;
+			children = (
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+				A7D8A70923E2513E00DCD162 /* imKStoUCS.c */,
+				A7D8A71F23E2513E00DCD162 /* imKStoUCS.h */,
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+				A7D8A71D23E2513E00DCD162 /* SDL_x11clipboard.h */,
+				A7D8A70523E2513E00DCD162 /* SDL_x11dyn.c */,
+				A7D8A71923E2513E00DCD162 /* SDL_x11dyn.h */,
+				A7D8A70A23E2513E00DCD162 /* SDL_x11events.c */,
+				A7D8A71E23E2513E00DCD162 /* SDL_x11events.h */,
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+				A7D8A70C23E2513E00DCD162 /* SDL_x11keyboard.c */,
+				A7D8A71C23E2513E00DCD162 /* SDL_x11keyboard.h */,
+				A7D8A71023E2513E00DCD162 /* SDL_x11messagebox.c */,
+				A7D8A6FD23E2513E00DCD162 /* SDL_x11messagebox.h */,
+				A7D8A6FE23E2513E00DCD162 /* SDL_x11modes.c */,
+				A7D8A70F23E2513E00DCD162 /* SDL_x11modes.h */,
+				A7D8A70423E2513E00DCD162 /* SDL_x11mouse.c */,
+				A7D8A71A23E2513E00DCD162 /* SDL_x11mouse.h */,
+				A7D8A6FF23E2513E00DCD162 /* SDL_x11opengl.c */,
+				A7D8A70E23E2513E00DCD162 /* SDL_x11opengl.h */,
+				A7D8A71B23E2513E00DCD162 /* SDL_x11opengles.c */,
+				A7D8A70323E2513E00DCD162 /* SDL_x11opengles.h */,
+				A7D8A71623E2513E00DCD162 /* SDL_x11shape.c */,
+				A7D8A70123E2513E00DCD162 /* SDL_x11shape.h */,
+				A7D8A70D23E2513E00DCD162 /* SDL_x11sym.h */,
+				A7D8A71123E2513E00DCD162 /* SDL_x11touch.c */,
+				A7D8A6FC23E2513E00DCD162 /* SDL_x11touch.h */,
+				A7D8A70823E2513E00DCD162 /* SDL_x11video.c */,
+				A7D8A72023E2513E00DCD162 /* SDL_x11video.h */,
+				A7D8A70023E2513E00DCD162 /* SDL_x11vulkan.c */,
+				A7D8A71523E2513E00DCD162 /* SDL_x11vulkan.h */,
+				A7D8A70723E2513E00DCD162 /* SDL_x11window.c */,
+				A7D8A71723E2513E00DCD162 /* SDL_x11window.h */,
+				A7D8A70223E2513E00DCD162 /* SDL_x11xinput2.c */,
+				A7D8A71323E2513E00DCD162 /* SDL_x11xinput2.h */,
+			);
+			path = x11;
+			sourceTree = "<group>";
+		};
+		A7D8A72123E2513E00DCD162 /* khronos */ = {
+			isa = PBXGroup;
+			children = (
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+				A7D8A72223E2513E00DCD162 /* GLES2 */,
+				A7D8A72623E2513E00DCD162 /* KHR */,
+				A7D8A72C23E2513E00DCD162 /* vulkan */,
+			);
+			path = khronos;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
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+				A7D8A72523E2513E00DCD162 /* gl2platform.h */,
+			);
+			path = GLES2;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A72723E2513E00DCD162 /* khrplatform.h */,
+			);
+			path = KHR;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
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+				A7D8A72B23E2513E00DCD162 /* eglplatform.h */,
+			);
+			path = EGL;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A72E23E2513E00DCD162 /* vk_icd.h */,
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+				A7D8A73123E2513E00DCD162 /* vk_platform.h */,
+				A7D8A73D23E2513E00DCD162 /* vk_sdk_platform.h */,
+				A7D8A73E23E2513E00DCD162 /* vulkan_android.h */,
+				A7D8A73C23E2513E00DCD162 /* vulkan_core.h */,
+				A7D8A73323E2513E00DCD162 /* vulkan_fuchsia.h */,
+				A7D8A73B23E2513E00DCD162 /* vulkan_ios.h */,
+				A7D8A73623E2513E00DCD162 /* vulkan_macos.h */,
+				A7D8A73923E2513E00DCD162 /* vulkan_mir.h */,
+				A7D8A72F23E2513E00DCD162 /* vulkan_vi.h */,
+				A7D8A73423E2513E00DCD162 /* vulkan_wayland.h */,
+				A7D8A73523E2513E00DCD162 /* vulkan_win32.h */,
+				A7D8A73823E2513E00DCD162 /* vulkan_xcb.h */,
+				A7D8A73723E2513E00DCD162 /* vulkan_xlib_xrandr.h */,
+				A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */,
+				A7D8A73023E2513E00DCD162 /* vulkan.h */,
+				A7D8A73223E2513E00DCD162 /* vulkan.hpp */,
+			);
+			path = vulkan;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
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+				A7D8A77223E2513E00DCD162 /* yuv_rgb.h */,
+			);
+			path = yuv2rgb;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A77523E2513E00DCD162 /* SDL_cpuinfo.c */,
+			);
+			path = cpuinfo;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A78123E2513E00DCD162 /* pthread */,
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+				A7D8A77823E2513E00DCD162 /* SDL_thread_c.h */,
+				A7D8A77923E2513E00DCD162 /* SDL_thread.c */,
+			);
+			path = thread;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
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+				A7D8A78323E2513E00DCD162 /* SDL_syssem.c */,
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+				A7D8A78223E2513E00DCD162 /* SDL_systls.c */,
+			);
+			path = pthread;
+			sourceTree = "<group>";
+		};
+		A7D8A79D23E2513E00DCD162 /* joystick */ = {
+			isa = PBXGroup;
+			children = (
+				A7D8A7CC23E2513E00DCD162 /* darwin */,
+				A7D8A79F23E2513E00DCD162 /* dummy */,
+				A7D8A7BE23E2513E00DCD162 /* hidapi */,
+				A7D8A7AA23E2513E00DCD162 /* iphoneos */,
+				A7D8A7A123E2513E00DCD162 /* steam */,
+				75E09157241EA924004729E1 /* virtual */,
+				A7D8A7AD23E2513E00DCD162 /* SDL_gamecontroller.c */,
+				A7D8A7A923E2513E00DCD162 /* SDL_joystick.c */,
+				A7D8A7D923E2513E00DCD162 /* controller_type.h */,
+				A7D8A79E23E2513E00DCD162 /* SDL_gamecontrollerdb.h */,
+				A7D8A7D023E2513E00DCD162 /* SDL_joystick_c.h */,
+				A7D8A7CF23E2513E00DCD162 /* SDL_sysjoystick.h */,
+				A7D8A7CB23E2513E00DCD162 /* usb_ids.h */,
+			);
+			path = joystick;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7A023E2513E00DCD162 /* SDL_sysjoystick.c */,
+			);
+			path = dummy;
+			sourceTree = "<group>";
+		};
+		A7D8A7A123E2513E00DCD162 /* steam */ = {
+			isa = PBXGroup;
+			children = (
+				A7D8A7A723E2513E00DCD162 /* SDL_steamcontroller.c */,
+				A7D8A7A523E2513E00DCD162 /* SDL_steamcontroller.h */,
+			);
+			path = steam;
+			sourceTree = "<group>";
+		};
+		A7D8A7AA23E2513E00DCD162 /* iphoneos */ = {
+			isa = PBXGroup;
+			children = (
+				F395C1B02569C6A000942BFF /* SDL_mfijoystick_c.h */,
+				F395C1AF2569C6A000942BFF /* SDL_mfijoystick.m */,
+			);
+			path = iphoneos;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7C923E2513E00DCD162 /* SDL_hidapi_gamecube.c */,
+				A7D8A7C323E2513E00DCD162 /* SDL_hidapi_ps4.c */,
+				F3A4909D2554D38500E92A8B /* SDL_hidapi_ps5.c */,
+				A75FDBC423EA380300529352 /* SDL_hidapi_rumble.c */,
+				A75FDBC323EA380300529352 /* SDL_hidapi_rumble.h */,
+				A75FDAAC23E2795C00529352 /* SDL_hidapi_steam.c */,
+				A7D8A7C623E2513E00DCD162 /* SDL_hidapi_switch.c */,
+				A7D8A7C223E2513E00DCD162 /* SDL_hidapi_xbox360.c */,
+				A7D8A7C823E2513E00DCD162 /* SDL_hidapi_xbox360w.c */,
+				A7D8A7C523E2513E00DCD162 /* SDL_hidapi_xboxone.c */,
+				A7D8A7C723E2513E00DCD162 /* SDL_hidapijoystick_c.h */,
+				A7D8A7C423E2513E00DCD162 /* SDL_hidapijoystick.c */,
+			);
+			path = hidapi;
+			sourceTree = "<group>";
+		};
+		A7D8A7CC23E2513E00DCD162 /* darwin */ = {
+			isa = PBXGroup;
+			children = (
+				F395C1912569C68E00942BFF /* SDL_iokitjoystick_c.h */,
+				F395C1922569C68E00942BFF /* SDL_iokitjoystick.c */,
+			);
+			path = darwin;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7DC23E2513F00DCD162 /* cocoa */,
+				A7D8A7DB23E2513F00DCD162 /* SDL_rwops.c */,
+			);
+			path = file;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7DD23E2513F00DCD162 /* SDL_rwopsbundlesupport.h */,
+				A7D8A7DE23E2513F00DCD162 /* SDL_rwopsbundlesupport.m */,
+			);
+			path = cocoa;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
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+				A7D8A7E023E2513F00DCD162 /* uikit */,
+				A7D8A7E723E2513F00DCD162 /* SDL_power.c */,
+				A7D8A7F423E2513F00DCD162 /* SDL_syspower.h */,
+			);
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+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7E123E2513F00DCD162 /* SDL_syspower.m */,
+				A7D8A7E223E2513F00DCD162 /* SDL_syspower.h */,
+			);
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+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7EB23E2513F00DCD162 /* SDL_syspower.c */,
+			);
+			path = macosx;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7FD23E2513F00DCD162 /* cocoa */,
+				A7D8A7F723E2513F00DCD162 /* dummy */,
+			);
+			path = filesystem;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7F823E2513F00DCD162 /* SDL_sysfilesystem.c */,
+			);
+			path = dummy;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A7FE23E2513F00DCD162 /* SDL_sysfilesystem.m */,
+			);
+			path = cocoa;
+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A75FDBA423E4CB6F00529352 /* AUTHORS.txt */,
+				A75FDBA323E4CB6F00529352 /* LICENSE-bsd.txt */,
+				A75FDBA623E4CB6F00529352 /* LICENSE-gpl3.txt */,
+				A75FDBA523E4CB6F00529352 /* LICENSE-orig.txt */,
+				A75FDBA723E4CB6F00529352 /* LICENSE.txt */,
+				A75FDB5723E39E6100529352 /* hidapi.h */,
+				A75FDB9123E4C8B800529352 /* mac */,
+				A75FDAA423E2790500529352 /* ios */,
+				A7D8A81423E2513F00DCD162 /* SDL_hidapi.c */,
+			);
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+			sourceTree = "<group>";
+		};
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+				A7D8A86223E2513F00DCD162 /* dlopen */,
+				A7D8A85E23E2513F00DCD162 /* dummy */,
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+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A85F23E2513F00DCD162 /* SDL_sysloadso.c */,
+			);
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+			sourceTree = "<group>";
+		};
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+			isa = PBXGroup;
+			children = (
+				A7D8A86323E2513F00DCD162 /* SDL_sysloadso.c */,
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+			path = dlopen;
+			sourceTree = "<group>";
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+				A7D8A8AF23E2513F00DCD162 /* disk */,
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+				A7D8A86623E2513F00DCD162 /* SDL_wave.c */,
+				A7D8A8A223E2513F00DCD162 /* SDL_wave.h */,
+			);
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+			sourceTree = "<group>";
+		};
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+ 22 - 0
Engine/lib/sdl/Xcode/SDL/hidapi/Info.plist

