Browse Source

Merge pull request #1576 from Areloch/SDLUpdate

Updates SDL to version 2.0.4, which makes it compatible with VS2015.
Areloch 9 years ago
parent
commit
b4547da50b
100 changed files with 1068 additions and 11042 deletions
  1. 3 3
      Engine/lib/sdl/Android.mk
  2. 288 60
      Engine/lib/sdl/CMakeLists.txt
  3. 1 1
      Engine/lib/sdl/COPYING.txt
  4. 4 4
      Engine/lib/sdl/INSTALL.txt
  5. 25 7
      Engine/lib/sdl/Makefile.in
  6. 2 2
      Engine/lib/sdl/Makefile.wiz
  7. 0 438
      Engine/lib/sdl/README-android.txt
  8. 0 31
      Engine/lib/sdl/README-cmake.txt
  9. 0 106
      Engine/lib/sdl/README-directfb.txt
  10. 0 130
      Engine/lib/sdl/README-dynapi.txt
  11. 0 72
      Engine/lib/sdl/README-gesture.txt
  12. 0 23
      Engine/lib/sdl/README-hg.txt
  13. 0 222
      Engine/lib/sdl/README-ios.txt
  14. 0 80
      Engine/lib/sdl/README-linux.txt
  15. 0 226
      Engine/lib/sdl/README-macosx.txt
  16. 0 16
      Engine/lib/sdl/README-pandora.txt
  17. 0 30
      Engine/lib/sdl/README-platforms.txt
  18. 0 61
      Engine/lib/sdl/README-porting.txt
  19. 0 17
      Engine/lib/sdl/README-psp.txt
  20. 0 161
      Engine/lib/sdl/README-raspberrypi.txt
  21. 0 84
      Engine/lib/sdl/README-touch.txt
  22. 0 8
      Engine/lib/sdl/README-wince.txt
  23. 0 42
      Engine/lib/sdl/README-windows.txt
  24. 2 23
      Engine/lib/sdl/README.txt
  25. 11 5
      Engine/lib/sdl/SDL2.spec
  26. 10 4
      Engine/lib/sdl/SDL2.spec.in
  27. 4 6
      Engine/lib/sdl/VisualC.html
  28. 4 5
      Engine/lib/sdl/VisualC/clean.sh
  29. 91 0
      Engine/lib/sdl/WhatsNew.txt
  30. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/Default.png
  31. 0 1019
      Engine/lib/sdl/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj
  32. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/Icon.png
  33. 0 30
      Engine/lib/sdl/Xcode-iOS/Demos/Info.plist
  34. 0 43
      Engine/lib/sdl/Xcode-iOS/Demos/README
  35. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp
  36. 0 258
      Engine/lib/sdl/Xcode-iOS/Demos/data/bitmapfont/license.txt
  37. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav
  38. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_china.wav
  39. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav
  40. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav
  41. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/ship.bmp
  42. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/space.bmp
  43. BIN
      Engine/lib/sdl/Xcode-iOS/Demos/data/stroke.bmp
  44. 0 239
      Engine/lib/sdl/Xcode-iOS/Demos/src/accelerometer.c
  45. 0 36
      Engine/lib/sdl/Xcode-iOS/Demos/src/common.c
  46. 0 12
      Engine/lib/sdl/Xcode-iOS/Demos/src/common.h
  47. 0 475
      Engine/lib/sdl/Xcode-iOS/Demos/src/fireworks.c
  48. 0 177
      Engine/lib/sdl/Xcode-iOS/Demos/src/happy.c
  49. 0 310
      Engine/lib/sdl/Xcode-iOS/Demos/src/keyboard.c
  50. 0 353
      Engine/lib/sdl/Xcode-iOS/Demos/src/mixer.c
  51. 0 81
      Engine/lib/sdl/Xcode-iOS/Demos/src/rectangles.c
  52. 0 125
      Engine/lib/sdl/Xcode-iOS/Demos/src/touch.c
  53. 0 1335
      Engine/lib/sdl/Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj
  54. 0 272