@@ -0,0 +1,22 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>$(DEVELOPMENT_LANGUAGE)</string>
+	<key>CFBundleExecutable</key>
+	<string>$(EXECUTABLE_NAME)</string>
+	<key>CFBundleIdentifier</key>
+	<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundleName</key>
+	<string>$(PRODUCT_NAME)</string>
+	<key>CFBundlePackageType</key>
+	<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
+	<key>CFBundleShortVersionString</key>
+	<string>$(CURRENT_PROJECT_VERSION)</string>
+	<key>CFBundleVersion</key>
+	<string>$(CURRENT_PROJECT_VERSION)</string>
+</dict>
+</plist>

+ 15 - 0
Engine/lib/sdl/Xcode/SDL/pkg-support/SDL.info

@@ -0,0 +1,15 @@
+Title SDL 2.0.0
+Version 1
+Description SDL Library for Mac OS X (http://www.libsdl.org)
+DefaultLocation /Library/Frameworks
+Diskname (null)
+DeleteWarning 
+NeedsAuthorization NO
+DisableStop NO
+UseUserMask NO
+Application NO
+Relocatable YES
+Required NO
+InstallOnly NO
+RequiresReboot NO
+InstallFat NO

+ 19 - 0
Engine/lib/sdl/Xcode/SDL/pkg-support/resources/License.txt

@@ -0,0 +1,19 @@
+
+Simple DirectMedia Layer
+Copyright (C) 1997-2020 Sam Lantinga <[email protected]>
+  
+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.

+ 32 - 0
Engine/lib/sdl/Xcode/SDL/pkg-support/resources/ReadMe.txt

@@ -0,0 +1,32 @@
+The Simple DirectMedia Layer (SDL for short) is a cross-platform 
+library designed to make it easy to write multi-media software, 
+such as games and emulators.
+
+The Simple DirectMedia Layer library source code is available from: 
+http://www.libsdl.org/
+
+This library is distributed under the terms of the zlib license: 
+http://zlib.net/zlib_license.html
+
+
+This packages contains the SDL framework for OS X. 
+Conforming with Apple guidelines, this framework 
+contains both the SDL runtime component and development header files.
+
+
+To Install:
+Copy the SDL2.framework to /Library/Frameworks
+
+You may alternatively install it in <Your home directory>/Library/Frameworks 
+if your access privileges are not high enough. 
+
+
+Additional References:
+
+ - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are 
+ 	available at:
+	http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
+	Though these are OpenSceneGraph centric, the same exact concepts apply to 
+	SDL, thus the videos are recommended for everybody getting started with
+	developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
+	doesn't have any PlugIns to worry about.)

BIN
Engine/lib/sdl/Xcode/SDL/pkg-support/resources/SDL_DS_Store


BIN
Engine/lib/sdl/Xcode/SDL/pkg-support/sdl_logo.pdf


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+				003FA649093FFD41000C53B3 /* Standard DMG */,
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+			);
+			name = Resources;
+			path = ../../test;
+			sourceTree = "<group>";
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+			isa = PBXGroup;
+			children = (
+				003FA63A093FFD41000C53B3 /* SDL.xcodeproj */,
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+			);
+			comments = "I made these tests link against our \"default\" framework which includes X11 stuff. If you didn't install the X11 headers with Xcode, you might have problems building the SDL.framework (which is a dependency). You can swap the dependencies around to get around this, or you can modify the default SDL.framework target to not include X11 stuff. (Go into its target build options and remove all the Preprocessor macros.)\n\n\n\nWe are sort of in a half-way state at the moment. Going \"all-the-way\" means we copy the SDL.framework inside the app bundle so we can run the test without the step of the user \"installing\" the framework. But there is an oversight/bug in Xcode that doesn't correctly find the location of the framework when in an embedded/nested Xcode project. We could probably try to hack this with a shell script that checks multiple directories for existence, but this is messier and more work than I prefer, so I rather just wait for Apple to fix this. In the meantime...\n\nThe \"All\" target will build the SDL framework from the Xcode project. The other targets do not have this dependency set (for flexibility reasons in case we make changes). If you have not built the framework, you will probably be unable to link. You will either need to build the framework, or you need to add \"-framework SDL\" to the link options and make sure you have the SDL.framework installed somewhere where it can be seen (like /Library/Frameworks...I think we already set this one up.) \n\nTo run though, you should have a copy of the SDL.framework in /Library/Frameworks or ~/Library/Frameworks.\n\n\n\n\ntestgl and testdyngl need -DHAVE_OPENGL\ntestgl needs to link against OpenGL.framework\n\n";
+			name = SDLTest;
+			sourceTree = "<group>";
+		};
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+			);
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+			buildConfigurations = (
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+			defaultConfigurationIsVisible = 0;
+			defaultConfigurationName = Debug;
+		};
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+			buildConfigurations = (
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+			buildConfigurations = (
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+			buildConfigurations = (
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+}

+ 35 - 0
Engine/lib/sdl/Xcode/SDLTest/TestDropFile-Info.plist

@@ -0,0 +1,35 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+	<key>CFBundleDevelopmentRegion</key>
+	<string>English</string>
+	<key>CFBundleDocumentTypes</key>
+	<array>
+		<dict>
+			<key>CFBundleTypeRole</key>
+			<string>Viewer</string>
+			<key>LSHandlerRank</key>
+			<string>Alternate</string>
+			<key>LSItemContentTypes</key>
+			<array>
+				<string>public.data</string>
+			</array>
+		</dict>
+	</array>
+	<key>CFBundleExecutable</key>
+	<string>${EXECUTABLE_NAME}</string>
+	<key>CFBundleIdentifier</key>
+	<string>org.libsdl.test-dropfile</string>
+	<key>CFBundleInfoDictionaryVersion</key>
+	<string>6.0</string>
+	<key>CFBundlePackageType</key>
+	<string>APPL</string>
+	<key>CFBundleShortVersionString</key>
+	<string>1.0</string>
+	<key>CFBundleVersion</key>
+	<string>1.0</string>
+	<key>LSMinimumSystemVersion</key>
+	<string>10.6</string>
+</dict>
+</plist>