      Engine/lib/sdl/Xcode-iOS/SDLtest/SDL2test.xcodeproj/project.pbxproj
  55. BIN
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/Default.png
  56. BIN
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/Icon.png
  57. 0 28
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/Info.plist
  58. BIN
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns
  59. 0 10
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist
  60. 0 403
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/project.pbxproj
  61. 0 98
      Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/main.c
  62. 0 28
      Engine/lib/sdl/Xcode-iOS/Test/Info.plist
  63. 0 22
      Engine/lib/sdl/Xcode-iOS/Test/README
  64. 0 2267
      Engine/lib/sdl/Xcode-iOS/Test/TestiPhoneOS.xcodeproj/project.pbxproj
  65. 2 2
      Engine/lib/sdl/Xcode/SDL/Info-Framework.plist
  66. 74 52
      Engine/lib/sdl/Xcode/SDL/SDL.xcodeproj/project.pbxproj
  67. 0 43
      Engine/lib/sdl/Xcode/SDL/pkg-support/codesign-frameworks.sh
  68. 1 1
      Engine/lib/sdl/Xcode/SDL/pkg-support/resources/License.txt
  69. 130 99
      Engine/lib/sdl/Xcode/SDLTest/SDLTest.xcodeproj/project.pbxproj
  70. 12 5
      Engine/lib/sdl/acinclude/libtool.m4
  71. 0 44
      Engine/lib/sdl/android-project/AndroidManifest.xml
  72. 0 17
      Engine/lib/sdl/android-project/ant.properties
  73. 0 17
      Engine/lib/sdl/android-project/build.properties
  74. 0 93
      Engine/lib/sdl/android-project/build.xml
  75. 0 11
      Engine/lib/sdl/android-project/default.properties
  76. 0 1
      Engine/lib/sdl/android-project/jni/Android.mk
  77. 0 6
      Engine/lib/sdl/android-project/jni/Application.mk
  78. 0 19
      Engine/lib/sdl/android-project/jni/src/Android.mk
  79. 0 12
      Engine/lib/sdl/android-project/jni/src/Android_static.mk
  80. 0 20
      Engine/lib/sdl/android-project/proguard-project.txt
  81. 0 14
      Engine/lib/sdl/android-project/project.properties
  82. BIN
      Engine/lib/sdl/android-project/res/drawable-hdpi/ic_launcher.png
  83. BIN
      Engine/lib/sdl/android-project/res/drawable-mdpi/ic_launcher.png
  84. BIN
      Engine/lib/sdl/android-project/res/drawable-xhdpi/ic_launcher.png
  85. BIN
      Engine/lib/sdl/android-project/res/drawable-xxhdpi/ic_launcher.png
  86. 0 13
      Engine/lib/sdl/android-project/res/layout/main.xml
  87. 0 4
      Engine/lib/sdl/android-project/res/values/strings.xml
  88. 0 1074
      Engine/lib/sdl/android-project/src/org/libsdl/app/SDLActivity.java
  89. 1 1
      Engine/lib/sdl/build-scripts/androidbuild.sh
  90. 93 0
      Engine/lib/sdl/build-scripts/checker-buildbot.sh
  91. 1 0
      Engine/lib/sdl/build-scripts/config.guess
  92. 29 0
      Engine/lib/sdl/build-scripts/config.sub
  93. 72 0
      Engine/lib/sdl/build-scripts/emscripten-buildbot.sh
  94. 2 2
      Engine/lib/sdl/build-scripts/g++-fat.sh
  95. 1 1
      Engine/lib/sdl/build-scripts/gcc-fat.sh
  96. 57 0
      Engine/lib/sdl/build-scripts/nacl-buildbot.sh
  97. 105 0
      Engine/lib/sdl/build-scripts/naclbuild.sh
  98. 3 3
      Engine/lib/sdl/build-scripts/raspberrypi-buildbot.sh
  99. 9 0
      Engine/lib/sdl/build-scripts/update-copyright.sh
  100. 31 0
      Engine/lib/sdl/build-scripts/windows-buildbot-zipper.bat