+ 1558 - 0
Engine/lib/sdl/Xcode/XcodeDocSet/Doxyfile

@@ -0,0 +1,1558 @@
+# Doxyfile 1.6.1
+
+# This file describes the settings to be used by the documentation system
+# doxygen (www.doxygen.org) for a project
+#
+# All text after a hash (#) is considered a comment and will be ignored
+# The format is:
+#       TAG = value [value, ...]
+# For lists items can also be appended using:
+#       TAG += value [value, ...]
+# Values that contain spaces should be placed between quotes (" ")
+
+#---------------------------------------------------------------------------
+# Project related configuration options
+#---------------------------------------------------------------------------
+
+# This tag specifies the encoding used for all characters in the config file 
+# that follow. The default is UTF-8 which is also the encoding used for all 
+# text before the first occurrence of this tag. Doxygen uses libiconv (or the 
+# iconv built into libc) for the transcoding. See 
+# http://www.gnu.org/software/libiconv for the list of possible encodings.
+
+DOXYFILE_ENCODING      = UTF-8
+
+# The PROJECT_NAME tag is a single word (or a sequence of words surrounded 
+# by quotes) that should identify the project.
+
+PROJECT_NAME           = SDL
+
+# The PROJECT_NUMBER tag can be used to enter a project or revision number. 
+# This could be handy for archiving the generated documentation or 
+# if some version control system is used.
+
+PROJECT_NUMBER         = 1.3.0
+
+# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) 
+# base path where the generated documentation will be put. 
+# If a relative path is entered, it will be relative to the location 
+# where doxygen was started. If left blank the current directory will be used.
+
+OUTPUT_DIRECTORY       = 
+
+# If the CREATE_SUBDIRS tag is set to YES, then doxygen will create 
+# 4096 sub-directories (in 2 levels) under the output directory of each output 
+# format and will distribute the generated files over these directories. 
+# Enabling this option can be useful when feeding doxygen a huge amount of 
+# source files, where putting all generated files in the same directory would 
+# otherwise cause performance problems for the file system.
+
+CREATE_SUBDIRS         = NO
+
+# The OUTPUT_LANGUAGE tag is used to specify the language in which all 
+# documentation generated by doxygen is written. Doxygen will use this 
+# information to generate all constant output in the proper language. 
+# The default language is English, other supported languages are: 
+# Afrikaans, Arabic, Brazilian, Catalan, Chinese, Chinese-Traditional, 
+# Croatian, Czech, Danish, Dutch, Esperanto, Farsi, Finnish, French, German, 
+# Greek, Hungarian, Italian, Japanese, Japanese-en (Japanese with English 
+# messages), Korean, Korean-en, Lithuanian, Norwegian, Macedonian, Persian, 
+# Polish, Portuguese, Romanian, Russian, Serbian, Serbian-Cyrilic, Slovak, 
+# Slovene, Spanish, Swedish, Ukrainian, and Vietnamese.
+
+OUTPUT_LANGUAGE        = English
+
+# If the BRIEF_MEMBER_DESC tag is set to YES (the default) Doxygen will 
+# include brief member descriptions after the members that are listed in 
+# the file and class documentation (similar to JavaDoc). 
+# Set to NO to disable this.
+
+BRIEF_MEMBER_DESC      = YES
+
+# If the REPEAT_BRIEF tag is set to YES (the default) Doxygen will prepend 
+# the brief description of a member or function before the detailed description. 
+# Note: if both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the 
+# brief descriptions will be completely suppressed.
+
+REPEAT_BRIEF           = YES
+
+# This tag implements a quasi-intelligent brief description abbreviator 
+# that is used to form the text in various listings. Each string 
+# in this list, if found as the leading text of the brief description, will be 
+# stripped from the text and the result after processing the whole list, is 
+# used as the annotated text. Otherwise, the brief description is used as-is. 
+# If left blank, the following values are used ("$name" is automatically 
+# replaced with the name of the entity): "The $name class" "The $name widget" 
+# "The $name file" "is" "provides" "specifies" "contains" 
+# "represents" "a" "an" "the"
+
+ABBREVIATE_BRIEF       = "The $name class" \
+                         "The $name widget" \
+                         "The $name file" \
+                         is \
+                         provides \
+                         specifies \
+                         contains \
+                         represents \
+                         a \
+                         an \
+                         the
+
+# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then 
+# Doxygen will generate a detailed section even if there is only a brief 
+# description.
+
+ALWAYS_DETAILED_SEC    = NO
+
+# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all 
+# inherited members of a class in the documentation of that class as if those 
+# members were ordinary class members. Constructors, destructors and assignment 
+# operators of the base classes will not be shown.
+
+INLINE_INHERITED_MEMB  = NO
+
+# If the FULL_PATH_NAMES tag is set to YES then Doxygen will prepend the full 
+# path before files name in the file list and in the header files. If set 
+# to NO the shortest path that makes the file name unique will be used.
+
+FULL_PATH_NAMES        = NO
+
+# If the FULL_PATH_NAMES tag is set to YES then the STRIP_FROM_PATH tag 
+# can be used to strip a user-defined part of the path. Stripping is 
+# only done if one of the specified strings matches the left-hand part of 
+# the path. The tag can be used to show relative paths in the file list. 
+# If left blank the directory from which doxygen is run is used as the 
+# path to strip.
+
+STRIP_FROM_PATH        = 
+
+# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of 
+# the path mentioned in the documentation of a class, which tells 
+# the reader which header file to include in order to use a class. 
+# If left blank only the name of the header file containing the class 
+# definition is used. Otherwise one should specify the include paths that 
+# are normally passed to the compiler using the -I flag.
+
+STRIP_FROM_INC_PATH    = 
+
+# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter 
+# (but less readable) file names. This can be useful is your file systems 
+# doesn't support long names like on DOS, Mac, or CD-ROM.
+
+SHORT_NAMES            = NO
+
+# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen 
+# will interpret the first line (until the first dot) of a JavaDoc-style 
+# comment as the brief description. If set to NO, the JavaDoc 
+# comments will behave just like regular Qt-style comments 
+# (thus requiring an explicit @brief command for a brief description.)
+
+JAVADOC_AUTOBRIEF      = YES
+
+# If the QT_AUTOBRIEF tag is set to YES then Doxygen will 
+# interpret the first line (until the first dot) of a Qt-style 
+# comment as the brief description. If set to NO, the comments 
+# will behave just like regular Qt-style comments (thus requiring 
+# an explicit \brief command for a brief description.)
+
+QT_AUTOBRIEF           = YES
+
+# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen 
+# treat a multi-line C++ special comment block (i.e. a block of //! or /// 
+# comments) as a brief description. This used to be the default behaviour. 
+# The new default is to treat a multi-line C++ comment block as a detailed 
+# description. Set this tag to YES if you prefer the old behaviour instead.
+
+MULTILINE_CPP_IS_BRIEF = NO
+
+# If the INHERIT_DOCS tag is set to YES (the default) then an undocumented 
+# member inherits the documentation from any documented member that it 
+# re-implements.
+
+INHERIT_DOCS           = YES
+
+# If the SEPARATE_MEMBER_PAGES tag is set to YES, then doxygen will produce 
+# a new page for each member. If set to NO, the documentation of a member will 
+# be part of the file/class/namespace that contains it.
+
+SEPARATE_MEMBER_PAGES  = NO
+
+# The TAB_SIZE tag can be used to set the number of spaces in a tab. 
+# Doxygen uses this value to replace tabs by spaces in code fragments.
+
+TAB_SIZE               = 4
+
+# This tag can be used to specify a number of aliases that acts 
+# as commands in the documentation. An alias has the form "name=value". 
+# For example adding "sideeffect=\par Side Effects:\n" will allow you to 
+# put the command \sideeffect (or @sideeffect) in the documentation, which 
+# will result in a user-defined paragraph with heading "Side Effects:". 
+# You can put \n's in the value part of an alias to insert newlines.
+
+ALIASES                = 
+
+# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C 
+# sources only. Doxygen will then generate output that is more tailored for C. 
+# For instance, some of the names that are used will be different. The list 
+# of all members will be omitted, etc.
+
+OPTIMIZE_OUTPUT_FOR_C  = YES
+
+# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java 
+# sources only. Doxygen will then generate output that is more tailored for 
+# Java. For instance, namespaces will be presented as packages, qualified 
+# scopes will look different, etc.
+
+OPTIMIZE_OUTPUT_JAVA   = NO
+
+# Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran 
+# sources only. Doxygen will then generate output that is more tailored for 
+# Fortran.
+
+OPTIMIZE_FOR_FORTRAN   = NO
+
+# Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL 
+# sources. Doxygen will then generate output that is tailored for 
+# VHDL.
+
+OPTIMIZE_OUTPUT_VHDL   = NO
+
+# Doxygen selects the parser to use depending on the extension of the files it parses. 
+# With this tag you can assign which parser to use for a given extension. 
+# Doxygen has a built-in mapping, but you can override or extend it using this tag. 
+# The format is ext=language, where ext is a file extension, and language is one of 
+# the parsers supported by doxygen: IDL, Java, Javascript, C#, C, C++, D, PHP, 
+# Objective-C, Python, Fortran, VHDL, C, C++. For instance to make doxygen treat 
+# .inc files as Fortran files (default is PHP), and .f files as C (default is Fortran), 
+# use: inc=Fortran f=C. Note that for custom extensions you also need to set
+# FILE_PATTERNS otherwise the files are not read by doxygen.
+
+EXTENSION_MAPPING      = 
+
+# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want 
+# to include (a tag file for) the STL sources as input, then you should 
+# set this tag to YES in order to let doxygen match functions declarations and 
+# definitions whose arguments contain STL classes (e.g. func(std::string); v.s. 
+# func(std::string) {}). This also make the inheritance and collaboration 
+# diagrams that involve STL classes more complete and accurate.
+
+BUILTIN_STL_SUPPORT    = NO
+
+# If you use Microsoft's C++/CLI language, you should set this option to YES to 
+# enable parsing support.
+
+CPP_CLI_SUPPORT        = NO
+
+# Set the SIP_SUPPORT tag to YES if your project consists of sip sources only. 
+# Doxygen will parse them like normal C++ but will assume all classes use public 
+# instead of private inheritance when no explicit protection keyword is present.
+
+SIP_SUPPORT            = NO
+
+# For Microsoft's IDL there are propget and propput attributes to indicate getter 
+# and setter methods for a property. Setting this option to YES (the default) 
+# will make doxygen to replace the get and set methods by a property in the 
+# documentation. This will only work if the methods are indeed getting or 
+# setting a simple type. If this is not the case, or you want to show the 
+# methods anyway, you should set this option to NO.
+
+IDL_PROPERTY_SUPPORT   = YES
+
+# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC 
+# tag is set to YES, then doxygen will reuse the documentation of the first 
+# member in the group (if any) for the other members of the group. By default 
+# all members of a group must be documented explicitly.
+
+DISTRIBUTE_GROUP_DOC   = NO
+
+# Set the SUBGROUPING tag to YES (the default) to allow class member groups of 
+# the same type (for instance a group of public functions) to be put as a 
+# subgroup of that type (e.g. under the Public Functions section). Set it to 
+# NO to prevent subgrouping. Alternatively, this can be done per class using 
+# the \nosubgrouping command.
+
+SUBGROUPING            = YES
+
+# When TYPEDEF_HIDES_STRUCT is enabled, a typedef of a struct, union, or enum 
+# is documented as struct, union, or enum with the name of the typedef. So 
+# typedef struct TypeS {} TypeT, will appear in the documentation as a struct 
+# with name TypeT. When disabled the typedef will appear as a member of a file, 
+# namespace, or class. And the struct will be named TypeS. This can typically 
+# be useful for C code in case the coding convention dictates that all compound 
+# types are typedef'ed and only the typedef is referenced, never the tag name.
+
+TYPEDEF_HIDES_STRUCT   = YES
+
+# The SYMBOL_CACHE_SIZE determines the size of the internal cache use to 
+# determine which symbols to keep in memory and which to flush to disk. 
+# When the cache is full, less often used symbols will be written to disk. 
+# For small to medium size projects (<1000 input files) the default value is 
+# probably good enough. For larger projects a too small cache size can cause 
+# doxygen to be busy swapping symbols to and from disk most of the time 
+# causing a significant performance penality. 
+# If the system has enough physical memory increasing the cache will improve the 
+# performance by keeping more symbols in memory. Note that the value works on 
+# a logarithmic scale so increasing the size by one will rougly double the 
+# memory usage. The cache size is given by this formula: 
+# 2^(16+SYMBOL_CACHE_SIZE). The valid range is 0..9, the default is 0, 
+# corresponding to a cache size of 2^16 = 65536 symbols
+
+SYMBOL_CACHE_SIZE      = 0
+
+#---------------------------------------------------------------------------
+# Build related configuration options
+#---------------------------------------------------------------------------
+
+# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in 
+# documentation are documented, even if no documentation was available. 
+# Private class members and static file members will be hidden unless 
+# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES
+
+EXTRACT_ALL            = YES
+
+# If the EXTRACT_PRIVATE tag is set to YES all private members of a class 
+# will be included in the documentation.
+
+EXTRACT_PRIVATE        = NO
+
+# If the EXTRACT_STATIC tag is set to YES all static members of a file 
+# will be included in the documentation.
+
+EXTRACT_STATIC         = NO
+
+# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) 
+# defined locally in source files will be included in the documentation. 
+# If set to NO only classes defined in header files are included.
+
+EXTRACT_LOCAL_CLASSES  = NO
+
+# This flag is only useful for Objective-C code. When set to YES local 
+# methods, which are defined in the implementation section but not in 
+# the interface are included in the documentation. 
+# If set to NO (the default) only methods in the interface are included.
+
+EXTRACT_LOCAL_METHODS  = NO
+
+# If this flag is set to YES, the members of anonymous namespaces will be 
+# extracted and appear in the documentation as a namespace called 
+# 'anonymous_namespace{file}', where file will be replaced with the base 
+# name of the file that contains the anonymous namespace. By default 
+# anonymous namespace are hidden.
+
+EXTRACT_ANON_NSPACES   = NO
+
+# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all 
+# undocumented members of documented classes, files or namespaces. 
+# If set to NO (the default) these members will be included in the 
+# various overviews, but no documentation section is generated. 
+# This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_MEMBERS     = NO
+
+# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all 
+# undocumented classes that are normally visible in the class hierarchy. 
+# If set to NO (the default) these classes will be included in the various 
+# overviews. This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_CLASSES     = NO
+
+# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all 
+# friend (class|struct|union) declarations. 
+# If set to NO (the default) these declarations will be included in the 
+# documentation.
+
+HIDE_FRIEND_COMPOUNDS  = NO
+
+# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any 
+# documentation blocks found inside the body of a function. 
+# If set to NO (the default) these blocks will be appended to the 
+# function's detailed documentation block.
+
+HIDE_IN_BODY_DOCS      = NO
+
+# The INTERNAL_DOCS tag determines if documentation 
+# that is typed after a \internal command is included. If the tag is set 
+# to NO (the default) then the documentation will be excluded. 
+# Set it to YES to include the internal documentation.
+
+INTERNAL_DOCS          = NO
+
+# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate 
+# file names in lower-case letters. If set to YES upper-case letters are also 
+# allowed. This is useful if you have classes or files whose names only differ 
+# in case and if your file system supports case sensitive file names. Windows 
+# and Mac users are advised to set this option to NO.
+
+CASE_SENSE_NAMES       = YES
+
+# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen 
+# will show members with their full class and namespace scopes in the 
+# documentation. If set to YES the scope will be hidden.
+
+HIDE_SCOPE_NAMES       = YES
+
+# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen 
+# will put a list of the files that are included by a file in the documentation 
+# of that file.
+
+SHOW_INCLUDE_FILES     = YES
+
+# If the INLINE_INFO tag is set to YES (the default) then a tag [inline] 
+# is inserted in the documentation for inline members.
+
+INLINE_INFO            = YES
+
+# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen 
+# will sort the (detailed) documentation of file and class members 
+# alphabetically by member name. If set to NO the members will appear in 
+# declaration order.
+
+SORT_MEMBER_DOCS       = NO
+
+# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the 
+# brief documentation of file, namespace and class members alphabetically 
+# by member name. If set to NO (the default) the members will appear in 
+# declaration order.
+
+SORT_BRIEF_DOCS        = NO
+
+# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen
+# will sort the (brief and detailed) documentation of class members so that
+# constructors and destructors are listed first. If set to NO (the default)
+# the constructors will appear in the respective orders defined by
+# SORT_MEMBER_DOCS and SORT_BRIEF_DOCS.
+# This tag will be ignored for brief docs if SORT_BRIEF_DOCS is set to NO
+# and ignored for detailed docs if SORT_MEMBER_DOCS is set to NO.
+
+SORT_MEMBERS_CTORS_1ST = NO
+
+# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the 
+# hierarchy of group names into alphabetical order. If set to NO (the default) 
+# the group names will appear in their defined order.
+
+SORT_GROUP_NAMES       = NO
+
+# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be 
+# sorted by fully-qualified names, including namespaces. If set to 
+# NO (the default), the class list will be sorted only by class name, 
+# not including the namespace part. 
+# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. 
+# Note: This option applies only to the class list, not to the 
+# alphabetical list.
+
+SORT_BY_SCOPE_NAME     = NO
+
+# The GENERATE_TODOLIST tag can be used to enable (YES) or 
+# disable (NO) the todo list. This list is created by putting \todo 
+# commands in the documentation.
+
+GENERATE_TODOLIST      = YES
+
+# The GENERATE_TESTLIST tag can be used to enable (YES) or 
+# disable (NO) the test list. This list is created by putting \test 
+# commands in the documentation.
+
+GENERATE_TESTLIST      = YES
+
+# The GENERATE_BUGLIST tag can be used to enable (YES) or 
+# disable (NO) the bug list. This list is created by putting \bug 
+# commands in the documentation.
+
+GENERATE_BUGLIST       = YES
+
+# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or 
+# disable (NO) the deprecated list. This list is created by putting 
+# \deprecated commands in the documentation.
+
+GENERATE_DEPRECATEDLIST= YES
+
+# The ENABLED_SECTIONS tag can be used to enable conditional 
+# documentation sections, marked by \if sectionname ... \endif.
+
+ENABLED_SECTIONS       = 
+
+# The MAX_INITIALIZER_LINES tag determines the maximum number of lines 
+# the initial value of a variable or define consists of for it to appear in 
+# the documentation. If the initializer consists of more lines than specified 
+# here it will be hidden. Use a value of 0 to hide initializers completely. 
+# The appearance of the initializer of individual variables and defines in the 
+# documentation can be controlled using \showinitializer or \hideinitializer 
+# command in the documentation regardless of this setting.
+
+MAX_INITIALIZER_LINES  = 30
+
+# Set the SHOW_USED_FILES tag to NO to disable the list of files generated 
+# at the bottom of the documentation of classes and structs. If set to YES the 
+# list will mention the files that were used to generate the documentation.
+
+SHOW_USED_FILES        = YES
+
+# If the sources in your project are distributed over multiple directories 
+# then setting the SHOW_DIRECTORIES tag to YES will show the directory hierarchy 
+# in the documentation. The default is NO.
+
+SHOW_DIRECTORIES       = NO
+
+# Set the SHOW_FILES tag to NO to disable the generation of the Files page. 
+# This will remove the Files entry from the Quick Index and from the 
+# Folder Tree View (if specified). The default is YES.
+
+SHOW_FILES             = YES
+
+# Set the SHOW_NAMESPACES tag to NO to disable the generation of the 
+# Namespaces page.  This will remove the Namespaces entry from the Quick Index 
+# and from the Folder Tree View (if specified). The default is YES.
+
+SHOW_NAMESPACES        = NO
+
+# The FILE_VERSION_FILTER tag can be used to specify a program or script that 
+# doxygen should invoke to get the current version for each file (typically from 
+# the version control system). Doxygen will invoke the program by executing (via 
+# popen()) the command <command> <input-file>, where <command> is the value of 
+# the FILE_VERSION_FILTER tag, and <input-file> is the name of an input file 
+# provided by doxygen. Whatever the program writes to standard output 
+# is used as the file version. See the manual for examples.
+
+FILE_VERSION_FILTER    = 
+
+# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed by 
+# doxygen. The layout file controls the global structure of the generated output files 
+# in an output format independent way. The create the layout file that represents 
+# doxygen's defaults, run doxygen with the -l option. You can optionally specify a 
+# file name after the option, if omitted DoxygenLayout.xml will be used as the name 
+# of the layout file.
+
+LAYOUT_FILE            = 
+
+#---------------------------------------------------------------------------
+# configuration options related to warning and progress messages
+#---------------------------------------------------------------------------
+
+# The QUIET tag can be used to turn on/off the messages that are generated 
+# by doxygen. Possible values are YES and NO. If left blank NO is used.
+
+QUIET                  = YES
+
+# The WARNINGS tag can be used to turn on/off the warning messages that are 
+# generated by doxygen. Possible values are YES and NO. If left blank 
+# NO is used.
+
+WARNINGS               = YES
+
+# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings 
+# for undocumented members. If EXTRACT_ALL is set to YES then this flag will 
+# automatically be disabled.
+
+WARN_IF_UNDOCUMENTED   = YES
+
+# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for 
+# potential errors in the documentation, such as not documenting some 
+# parameters in a documented function, or documenting parameters that 
+# don't exist or using markup commands wrongly.
+
+WARN_IF_DOC_ERROR      = YES
+
+# This WARN_NO_PARAMDOC option can be abled to get warnings for 
+# functions that are documented, but have no documentation for their parameters 
+# or return value. If set to NO (the default) doxygen will only warn about 
+# wrong or incomplete parameter documentation, but not about the absence of 
+# documentation.
+
+WARN_NO_PARAMDOC       = YES
+
+# The WARN_FORMAT tag determines the format of the warning messages that 
+# doxygen can produce. The string should contain the $file, $line, and $text 
+# tags, which will be replaced by the file and line number from which the 
+# warning originated and the warning text. Optionally the format may contain 
+# $version, which will be replaced by the version of the file (if it could 
+# be obtained via FILE_VERSION_FILTER)
+
+WARN_FORMAT            = "$file:$line: $text"
+
+# The WARN_LOGFILE tag can be used to specify a file to which warning 
+# and error messages should be written. If left blank the output is written 
+# to stderr.
+
+WARN_LOGFILE           = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the input files
+#---------------------------------------------------------------------------
+
+# The INPUT tag can be used to specify the files and/or directories that contain 
+# documented source files. You may enter file names like "myfile.cpp" or 
+# directories like "/usr/src/myproject". Separate the files or directories 
+# with spaces.
+
+INPUT                  = ../../include
+
+# This tag can be used to specify the character encoding of the source files 
+# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is 
+# also the default input encoding. Doxygen uses libiconv (or the iconv built 
+# into libc) for the transcoding. See http://www.gnu.org/software/libiconv for 
+# the list of possible encodings.
+
+INPUT_ENCODING         = UTF-8
+
+# If the value of the INPUT tag contains directories, you can use the 
+# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp 
+# and *.h) to filter out the source-files in the directories. If left 
+# blank the following patterns are tested: 
+# *.c *.cc *.cxx *.cpp *.c++ *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh *.hxx 
+# *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.py *.f90
+
+FILE_PATTERNS          = *.c \
+                         *.cc \
+                         *.cxx \
+                         *.cpp \
+                         *.c++ \
+                         *.d \
+                         *.java \
+                         *.ii \
+                         *.ixx \
+                         *.ipp \
+                         *.i++ \
+                         *.inl \
+                         *.h \
+                         *.hh \
+                         *.hxx \
+                         *.hpp \
+                         *.h++ \
+                         *.idl \
+                         *.odl \
+                         *.cs \
+                         *.php \
+                         *.php3 \
+                         *.inc \
+                         *.m \
+                         *.mm \
+                         *.dox \
+                         *.py \
+                         *.f90 \
+                         *.f \
+                         *.vhd \
+                         *.vhdl
+
+# The RECURSIVE tag can be used to turn specify whether or not subdirectories 
+# should be searched for input files as well. Possible values are YES and NO. 
+# If left blank NO is used.
+
+RECURSIVE              = NO
+
+# The EXCLUDE tag can be used to specify files and/or directories that should 
+# excluded from the INPUT source files. This way you can easily exclude a 
+# subdirectory from a directory tree whose root is specified with the INPUT tag.
+
+EXCLUDE                = 
+
+# The EXCLUDE_SYMLINKS tag can be used select whether or not files or 
+# directories that are symbolic links (a Unix filesystem feature) are excluded 
+# from the input.
+
+EXCLUDE_SYMLINKS       = NO
+
+# If the value of the INPUT tag contains directories, you can use the 
+# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude 
+# certain files from those directories. Note that the wildcards are matched 
+# against the file with absolute path, so to exclude all test directories 
+# for example use the pattern */test/*
+
+EXCLUDE_PATTERNS       = 
+
+# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names 
+# (namespaces, classes, functions, etc.) that should be excluded from the 
+# output. The symbol name can be a fully qualified name, a word, or if the 
+# wildcard * is used, a substring. Examples: ANamespace, AClass, 
+# AClass::ANamespace, ANamespace::*Test
+
+EXCLUDE_SYMBOLS        = 
+
+# The EXAMPLE_PATH tag can be used to specify one or more files or 
+# directories that contain example code fragments that are included (see 
+# the \include command).
+
+EXAMPLE_PATH           = 
+
+# If the value of the EXAMPLE_PATH tag contains directories, you can use the 
+# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp 
+# and *.h) to filter out the source-files in the directories. If left 
+# blank all files are included.
+
+EXAMPLE_PATTERNS       = *
+
+# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be 
+# searched for input files to be used with the \include or \dontinclude 
+# commands irrespective of the value of the RECURSIVE tag. 
+# Possible values are YES and NO. If left blank NO is used.
+
+EXAMPLE_RECURSIVE      = NO
+
+# The IMAGE_PATH tag can be used to specify one or more files or 
+# directories that contain image that are included in the documentation (see 
+# the \image command).
+
+IMAGE_PATH             = 
+
+# The INPUT_FILTER tag can be used to specify a program that doxygen should 
+# invoke to filter for each input file. Doxygen will invoke the filter program 
+# by executing (via popen()) the command <filter> <input-file>, where <filter> 
+# is the value of the INPUT_FILTER tag, and <input-file> is the name of an 
+# input file. Doxygen will then use the output that the filter program writes 
+# to standard output.  If FILTER_PATTERNS is specified, this tag will be 
+# ignored.
+
+INPUT_FILTER           = 
+
+# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern 
+# basis.  Doxygen will compare the file name with each pattern and apply the 
+# filter if there is a match.  The filters are a list of the form: 
+# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further 
+# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER 
+# is applied to all files.
+
+FILTER_PATTERNS        = 
+
+# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using 
+# INPUT_FILTER) will be used to filter the input files when producing source 
+# files to browse (i.e. when SOURCE_BROWSER is set to YES).
+
+FILTER_SOURCE_FILES    = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to source browsing
+#---------------------------------------------------------------------------
+
+# If the SOURCE_BROWSER tag is set to YES then a list of source files will 
+# be generated. Documented entities will be cross-referenced with these sources. 
+# Note: To get rid of all source code in the generated output, make sure also 
+# VERBATIM_HEADERS is set to NO.
+
+SOURCE_BROWSER         = NO
+
+# Setting the INLINE_SOURCES tag to YES will include the body 
+# of functions and classes directly in the documentation.
+
+INLINE_SOURCES         = NO
+
+# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct 
+# doxygen to hide any special comment blocks from generated source code 
+# fragments. Normal C and C++ comments will always remain visible.
+
+STRIP_CODE_COMMENTS    = YES
+
+# If the REFERENCED_BY_RELATION tag is set to YES 