+ 3 - 3
Engine/lib/sdl/Android.mk

@@ -34,7 +34,7 @@ LOCAL_SRC_FILES := \
 	$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/power/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/filesystem/dummy/*.c) \
+	$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/render/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
@@ -44,7 +44,7 @@ LOCAL_SRC_FILES := \
 	$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/video/*.c) \
 	$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
-    $(wildcard $(LOCAL_PATH)/src/test/*.c))
+	$(wildcard $(LOCAL_PATH)/src/test/*.c))
 
 LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
 LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
@@ -61,7 +61,7 @@ LOCAL_MODULE := SDL2_static
 
 LOCAL_MODULE_FILENAME := libSDL2
 
-LOCAL_SRC_FILES += $(LOCAL_PATH)/src/main/android/SDL_android_main.c
+LOCAL_SRC_FILES += $(subst $(LOCAL_PATH)/,,$(LOCAL_PATH)/src/main/android/SDL_android_main.c)
 
 LOCAL_LDLIBS := 
 LOCAL_EXPORT_LDLIBS := -Wl,--undefined=Java_org_libsdl_app_SDLActivity_nativeInit -ldl -lGLESv1_CM -lGLESv2 -llog -landroid

+ 288 - 60
Engine/lib/sdl/CMakeLists.txt

@@ -2,7 +2,7 @@ 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 2.6)
+cmake_minimum_required(VERSION 2.8)
 project(SDL2 C)
 include(CheckFunctionExists)
 include(CheckLibraryExists)
@@ -29,9 +29,9 @@ include(${SDL2_SOURCE_DIR}/cmake/sdlchecks.cmake)
 # set SDL_BINARY_AGE and SDL_INTERFACE_AGE to 0.
 set(SDL_MAJOR_VERSION 2)
 set(SDL_MINOR_VERSION 0)
-set(SDL_MICRO_VERSION 3)
-set(SDL_INTERFACE_AGE 1)
-set(SDL_BINARY_AGE 3)
+set(SDL_MICRO_VERSION 4)
+set(SDL_INTERFACE_AGE 0)
+set(SDL_BINARY_AGE 4)
 set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
 
 # Calculate a libtool-like version number
@@ -117,6 +117,12 @@ else()
   set(UNIX_OR_MAC_SYS OFF)
 endif()
 
+if (UNIX_OR_MAC_SYS AND NOT EMSCRIPTEN) # JavaScript does not yet have threading support, so disable pthreads when building for Emscripten.
+  set(SDL_PTHREADS_ENABLED_BY_DEFAULT ON)
+else()
+  set(SDL_PTHREADS_ENABLED_BY_DEFAULT OFF)
+endif()
+
 # Default option knobs
 if(APPLE OR ARCH_64)
   set(OPT_DEF_SSEMATH ON)
@@ -144,7 +150,7 @@ if("$ENV{CFLAGS}" STREQUAL "")
   if(USE_GCC OR USE_CLANG)
     set(CMAKE_C_FLAGS "-g -O3")
   endif()
-else("$ENV{CFLAGS}" STREQUAL "")
+else()
   set(CMAKE_C_FLAGS "$ENV{CFLAGS}")
   list(APPEND EXTRA_CFLAGS "$ENV{CFLAGS}")
 endif()
@@ -161,8 +167,15 @@ if(MSVC)
       if(${flag_var} MATCHES "/MD")
         string(REGEX REPLACE "/MD" "/MT" ${flag_var} "${${flag_var}}")
       endif()
-    endforeach(flag_var)
+    endforeach()
   endif()
+
+  # Make sure /RTC1 is disabled, otherwise it will use functions from the CRT
+  foreach(flag_var
+      CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE
+      CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO)
+    string(REGEX REPLACE "/RTC(su|[1su])" "" ${flag_var} "${${flag_var}}")
+  endforeach(flag_var)
 endif()
 
 # Those are used for pkg-config and friends, so that the SDL2.pc, sdl2-config,
@@ -170,13 +183,19 @@ endif()
 set(SDL_LIBS "-lSDL2")
 set(SDL_CFLAGS "")
 