+# then for each documented function all documented 
+# functions referencing it will be listed.
+
+REFERENCED_BY_RELATION = YES
+
+# If the REFERENCES_RELATION tag is set to YES 
+# then for each documented function all documented entities 
+# called/used by that function will be listed.
+
+REFERENCES_RELATION    = YES
+
+# If the REFERENCES_LINK_SOURCE tag is set to YES (the default) 
+# and SOURCE_BROWSER tag is set to YES, then the hyperlinks from 
+# functions in REFERENCES_RELATION and REFERENCED_BY_RELATION lists will 
+# link to the source code.  Otherwise they will link to the documentation.
+
+REFERENCES_LINK_SOURCE = YES
+
+# If the USE_HTAGS tag is set to YES then the references to source code 
+# will point to the HTML generated by the htags(1) tool instead of doxygen 
+# built-in source browser. The htags tool is part of GNU's global source 
+# tagging system (see http://www.gnu.org/software/global/global.html). You 
+# will need version 4.8.6 or higher.
+
+USE_HTAGS              = NO
+
+# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen 
+# will generate a verbatim copy of the header file for each class for 
+# which an include is specified. Set to NO to disable this.
+
+VERBATIM_HEADERS       = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the alphabetical class index
+#---------------------------------------------------------------------------
+
+# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index 
+# of all compounds will be generated. Enable this if the project 
+# contains a lot of classes, structs, unions or interfaces.
+
+ALPHABETICAL_INDEX     = YES
+
+# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then 
+# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns 
+# in which this list will be split (can be a number in the range [1..20])
+
+COLS_IN_ALPHA_INDEX    = 5
+
+# In case all classes in a project start with a common prefix, all 
+# classes will be put under the same header in the alphabetical index. 
+# The IGNORE_PREFIX tag can be used to specify one or more prefixes that 
+# should be ignored while generating the index headers.
+
+IGNORE_PREFIX          = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the HTML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_HTML tag is set to YES (the default) Doxygen will 
+# generate HTML output.
+
+GENERATE_HTML          = YES
+
+# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `html' will be used as the default path.
+
+HTML_OUTPUT            = html
+
+# The HTML_FILE_EXTENSION tag can be used to specify the file extension for 
+# each generated HTML page (for example: .htm,.php,.asp). If it is left blank 
+# doxygen will generate files with .html extension.
+
+HTML_FILE_EXTENSION    = .html
+
+# The HTML_HEADER tag can be used to specify a personal HTML header for 
+# each generated HTML page. If it is left blank doxygen will generate a 
+# standard header.
+
+HTML_HEADER            = 
+
+# The HTML_FOOTER tag can be used to specify a personal HTML footer for 
+# each generated HTML page. If it is left blank doxygen will generate a 
+# standard footer.
+
+HTML_FOOTER            = 
+
+# The HTML_STYLESHEET tag can be used to specify a user-defined cascading 
+# style sheet that is used by each HTML page. It can be used to 
+# fine-tune the look of the HTML output. If the tag is left blank doxygen 
+# will generate a default style sheet. Note that doxygen will try to copy 
+# the style sheet file to the HTML output directory, so don't put your own 
+# stylesheet in the HTML output directory as well, or it will be erased!
+
+HTML_STYLESHEET        = 
+
+# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes, 
+# files or namespaces will be aligned in HTML using tables. If set to 
+# NO a bullet list will be used.
+
+HTML_ALIGN_MEMBERS     = YES
+
+# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML 
+# documentation will contain sections that can be hidden and shown after the 
+# page has loaded. For this to work a browser that supports 
+# JavaScript and DHTML is required (for instance Mozilla 1.0+, Firefox 
+# Netscape 6.0+, Internet explorer 5.0+, Konqueror, or Safari).
+
+HTML_DYNAMIC_SECTIONS  = NO
+
+# If the GENERATE_DOCSET tag is set to YES, additional index files 
+# will be generated that can be used as input for Apple's Xcode 3 
+# integrated development environment, introduced with OSX 10.5 (Leopard). 
+# To create a documentation set, doxygen will generate a Makefile in the 
+# HTML output directory. Running make will produce the docset in that 
+# directory and running "make install" will install the docset in 
+# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find 
+# it at startup. 
+# See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html for more information.
+
+GENERATE_DOCSET        = YES
+
+# When GENERATE_DOCSET tag is set to YES, this tag determines the name of the 
+# feed. A documentation feed provides an umbrella under which multiple 
+# documentation sets from a single provider (such as a company or product suite) 
+# can be grouped.
+
+DOCSET_FEEDNAME        = "Doxygen generated docs for SDL"
+
+# When GENERATE_DOCSET tag is set to YES, this tag specifies a string that 
+# should uniquely identify the documentation set bundle. This should be a 
+# reverse domain-name style string, e.g. com.mycompany.MyDocSet. Doxygen 
+# will append .docset to the name.
+
+DOCSET_BUNDLE_ID       = org.libsdl.sdl
+
+# If the GENERATE_HTMLHELP tag is set to YES, additional index files 
+# will be generated that can be used as input for tools like the 
+# Microsoft HTML help workshop to generate a compiled HTML help file (.chm) 
+# of the generated HTML documentation.
+
+GENERATE_HTMLHELP      = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can 
+# be used to specify the file name of the resulting .chm file. You 
+# can add a path in front of the file if the result should not be 
+# written to the html output directory.
+
+CHM_FILE               = SDL.chm
+
+# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can 
+# be used to specify the location (absolute path including file name) of 
+# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run 
+# the HTML help compiler on the generated index.hhp.
+
+HHC_LOCATION           = "C:/Program Files/HTML Help Workshop/hhc.exe"
+
+# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag 
+# controls if a separate .chi index file is generated (YES) or that 
+# it should be included in the master .chm file (NO).
+
+GENERATE_CHI           = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_INDEX_ENCODING 
+# is used to encode HtmlHelp index (hhk), content (hhc) and project file 
+# content.
+
+CHM_INDEX_ENCODING     = 
+
+# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag 
+# controls whether a binary table of contents is generated (YES) or a 
+# normal table of contents (NO) in the .chm file.
+
+BINARY_TOC             = NO
+
+# The TOC_EXPAND flag can be set to YES to add extra items for group members 
+# to the contents of the HTML help documentation and to the tree view.
+
+TOC_EXPAND             = YES
+
+# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and QHP_VIRTUAL_FOLDER 
+# are set, an additional index file will be generated that can be used as input for 
+# Qt's qhelpgenerator to generate a Qt Compressed Help (.qch) of the generated 
+# HTML documentation.
+
+GENERATE_QHP           = NO
+
+# If the QHG_LOCATION tag is specified, the QCH_FILE tag can 
+# be used to specify the file name of the resulting .qch file. 
+# The path specified is relative to the HTML output folder.
+
+QCH_FILE               = 
+
+# The QHP_NAMESPACE tag specifies the namespace to use when generating 
+# Qt Help Project output. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#namespace
+
+QHP_NAMESPACE          = 
+
+# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating 
+# Qt Help Project output. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#virtual-folders
+
+QHP_VIRTUAL_FOLDER     = doc
+
+# If QHP_CUST_FILTER_NAME is set, it specifies the name of a custom filter to add. 
+# For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#custom-filters
+
+QHP_CUST_FILTER_NAME   = 
+
+# The QHP_CUST_FILT_ATTRS tag specifies the list of the attributes of the custom filter to add.For more information please see 
+# <a href="http://doc.trolltech.com/qthelpproject.html#custom-filters">Qt Help Project / Custom Filters</a>.
+
+QHP_CUST_FILTER_ATTRS  = 
+
+# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this project's 
+# filter section matches. 
+# <a href="http://doc.trolltech.com/qthelpproject.html#filter-attributes">Qt Help Project / Filter Attributes</a>.
+
+QHP_SECT_FILTER_ATTRS  = 
+
+# If the GENERATE_QHP tag is set to YES, the QHG_LOCATION tag can 
+# be used to specify the location of Qt's qhelpgenerator. 
+# If non-empty doxygen will try to run qhelpgenerator on the generated 
+# .qhp file.
+
+QHG_LOCATION           = 
+
+# The DISABLE_INDEX tag can be used to turn on/off the condensed index at 
+# top of each HTML page. The value NO (the default) enables the index and 
+# the value YES disables it.
+
+DISABLE_INDEX          = NO
+
+# This tag can be used to set the number of enum values (range [1..20]) 
+# that doxygen will group on one line in the generated HTML documentation.
+
+ENUM_VALUES_PER_LINE   = 4
+
+# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index 
+# structure should be generated to display hierarchical information. 
+# If the tag value is set to YES, a side panel will be generated 
+# containing a tree-like index structure (just like the one that 
+# is generated for HTML Help). For this to work a browser that supports 
+# JavaScript, DHTML, CSS and frames is required (i.e. any modern browser). 
+# Windows users are probably better off using the HTML help feature.
+
+GENERATE_TREEVIEW      = NO
+
+# By enabling USE_INLINE_TREES, doxygen will generate the Groups, Directories, 
+# and Class Hierarchy pages using a tree view instead of an ordered list.
+
+USE_INLINE_TREES       = NO
+
+# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be 
+# used to set the initial width (in pixels) of the frame in which the tree 
+# is shown.
+
+TREEVIEW_WIDTH         = 250
+
+# Use this tag to change the font size of Latex formulas included 
+# as images in the HTML documentation. The default is 10. Note that 
+# when you change the font size after a successful doxygen run you need 
+# to manually remove any form_*.png images from the HTML output directory 
+# to force them to be regenerated.
+
+FORMULA_FONTSIZE       = 10
+
+# When the SEARCHENGINE tag is enable doxygen will generate a search box
+# for the HTML output. The underlying search engine uses javascript 
+# and DHTML and should work on any modern browser. Note that when using
+# HTML help (GENERATE_HTMLHELP) or Qt help (GENERATE_QHP) 
+# there is already a search function so this one should typically 
+# be disabled.
+
+SEARCHENGINE           = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the LaTeX output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will 
+# generate Latex output.
+
+GENERATE_LATEX         = NO
+
+# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `latex' will be used as the default path.
+
+LATEX_OUTPUT           = latex
+
+# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be 
+# invoked. If left blank `latex' will be used as the default command name.
+
+LATEX_CMD_NAME         = latex
+
+# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to 
+# generate index for LaTeX. If left blank `makeindex' will be used as the 
+# default command name.
+
+MAKEINDEX_CMD_NAME     = makeindex
+
+# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact 
+# LaTeX documents. This may be useful for small projects and may help to 
+# save some trees in general.
+
+COMPACT_LATEX          = NO
+
+# The PAPER_TYPE tag can be used to set the paper type that is used 
+# by the printer. Possible values are: a4, a4wide, letter, legal and 
+# executive. If left blank a4wide will be used.
+
+PAPER_TYPE             = a4wide
+
+# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX 
+# packages that should be included in the LaTeX output.
+
+EXTRA_PACKAGES         = 
+
+# The LATEX_HEADER tag can be used to specify a personal LaTeX header for 
+# the generated latex document. The header should contain everything until 
+# the first chapter. If it is left blank doxygen will generate a 
+# standard header. Notice: only use this tag if you know what you are doing!
+
+LATEX_HEADER           = 
+
+# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated 
+# is prepared for conversion to pdf (using ps2pdf). The pdf file will 
+# contain links (just like the HTML output) instead of page references 
+# This makes the output suitable for online browsing using a pdf viewer.
+
+PDF_HYPERLINKS         = YES
+
+# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of 
+# plain latex in the generated Makefile. Set this option to YES to get a 
+# higher quality PDF documentation.
+
+USE_PDFLATEX           = YES
+
+# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode. 
+# command to the generated LaTeX files. This will instruct LaTeX to keep 
+# running if errors occur, instead of asking the user for help. 
+# This option is also used when generating formulas in HTML.
+
+LATEX_BATCHMODE        = NO
+
+# If LATEX_HIDE_INDICES is set to YES then doxygen will not 
+# include the index chapters (such as File Index, Compound Index, etc.) 
+# in the output.
+
+LATEX_HIDE_INDICES     = NO
+
+# If LATEX_SOURCE_CODE is set to YES then doxygen will include
+# source code with syntax highlighting in the LaTeX output.
+# Note that which sources are shown also depends on other settings
+# such as SOURCE_BROWSER.
+
+LATEX_SOURCE_CODE      = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the RTF output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output 
+# The RTF output is optimized for Word 97 and may not look very pretty with 
+# other RTF readers or editors.
+
+GENERATE_RTF           = NO
+
+# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `rtf' will be used as the default path.
+
+RTF_OUTPUT             = rtf
+
+# If the COMPACT_RTF tag is set to YES Doxygen generates more compact 
+# RTF documents. This may be useful for small projects and may help to 
+# save some trees in general.
+
+COMPACT_RTF            = NO
+
+# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated 
+# will contain hyperlink fields. The RTF file will 
+# contain links (just like the HTML output) instead of page references. 
+# This makes the output suitable for online browsing using WORD or other 
+# programs which support those fields. 
+# Note: wordpad (write) and others do not support links.
+
+RTF_HYPERLINKS         = NO
+
+# Load stylesheet definitions from file. Syntax is similar to doxygen's 
+# config file, i.e. a series of assignments. You only have to provide 
+# replacements, missing definitions are set to their default value.
+
+RTF_STYLESHEET_FILE    = 
+
+# Set optional variables used in the generation of an rtf document. 
+# Syntax is similar to doxygen's config file.
+
+RTF_EXTENSIONS_FILE    = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the man page output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_MAN tag is set to YES (the default) Doxygen will 
+# generate man pages
+
+GENERATE_MAN           = NO
+
+# The MAN_OUTPUT tag is used to specify where the man pages will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `man' will be used as the default path.
+
+MAN_OUTPUT             = man
+
+# The MAN_EXTENSION tag determines the extension that is added to 
+# the generated man pages (default is the subroutine's section .3)
+
+MAN_EXTENSION          = .3
+
+# If the MAN_LINKS tag is set to YES and Doxygen generates man output, 
+# then it will generate one additional man file for each entity 
+# documented in the real man page(s). These additional files 
+# only source the real man page, but without them the man command 
+# would be unable to find the correct page. The default is NO.
+
+MAN_LINKS              = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the XML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_XML tag is set to YES Doxygen will 
+# generate an XML file that captures the structure of 
+# the code including all documentation.
+
+GENERATE_XML           = NO
+
+# The XML_OUTPUT tag is used to specify where the XML pages will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `xml' will be used as the default path.
+
+XML_OUTPUT             = xml
+
+# The XML_SCHEMA tag can be used to specify an XML schema, 
+# which can be used by a validating XML parser to check the 
+# syntax of the XML files.
+
+XML_SCHEMA             = 
+
+# The XML_DTD tag can be used to specify an XML DTD, 
+# which can be used by a validating XML parser to check the 
+# syntax of the XML files.
+
+XML_DTD                = 
+
+# If the XML_PROGRAMLISTING tag is set to YES Doxygen will 
+# dump the program listings (including syntax highlighting 
+# and cross-referencing information) to the XML output. Note that 
+# enabling this will significantly increase the size of the XML output.
+
+XML_PROGRAMLISTING     = YES
+
+#---------------------------------------------------------------------------
+# configuration options for the AutoGen Definitions output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will 
+# generate an AutoGen Definitions (see autogen.sf.net) file 
+# that captures the structure of the code including all 
+# documentation. Note that this feature is still experimental 
+# and incomplete at the moment.
+
+GENERATE_AUTOGEN_DEF   = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the Perl module output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_PERLMOD tag is set to YES Doxygen will 
+# generate a Perl module file that captures the structure of 
+# the code including all documentation. Note that this 
+# feature is still experimental and incomplete at the 
+# moment.
+
+GENERATE_PERLMOD       = NO
+
+# If the PERLMOD_LATEX tag is set to YES Doxygen will generate 
+# the necessary Makefile rules, Perl scripts and LaTeX code to be able 
+# to generate PDF and DVI output from the Perl module output.
+
+PERLMOD_LATEX          = NO
+
+# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be 
+# nicely formatted so it can be parsed by a human reader.  This is useful 
+# if you want to understand what is going on.  On the other hand, if this 
+# tag is set to NO the size of the Perl module output will be much smaller 
+# and Perl will parse it just the same.
+
+PERLMOD_PRETTY         = YES
+
+# The names of the make variables in the generated doxyrules.make file 
+# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. 
+# This is useful so different doxyrules.make files included by the same 
+# Makefile don't overwrite each other's variables.
+
+PERLMOD_MAKEVAR_PREFIX = 
+
+#---------------------------------------------------------------------------
+# Configuration options related to the preprocessor
+#---------------------------------------------------------------------------
+
+# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will 
+# evaluate all C-preprocessor directives found in the sources and include 
+# files.
+
+ENABLE_PREPROCESSING   = YES
+
+# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro 
+# names in the source code. If set to NO (the default) only conditional 
+# compilation will be performed. Macro expansion can be done in a controlled 
+# way by setting EXPAND_ONLY_PREDEF to YES.
+
+MACRO_EXPANSION        = YES
+
+# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES 
+# then the macro expansion is limited to the macros specified with the 
+# PREDEFINED and EXPAND_AS_DEFINED tags.
+
+EXPAND_ONLY_PREDEF     = YES
+
+# If the SEARCH_INCLUDES tag is set to YES (the default) the includes files 
+# in the INCLUDE_PATH (see below) will be search if a #include is found.
+
+SEARCH_INCLUDES        = NO
+
+# The INCLUDE_PATH tag can be used to specify one or more directories that 
+# contain include files that are not input files but should be processed by 
+# the preprocessor.
+
+INCLUDE_PATH           = 
+
+# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard 
+# patterns (like *.h and *.hpp) to filter out the header-files in the 
+# directories. If left blank, the patterns specified with FILE_PATTERNS will 
+# be used.
+
+INCLUDE_FILE_PATTERNS  = 
+
+# The PREDEFINED tag can be used to specify one or more macro names that 
+# are defined before the preprocessor is started (similar to the -D option of 
+# gcc). The argument of the tag is a list of macros of the form: name 
+# or name=definition (no spaces). If the definition and the = are 
+# omitted =1 is assumed. To prevent a macro definition from being 
+# undefined via #undef or recursively expanded use the := operator 
+# instead of the = operator.
+
+PREDEFINED             = 
+
+# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then 
+# this tag can be used to specify a list of macro names that should be expanded. 
+# The macro definition that is found in the sources will be used. 
+# Use the PREDEFINED tag if you want to use a different macro definition.
+
+EXPAND_AS_DEFINED      = DECLSPEC \
+                         SDLCALL
+
+# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then 
+# doxygen's preprocessor will remove all function-like macros that are alone 
+# on a line, have an all uppercase name, and do not end with a semicolon. Such 
+# function macros are typically used for boiler-plate code, and will confuse 
+# the parser if not removed.
+
+SKIP_FUNCTION_MACROS   = YES
+
+#---------------------------------------------------------------------------
+# Configuration::additions related to external references
+#---------------------------------------------------------------------------
+
+# The TAGFILES option can be used to specify one or more tagfiles. 
+# Optionally an initial location of the external documentation 
+# can be added for each tagfile. The format of a tag file without 
+# this location is as follows: 
+#   TAGFILES = file1 file2 ... 
+# Adding location for the tag files is done as follows: 
+#   TAGFILES = file1=loc1 "file2 = loc2" ... 
+# where "loc1" and "loc2" can be relative or absolute paths or 
+# URLs. If a location is present for each tag, the installdox tool 
+# does not have to be run to correct the links. 
+# Note that each tag file must have a unique name 
+# (where the name does NOT include the path) 
+# If a tag file is not located in the directory in which doxygen 
+# is run, you must also specify the path to the tagfile here.
+
+TAGFILES               = 
+
+# When a file name is specified after GENERATE_TAGFILE, doxygen will create 
+# a tag file that is based on the input files it reads.
+
+GENERATE_TAGFILE       = 
+
+# If the ALLEXTERNALS tag is set to YES all external classes will be listed 
+# in the class index. If set to NO only the inherited external classes 
+# will be listed.
+
+ALLEXTERNALS           = NO
+
+# If the EXTERNAL_GROUPS tag is set to YES all external groups will be listed 
+# in the modules index. If set to NO, only the current project's groups will 
+# be listed.
+
+EXTERNAL_GROUPS        = YES
+
+# The PERL_PATH should be the absolute path and name of the perl script 
+# interpreter (i.e. the result of `which perl').
+
+PERL_PATH              = /usr/bin/perl
+
+#---------------------------------------------------------------------------
+# Configuration options related to the dot tool
+#---------------------------------------------------------------------------
+
+# If the CLASS_DIAGRAMS tag is set to YES (the default) Doxygen will 
+# generate a inheritance diagram (in HTML, RTF and LaTeX) for classes with base 
+# or super classes. Setting the tag to NO turns the diagrams off. Note that 
+# this option is superseded by the HAVE_DOT option below. This is only a 
+# fallback. It is recommended to install and use dot, since it yields more 
+# powerful graphs.
+
+CLASS_DIAGRAMS         = NO
+
+# You can define message sequence charts within doxygen comments using the \msc 
+# command. Doxygen will then run the mscgen tool (see 
+# http://www.mcternan.me.uk/mscgen/) to produce the chart and insert it in the 
+# documentation. The MSCGEN_PATH tag allows you to specify the directory where 
+# the mscgen tool resides. If left empty the tool is assumed to be found in the 
+# default search path.
+
+MSCGEN_PATH            = 
+
+# If set to YES, the inheritance and collaboration graphs will hide 
+# inheritance and usage relations if the target is undocumented 
+# or is not a class.
+
+HIDE_UNDOC_RELATIONS   = YES
+
+# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is 
+# available from the path. This tool is part of Graphviz, a graph visualization 
+# toolkit from AT&T and Lucent Bell Labs. The other options in this section 
+# have no effect if this option is set to NO (the default)
+
+HAVE_DOT               = NO
+
+# By default doxygen will write a font called FreeSans.ttf to the output 
+# directory and reference it in all dot files that doxygen generates. This 
+# font does not include all possible unicode characters however, so when you need 
+# these (or just want a differently looking font) you can specify the font name 
+# using DOT_FONTNAME. You need need to make sure dot is able to find the font, 
+# which can be done by putting it in a standard location or by setting the 
+# DOTFONTPATH environment variable or by setting DOT_FONTPATH to the directory 
+# containing the font.
+
+DOT_FONTNAME           = FreeSans
+
+# The DOT_FONTSIZE tag can be used to set the size of the font of dot graphs. 
+# The default size is 10pt.
+
+DOT_FONTSIZE           = 10
+
+# By default doxygen will tell dot to use the output directory to look for the 
+# FreeSans.ttf font (which doxygen will put there itself). If you specify a 
+# different font using DOT_FONTNAME you can set the path where dot 
+# can find it using this tag.
+
+DOT_FONTPATH           = 
+
+# If the CLASS_GRAPH and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for each documented class showing the direct and 
+# indirect inheritance relations. Setting this tag to YES will force the 
+# the CLASS_DIAGRAMS tag to NO.
+
+CLASS_GRAPH            = YES
+
+# If the COLLABORATION_GRAPH and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for each documented class showing the direct and 
+# indirect implementation dependencies (inheritance, containment, and 
+# class references variables) of the class with other documented classes.
+
+COLLABORATION_GRAPH    = YES
+
+# If the GROUP_GRAPHS and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for groups, showing the direct groups dependencies
+
+GROUP_GRAPHS           = YES
+
+# If the UML_LOOK tag is set to YES doxygen will generate inheritance and 
+# collaboration diagrams in a style similar to the OMG's Unified Modeling 
+# Language.
+
+UML_LOOK               = NO
+
+# If set to YES, the inheritance and collaboration graphs will show the 
+# relations between templates and their instances.
+
+TEMPLATE_RELATIONS     = NO
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDE_GRAPH, and HAVE_DOT 
+# tags are set to YES then doxygen will generate a graph for each documented 
+# file showing the direct and indirect include dependencies of the file with 
+# other documented files.
+
+INCLUDE_GRAPH          = YES
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDED_BY_GRAPH, and 
+# HAVE_DOT tags are set to YES then doxygen will generate a graph for each 
+# documented header file showing the documented files that directly or 
+# indirectly include this file.
+
+INCLUDED_BY_GRAPH      = YES
+
+# If the CALL_GRAPH and HAVE_DOT options are set to YES then 
+# doxygen will generate a call dependency graph for every global function 
+# or class method. Note that enabling this option will significantly increase 
+# the time of a run. So in most cases it will be better to enable call graphs 
+# for selected functions only using the \callgraph command.
+
+CALL_GRAPH             = NO
+
+# If the CALLER_GRAPH and HAVE_DOT tags are set to YES then 
+# doxygen will generate a caller dependency graph for every global function 
+# or class method. Note that enabling this option will significantly increase 
+# the time of a run. So in most cases it will be better to enable caller 
+# graphs for selected functions only using the \callergraph command.
+
+CALLER_GRAPH           = NO
+
+# If the GRAPHICAL_HIERARCHY and HAVE_DOT tags are set to YES then doxygen 
+# will graphical hierarchy of all classes instead of a textual one.
+
+GRAPHICAL_HIERARCHY    = YES
+
+# If the DIRECTORY_GRAPH, SHOW_DIRECTORIES and HAVE_DOT tags are set to YES 
+# then doxygen will show the dependencies a directory has on other directories 
+# in a graphical way. The dependency relations are determined by the #include 
+# relations between the files in the directories.
+
+DIRECTORY_GRAPH        = YES
+
+# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images 
+# generated by dot. Possible values are png, jpg, or gif 
+# If left blank png will be used.
+
+DOT_IMAGE_FORMAT       = png
+
+# The tag DOT_PATH can be used to specify the path where the dot tool can be 
+# found. If left blank, it is assumed the dot tool can be found in the path.
+
+DOT_PATH               = /Applications/Graphviz.app/Contents/MacOS
+
+# The DOTFILE_DIRS tag can be used to specify one or more directories that 
+# contain dot files that are included in the documentation (see the 
+# \dotfile command).
+
+DOTFILE_DIRS           = 
+
+# The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of 
+# nodes that will be shown in the graph. If the number of nodes in a graph 
+# becomes larger than this value, doxygen will truncate the graph, which is 
+# visualized by representing a node as a red box. Note that doxygen if the 
+# number of direct children of the root node in a graph is already larger than 
+# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note 
+# that the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH.
+
+DOT_GRAPH_MAX_NODES    = 67
+
+# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the 
+# graphs generated by dot. A depth value of 3 means that only nodes reachable 
+# from the root by following a path via at most 3 edges will be shown. Nodes 
+# that lay further from the root node will be omitted. Note that setting this 
+# option to 1 or 2 may greatly reduce the computation time needed for large 
+# code bases. Also note that the size of a graph can be further restricted by 
+# DOT_GRAPH_MAX_NODES. Using a depth of 0 means no depth restriction.
+
+MAX_DOT_GRAPH_DEPTH    = 2
+
+# Set the DOT_TRANSPARENT tag to YES to generate images with a transparent 
+# background. This is disabled by default, because dot on Windows does not 
+# seem to support this out of the box. Warning: Depending on the platform used, 
+# enabling this option may lead to badly anti-aliased labels on the edges of 
+# a graph (i.e. they become hard to read).
+
+DOT_TRANSPARENT        = NO
+
+# Set the DOT_MULTI_TARGETS tag to YES allow dot to generate multiple output 
+# files in one run (i.e. multiple -o and -T options on the command line). This 
+# makes dot run faster, but since only newer versions of dot (>1.8.10) 
+# support this, this feature is disabled by default.
+
+DOT_MULTI_TARGETS      = NO
+
+# If the GENERATE_LEGEND tag is set to YES (the default) Doxygen will 
+# generate a legend page explaining the meaning of the various boxes and 
+# arrows in the dot generated graphs.
+
+GENERATE_LEGEND        = YES
+
+# If the DOT_CLEANUP tag is set to YES (the default) Doxygen will 
+# remove the intermediate dot files that are used to generate 
+# the various graphs.
+
+DOT_CLEANUP            = YES