+# Emscripten toolchain has a nonempty default value for this, and the checks 
+# in this file need to change that, so remember the original value, and 
+# restore back to that afterwards. For check_function_exists() to work in
+# Emscripten, this value must be at its default value.
+set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
+
 if(CYGWIN)
   # We build SDL on cygwin without the UNIX emulation layer
   include_directories("-I/usr/include/mingw")
   set(CMAKE_REQUIRED_FLAGS "-mno-cygwin")
   check_c_source_compiles("int main(int argc, char **argv) {}"
     HAVE_GCC_NO_CYGWIN)
-  set(CMAKE_REQUIRED_FLAGS)
+  set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
   if(HAVE_GCC_NO_CYGWIN)
     list(APPEND EXTRA_LDFLAGS "-mno-cygwin")
     list(APPEND SDL_LIBS "-mno-cygwin")
@@ -188,12 +207,35 @@ add_definitions(-DUSING_GENERATED_CONFIG_H)
 # General includes
 include_directories(${SDL2_BINARY_DIR}/include ${SDL2_SOURCE_DIR}/include)
 
+# All these ENABLED_BY_DEFAULT vars will default to ON if not specified, so
+#  you only need to have a platform override them if they are disabling.
+set(OPT_DEF_ASM TRUE)
+if(EMSCRIPTEN)
+  # Set up default values for the currently supported set of subsystems:
+  # Emscripten/Javascript does not have assembly support, a dynamic library 
+  # loading architecture, low-level CPU inspection or multithreading.
+  set(OPT_DEF_ASM FALSE)
+  set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
+  set(SDL_ATOMIC_ENABLED_BY_DEFAULT OFF)
+  set(SDL_THREADS_ENABLED_BY_DEFAULT OFF)
+  set(SDL_LOADSO_ENABLED_BY_DEFAULT OFF)
+  set(SDL_CPUINFO_ENABLED_BY_DEFAULT OFF)
+  set(SDL_DLOPEN_ENABLED_BY_DEFAULT OFF)
+endif()
+
+if (NOT DEFINED SDL_SHARED_ENABLED_BY_DEFAULT)
+    set(SDL_SHARED_ENABLED_BY_DEFAULT ON)
+endif()
+
 set(SDL_SUBSYSTEMS
     Atomic Audio Video Render Events Joystick Haptic Power Threads Timers
-    File Loadso CPUinfo Filesystem)
+    File Loadso CPUinfo Filesystem Dlopen)
 foreach(_SUB ${SDL_SUBSYSTEMS})
   string(TOUPPER ${_SUB} _OPT)
-  option(SDL_${_OPT} "Enable the ${_SUB} subsystem" ON)
+  if (NOT DEFINED SDL_${_OPT}_ENABLED_BY_DEFAULT)
+    set(SDL_${_OPT}_ENABLED_BY_DEFAULT ON)
+  endif()
+  option(SDL_${_OPT} "Enable the ${_SUB} subsystem" ${SDL_${_OPT}_ENABLED_BY_DEFAULT})
 endforeach()
 
 option_string(ASSERTIONS "Enable internal sanity checks (auto/disabled/release/enabled/paranoid)" "auto")
@@ -212,13 +254,13 @@ set_option(DUMMYAUDIO          "Support the dummy audio driver" ON)
 set_option(VIDEO_DIRECTFB      "Use DirectFB video driver" OFF)
 dep_option(DIRECTFB_SHARED     "Dynamically load directfb support" ON "VIDEO_DIRECTFB" OFF)
 set_option(FUSIONSOUND         "Use FusionSound audio driver" OFF)
-dep_option(FUSIONSOUND_SHARED  "Dynamically load fusionsound audio support" ON "FUSIONSOUND_SHARED" OFF)
+dep_option(FUSIONSOUND_SHARED  "Dynamically load fusionsound audio support" ON "FUSIONSOUND" OFF)
 set_option(VIDEO_DUMMY         "Use dummy video driver" ON)
 set_option(VIDEO_OPENGL        "Include OpenGL support" ON)
 set_option(VIDEO_OPENGLES      "Include OpenGL ES support" ON)
-set_option(PTHREADS            "Use POSIX threads for multi-threading" ${UNIX_OR_MAC_SYS})
+set_option(PTHREADS            "Use POSIX threads for multi-threading" ${SDL_PTHREADS_ENABLED_BY_DEFAULT})
 dep_option(PTHREADS_SEM        "Use pthread semaphores" ON "PTHREADS" OFF)
-set_option(SDL_DLOPEN          "Use dlopen for shared object loading" ON)
+set_option(SDL_DLOPEN          "Use dlopen for shared object loading" ${SDL_DLOPEN_ENABLED_BY_DEFAULT})
 set_option(OSS                 "Support the OSS audio API" ${UNIX_SYS})
 set_option(ALSA                "Support the ALSA audio API" ${UNIX_SYS})
 dep_option(ALSA_SHARED         "Dynamically load ALSA audio support" ON "ALSA" OFF)
@@ -235,8 +277,12 @@ 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" ${UNIX_SYS})
-set_option(VIDEO_WAYLAND       "Use Wayland video driver" OFF) #${UNIX_SYS})
-set_option(VIDEO_MIR           "Use Mir video driver" OFF) #${UNIX_SYS})
+set_option(VIDEO_WAYLAND       "Use Wayland video driver" ${UNIX_SYS})
+dep_option(WAYLAND_SHARED      "Dynamically load Wayland support" ON "VIDEO_WAYLAND" OFF)
+dep_option(VIDEO_WAYLAND_QT_TOUCH  "QtWayland server support for Wayland video driver" ON "VIDEO_WAYLAND" OFF)
+set_option(VIDEO_MIR           "Use Mir video driver" ${UNIX_SYS})
+dep_option(MIR_SHARED          "Dynamically load Mir support" ON "VIDEO_MIR" OFF)
+set_option(VIDEO_RPI           "Use Raspberry Pi video driver" ${UNIX_SYS})
 dep_option(X11_SHARED          "Dynamically load X11 support" ON "VIDEO_X11" OFF)
 set(SDL_X11_OPTIONS Xcursor Xinerama XInput Xrandr Xscrnsaver XShape Xvm)
 foreach(_SUB ${SDL_X11_OPTIONS})
@@ -246,10 +292,11 @@ endforeach()
 set_option(VIDEO_COCOA         "Use Cocoa video driver" ${APPLE})
 set_option(DIRECTX             "Use DirectX for Windows audio/video" ${WINDOWS})
 set_option(RENDER_D3D          "Enable the Direct3D render driver" ${WINDOWS})
+set_option(VIDEO_VIVANTE       "Use Vivante EGL video driver" ${UNIX_SYS})
 
 # TODO: We should (should we?) respect cmake's ${BUILD_SHARED_LIBS} flag here
 # The options below are for compatibility to configure's default behaviour.
-set(SDL_SHARED ON CACHE BOOL "Build a shared version of the library")
+set(SDL_SHARED ${SDL_SHARED_ENABLED_BY_DEFAULT} CACHE BOOL "Build a shared version of the library")
 set(SDL_STATIC ON CACHE BOOL "Build a static version of the library")
 
 # General source files
@@ -315,7 +362,7 @@ if(USE_GCC OR USE_CLANG)
   set(CMAKE_REQUIRED_FLAGS "-mpreferred-stack-boundary=2")
   check_c_source_compiles("int x = 0; int main(int argc, char **argv) {}"
     HAVE_GCC_PREFERRED_STACK_BOUNDARY)
-  set(CMAKE_REQUIRED_FLAGS)
+  set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
 
   set(CMAKE_REQUIRED_FLAGS "-fvisibility=hidden -Werror")
   check_c_source_compiles("
@@ -326,14 +373,26 @@ if(USE_GCC OR USE_CLANG)
   if(HAVE_GCC_FVISIBILITY)
     list(APPEND EXTRA_CFLAGS "-fvisibility=hidden")
   endif()
-  set(CMAKE_REQUIRED_FLAGS)
+  set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
 
   check_c_compiler_flag(-Wall HAVE_GCC_WALL)
   if(HAVE_GCC_WALL)
+    list(APPEND EXTRA_CFLAGS "-Wall")
     if(HAIKU)
       set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-multichar")
     endif()
   endif()
+  check_c_compiler_flag(-Wshadow HAVE_GCC_WSHADOW)
+  if(HAVE_GCC_WSHADOW)
+    list(APPEND EXTRA_CFLAGS "-Wshadow")
+  endif()
+
+  set(CMAKE_REQUIRED_FLAGS "-Wl,--no-undefined")
+  check_c_compiler_flag("" HAVE_NO_UNDEFINED)
+  set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
+  if(HAVE_NO_UNDEFINED)
+    list(APPEND EXTRA_LDFLAGS "-Wl,--no-undefined")
+  endif()
 endif()
 