+ 2 - 2
Engine/lib/sdl/acinclude/ac_check_define.m4

@@ -1,4 +1,4 @@
-AC_DEFUN([AC_CHECK_DEFINE],[dnl
+AC_DEFUN([AC_CHECK_DEFINE],[AC_REQUIRE([AC_PROG_CPP])dnl
   AC_CACHE_CHECK(for $1 in $2, ac_cv_define_$1,
     AC_EGREP_CPP([YES_IS_DEFINED], [
 #include <$2>
@@ -11,4 +11,4 @@ YES_IS_DEFINED
     AC_DEFINE([HAVE_$1],[],[Added by AC_CHECK_DEFINE])
   fi
 ])dnl
-AC_DEFINE([HAVE_$1],[],[Added by AC_CHECK_DEFINE])
+

+ 3 - 3
Engine/lib/sdl/acinclude/alsa.m4

@@ -1,4 +1,3 @@
-##############################################################################
 dnl Configure Paths for Alsa
 dnl Some modifications by Richard Boulton <[email protected]>
 dnl Christopher Lansdown <[email protected]>
@@ -7,12 +6,13 @@ dnl Last modification: alsa.m4,v 1.23 2004/01/16 18:14:22 tiwai Exp
 dnl AM_PATH_ALSA([MINIMUM-VERSION [, ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
 dnl Test for libasound, and define ALSA_CFLAGS and ALSA_LIBS as appropriate.
 dnl enables arguments --with-alsa-prefix=
-dnl                   --with-alsa-enc-prefix=
+dnl                   --with-alsa-inc-prefix=
 dnl                   --disable-alsatest
 dnl
 dnl For backwards compatibility, if ACTION_IF_NOT_FOUND is not specified,
 dnl and the alsa libraries are not found, a fatal AC_MSG_ERROR() will result.
 dnl
+
 AC_DEFUN([AM_PATH_ALSA],
 [dnl Save the original CFLAGS, LDFLAGS, and LIBS
 alsa_save_CFLAGS="$CFLAGS"
@@ -62,7 +62,7 @@ LIBS="$ALSA_LIBS $LIBS"
 AC_MSG_RESULT($ALSA_LIBS)
 
 dnl Check for a working version of libasound that is of the right version.
-min_alsa_version=ifelse([$1], ,0.1.1,$1)
+min_alsa_version=ifelse([$1], ,0.1.1, $1)
 AC_MSG_CHECKING(for libasound headers version >= $min_alsa_version)
 no_alsa=""
     alsa_min_major_version=`echo $min_alsa_version | \

+ 0 - 4
Engine/lib/sdl/acinclude/esd.m4

@@ -1,7 +1,3 @@
-##############################################################################
-#
-# --- esd.m4 ---
-#
 # Configure paths for ESD
 # Manish Singh    98-9-30
 # stolen back from Frank Belew

+ 1 - 0
Engine/lib/sdl/android-project-ant/AndroidManifest.xml

@@ -0,0 +1 @@
+../android-project/app/src/main/AndroidManifest.xml

+ 17 - 0
Engine/lib/sdl/android-project-ant/ant.properties

@@ -0,0 +1,17 @@
+# This file is used to override default values used by the Ant build system.
+#
+# This file must be checked into Version Control Systems, as it is
+# integral to the build system of your project.
+
+# This file is only used by the Ant script.
+
+# You can use this to override default values such as
+#  'source.dir' for the location of your java source folder and
+#  'out.dir' for the location of your output folder.
+
+# You can also use it define how the release builds are signed by declaring
+# the following properties:
+#  'key.store' for the location of your keystore and
+#  'key.alias' for the name of the key to use.
+# The password will be asked during the build when you use the 'release' target.
+

+ 17 - 0
Engine/lib/sdl/android-project-ant/build.properties

@@ -0,0 +1,17 @@
+# This file is used to override default values used by the Ant build system.
+# 
+# This file must be checked in Version Control Systems, as it is
+# integral to the build system of your project.
+
+# This file is only used by the Ant script.
+
+# You can use this to override default values such as
+#  'source.dir' for the location of your java source folder and
+#  'out.dir' for the location of your output folder.
+
+# You can also use it define how the release builds are signed by declaring
+# the following properties:
+#  'key.store' for the location of your keystore and
+#  'key.alias' for the name of the key to use.
+# The password will be asked during the build when you use the 'release' target.
+

+ 93 - 0
Engine/lib/sdl/android-project-ant/build.xml

@@ -0,0 +1,93 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!-- This should be changed to the name of your project -->
+<project name="SDLActivity" default="help">
+
+    <!-- The local.properties file is created and updated by the 'android' tool.
+         It contains the path to the SDK. It should *NOT* be checked into
+         Version Control Systems. -->
+    <property file="local.properties" />
+
+    <!-- The ant.properties file can be created by you. It is only edited by the
+         'android' tool to add properties to it.
+         This is the place to change some Ant specific build properties.
+         Here are some properties you may want to change/update:
+
+         source.dir
+             The name of the source directory. Default is 'src'.
+         out.dir
+             The name of the output directory. Default is 'bin'.
+
+         For other overridable properties, look at the beginning of the rules
+         files in the SDK, at tools/ant/build.xml
+
+         Properties related to the SDK location or the project target should
+         be updated using the 'android' tool with the 'update' action.
+
+         This file is an integral part of the build system for your
+         application and should be checked into Version Control Systems.
+
+         -->
+    <property file="ant.properties" />
+
+    <!-- if sdk.dir was not set from one of the property file, then
+         get it from the ANDROID_HOME env var.
+         This must be done before we load project.properties since
+         the proguard config can use sdk.dir -->
+    <property environment="env" />
+    <condition property="sdk.dir" value="${env.ANDROID_HOME}">
+        <isset property="env.ANDROID_HOME" />
+    </condition>
+
+    <!-- The project.properties file is created and updated by the 'android'
+         tool, as well as ADT.
+
+         This contains project specific properties such as project target, and library
+         dependencies. Lower level build properties are stored in ant.properties
+         (or in .classpath for Eclipse projects).
+
+         This file is an integral part of the build system for your
+         application and should be checked into Version Control Systems. -->
+    <loadproperties srcFile="project.properties" />
+
+    <!-- quick check on sdk.dir -->
+    <fail
+            message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
+            unless="sdk.dir"
+    />
+
+    <!--
+        Import per project custom build rules if present at the root of the project.
+        This is the place to put custom intermediary targets such as:
+            -pre-build
+            -pre-compile
+            -post-compile (This is typically used for code obfuscation.
+                           Compiled code location: ${out.classes.absolute.dir}
+                           If this is not done in place, override ${out.dex.input.absolute.dir})
+            -post-package
+            -post-build
+            -pre-clean
+    -->
+    <import file="custom_rules.xml" optional="true" />
+
+    <!-- Import the actual build file.
+
+         To customize existing targets, there are two options:
+         - Customize only one target:
+             - copy/paste the target into this file, *before* the
+               <import> task.
+             - customize it to your needs.
+         - Customize the whole content of build.xml
+             - copy/paste the content of the rules files (minus the top node)
+               into this file, replacing the <import> task.
+             - customize to your needs.
+
+         ***********************
+         ****** IMPORTANT ******
+         ***********************
+         In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
+         in order to avoid having your file be overridden by tools such as "android update project"
+    -->
+    <!-- version-tag: 1 -->
+    <import file="${sdk.dir}/tools/ant/build.xml" />
+
+</project>

+ 11 - 0
Engine/lib/sdl/android-project-ant/default.properties

@@ -0,0 +1,11 @@
+# This file is automatically generated by Android Tools.
+# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
+# 
+# This file must be checked in Version Control Systems.
+# 
+# To customize properties used by the Ant build system use,
+# "build.properties", and override values to adapt the script to your
+# project structure.
+
+# Project target.
+target=android-16

+ 1 - 0
Engine/lib/sdl/android-project-ant/jni/Android.mk

@@ -0,0 +1 @@
+include $(call all-subdir-makefiles)

+ 10 - 0
Engine/lib/sdl/android-project-ant/jni/Application.mk

@@ -0,0 +1,10 @@
+
+# Uncomment this if you're using STL in your project
+# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information
+# APP_STL := stlport_static 
+
+APP_ABI := armeabi armeabi-v7a x86
+
+# Min SDK level
+APP_PLATFORM=android-10
+

+ 18 - 0
Engine/lib/sdl/android-project-ant/jni/src/Android.mk

@@ -0,0 +1,18 @@
+LOCAL_PATH := $(call my-dir)
+
+include $(CLEAR_VARS)
+
+LOCAL_MODULE := main
+
+SDL_PATH := ../SDL
+
+LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include
+
+# Add your application source files here...
+LOCAL_SRC_FILES := YourSourceHere.c
+
+LOCAL_SHARED_LIBRARIES := SDL2
+
+LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
+
+include $(BUILD_SHARED_LIBRARY)

+ 12 - 0
Engine/lib/sdl/android-project-ant/jni/src/Android_static.mk

@@ -0,0 +1,12 @@
+LOCAL_PATH := $(call my-dir)
+
+include $(CLEAR_VARS)
+
+LOCAL_MODULE := main
+
+LOCAL_SRC_FILES := YourSourceHere.c
+
+LOCAL_STATIC_LIBRARIES := SDL2_static
+
+include $(BUILD_SHARED_LIBRARY)
+$(call import-module,SDL)LOCAL_PATH := $(call my-dir)

+ 20 - 0
Engine/lib/sdl/android-project-ant/proguard-project.txt

@@ -0,0 +1,20 @@
+# To enable ProGuard in your project, edit project.properties
+# to define the proguard.config property as described in that file.
+#
+# Add project specific ProGuard rules here.
+# By default, the flags in this file are appended to flags specified
+# in ${sdk.dir}/tools/proguard/proguard-android.txt
+# You can edit the include path and order by changing the ProGuard
+# include property in project.properties.
+#
+# For more details, see
+#   http://developer.android.com/guide/developing/tools/proguard.html
+
+# Add any project specific keep options here:
+
+# If your project uses WebView with JS, uncomment the following
+# and specify the fully qualified class name to the JavaScript interface
+# class:
+#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
+#   public *;
+#}

+ 14 - 0
Engine/lib/sdl/android-project-ant/project.properties

@@ -0,0 +1,14 @@
+# This file is automatically generated by Android Tools.
+# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
+#
+# This file must be checked in Version Control Systems.
+#
+# To customize properties used by the Ant build system edit
+# "ant.properties", and override values to adapt the script to your
+# project structure.
+#
+# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
+#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
+
+# Project target.
+target=android-16

BIN
Engine/lib/sdl/android-project-ant/res/drawable-hdpi/ic_launcher.png


BIN
Engine/lib/sdl/android-project-ant/res/drawable-mdpi/ic_launcher.png


BIN
Engine/lib/sdl/android-project-ant/res/drawable-xhdpi/ic_launcher.png


BIN
Engine/lib/sdl/android-project-ant/res/drawable-xxhdpi/ic_launcher.png


+ 13 - 0
Engine/lib/sdl/android-project-ant/res/layout/main.xml

@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="utf-8"?>
+<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
+    android:orientation="vertical"
+    android:layout_width="fill_parent"
+    android:layout_height="fill_parent"
+    >
+<TextView  
+    android:layout_width="fill_parent" 
+    android:layout_height="wrap_content" 
+    android:text="Hello World, SDLActivity"
+    />
+</LinearLayout>
+

+ 4 - 0
Engine/lib/sdl/android-project-ant/res/values/strings.xml

@@ -0,0 +1,4 @@
+<?xml version="1.0" encoding="utf-8"?>
+<resources>
+    <string name="app_name">SDL App</string>
+</resources>

+ 1 - 0
Engine/lib/sdl/android-project-ant/src

@@ -0,0 +1 @@
+../android-project/app/src/main/java

+ 71 - 0
Engine/lib/sdl/android-project/app/build.gradle

@@ -0,0 +1,71 @@
+def buildAsLibrary = project.hasProperty('BUILD_AS_LIBRARY');
+def buildAsApplication = !buildAsLibrary
+if (buildAsApplication) {
+    apply plugin: 'com.android.application'
+}
+else {
+    apply plugin: 'com.android.library'
+}
+
+android {
+    compileSdkVersion 26
+    defaultConfig {
+        if (buildAsApplication) {
+            applicationId "org.libsdl.app"
+        }
+        minSdkVersion 16
+        targetSdkVersion 26
+        versionCode 1
+        versionName "1.0"
+        externalNativeBuild {
+            ndkBuild {
+                arguments "APP_PLATFORM=android-16"
+                abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
+            }
+            // cmake {
+            //     arguments "-DANDROID_APP_PLATFORM=android-16", "-DANDROID_STL=c++_static"
+            //     // abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
+            //     abiFilters 'arm64-v8a'
+            // }
+        }
+    }
+    buildTypes {
+        release {
+            minifyEnabled false
+            proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
+        }
+    }
+    if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
+        sourceSets.main {
+            jniLibs.srcDir 'libs'
+        }
+        externalNativeBuild {
+            ndkBuild {
+                path 'jni/Android.mk'
+            }
+            // cmake {
+            //     path 'jni/CMakeLists.txt'
+            // }
+        }
+       
+    }
+    lintOptions {
+        abortOnError false
+    }
+    
+    if (buildAsLibrary) {
+        libraryVariants.all { variant ->
+            variant.outputs.each { output ->
+                def outputFile = output.outputFile
+                if (outputFile != null && outputFile.name.endsWith(".aar")) {
+                    def fileName = "org.libsdl.app.aar";
+                    output.outputFile = new File(outputFile.parent, fileName);
+                }
+            }
+        }
+    }
+}
+
+dependencies {
+    implementation fileTree(include: ['*.jar'], dir: 'libs')
+}

+ 1 - 0
Engine/lib/sdl/android-project/app/jni/Android.mk

@@ -0,0 +1 @@
+include $(call all-subdir-makefiles)

+ 10 - 0
Engine/lib/sdl/android-project/app/jni/Application.mk

@@ -0,0 +1,10 @@
+
+# Uncomment this if you're using STL in your project
+# You can find more information here:
+# https://developer.android.com/ndk/guides/cpp-support
+# APP_STL := c++_shared
+
+APP_ABI := armeabi-v7a arm64-v8a x86 x86_64
+
+# Min runtime API level
+APP_PLATFORM=android-16

+ 20 - 0
Engine/lib/sdl/android-project/app/jni/CMakeLists.txt

@@ -0,0 +1,20 @@
+cmake_minimum_required(VERSION 3.6)
+
+project(GAME)
+
+# armeabi-v7a requires cpufeatures library
+# include(AndroidNdkModules)
+# android_ndk_import_module_cpufeatures()
+
+
+# SDL sources are in a subfolder named "SDL"
+add_subdirectory(SDL)
+
+# Compilation of companion libraries
+#add_subdirectory(SDL_image)
+#add_subdirectory(SDL_mixer)
+#add_subdirectory(SDL_ttf)
+
+# Your game and its CMakeLists.txt are in a subfolder named "src"
+add_subdirectory(src)
+

+ 18 - 0
Engine/lib/sdl/android-project/app/jni/src/Android.mk

@@ -0,0 +1,18 @@
+LOCAL_PATH := $(call my-dir)
+
+include $(CLEAR_VARS)
+
+LOCAL_MODULE := main
+
+SDL_PATH := ../SDL
+
+LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include
+
+# Add your application source files here...
+LOCAL_SRC_FILES := YourSourceHere.c
+
+LOCAL_SHARED_LIBRARIES := SDL2
+
+LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
+
+include $(BUILD_SHARED_LIBRARY)

+ 13 - 0
Engine/lib/sdl/android-project/app/jni/src/CMakeLists.txt

@@ -0,0 +1,13 @@
+cmake_minimum_required(VERSION 3.6)
+
+project(MY_APP)
+
+find_library(SDL2 SDL2)
+
+add_library(main SHARED)
+
+target_sources(main PRIVATE YourSourceHere.c)
+
+target_link_libraries(main SDL2)
+
+

+ 17 - 0
Engine/lib/sdl/android-project/app/proguard-rules.pro

@@ -0,0 +1,17 @@
+# Add project specific ProGuard rules here.
+# By default, the flags in this file are appended to flags specified
+# in [sdk]/tools/proguard/proguard-android.txt
+# You can edit the include path and order by changing the proguardFiles
+# directive in build.gradle.
+#
+# For more details, see
+#   http://developer.android.com/guide/developing/tools/proguard.html
+
+# Add any project specific keep options here:
+
+# If your project uses WebView with JS, uncomment the following
+# and specify the fully qualified class name to the JavaScript interface
+# class:
+#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
+#   public *;
+#}

Неке датотеке нису приказане због велике количине промена