 if(ASSEMBLY)
@@ -362,7 +421,7 @@ if(ASSEMBLY)
       if(HAVE_MMX)
         list(APPEND EXTRA_CFLAGS "-mmmx")
       endif()
-      set(CMAKE_REQUIRED_FLAGS)
+      set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
     endif()
 
     if(3DNOW)
@@ -379,7 +438,7 @@ if(ASSEMBLY)
       if(HAVE_3DNOW)
         list(APPEND EXTRA_CFLAGS "-m3dnow")
       endif()
-      set(CMAKE_REQUIRED_FLAGS)
+      set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
     endif()
 
     if(SSE)
@@ -402,7 +461,7 @@ if(ASSEMBLY)
       if(HAVE_SSE)
         list(APPEND EXTRA_CFLAGS "-msse")
       endif()
-      set(CMAKE_REQUIRED_FLAGS)
+      set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
     endif()
 
     if(SSE2)
@@ -425,7 +484,7 @@ if(ASSEMBLY)
       if(HAVE_SSE2)
         list(APPEND EXTRA_CFLAGS "-msse2")
       endif()
-      set(CMAKE_REQUIRED_FLAGS)
+      set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
     endif()
 
     if(SSEMATH)
@@ -450,7 +509,7 @@ if(ASSEMBLY)
               return vec_splat_u32(0);
           }
           int main(int argc, char **argv) { }" HAVE_ALTIVEC)
-      set(CMAKE_REQUIRED_FLAGS)
+      set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
       if(HAVE_ALTIVEC OR HAVE_ALTIVEC_H_HDR)
         set(HAVE_ALTIVEC TRUE) # if only HAVE_ALTIVEC_H_HDR is set
         list(APPEND EXTRA_CFLAGS "-maltivec")
@@ -472,7 +531,7 @@ if(ASSEMBLY)
     set(SDL_ASSEMBLY_ROUTINES 1)
   endif()
 # TODO:
-#else(ASSEMBLY)
+#else()
 #  if(USE_GCC OR USE_CLANG)
 #    list(APPEND EXTRA_CFLAGS "-mno-sse" "-mno-sse2" "-mno-mmx")
 #  endif()
@@ -494,7 +553,7 @@ if(LIBC)
             strlen _strrev _strupr _strlwr strchr strrchr strstr itoa _ltoa
             _ultoa strtol strtoul strtoll strtod atoi atof strcmp strncmp
             _stricmp _strnicmp sscanf atan atan2 acos asin ceil copysign cos
-            cosf fabs floor log pow scalbn sin sinf sqrt)
+            cosf fabs floor log pow scalbn sin sinf sqrt sqrtf tan tanf)
       string(TOUPPER ${_FN} _UPPER)
       set(HAVE_${_UPPER} 1)
     endforeach()
@@ -504,7 +563,7 @@ if(LIBC)
     set(HAVE_M_PI 1)
     add_definitions(-D_USE_MATH_DEFINES) # needed for M_PI
     set(STDC_HEADERS 1)
-  else(WINDOWS AND NOT MINGW)
+  else()
     set(HAVE_LIBC TRUE)
     check_include_file(sys/types.h HAVE_SYS_TYPES_H)
     foreach(_HEADER
@@ -541,7 +600,7 @@ if(LIBC)
       set(CMAKE_REQUIRED_LIBRARIES m)
       foreach(_FN
               atan atan2 ceil copysign cos cosf fabs floor log pow scalbn sin
-              sinf sqrt)
+              sinf sqrt sqrtf tan tanf acos asin)
         string(TOUPPER ${_FN} _UPPER)
         set(_HAVEVAR "HAVE_${_UPPER}")
         check_function_exists("${_FN}" ${_HAVEVAR})
@@ -553,11 +612,20 @@ if(LIBC)
     check_library_exists(iconv iconv_open "" HAVE_LIBICONV)
     if(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)
+    else()
+      set(HAVE_ALLOCA_H 1)
+      set(HAVE_ALLOCA 1)
     endif()
 
     check_struct_has_member("struct sigaction" "sa_sigaction" "signal.h" HAVE_SA_SIGACTION)
   endif()
-else(LIBC)
+else()
   if(WINDOWS)
     set(HAVE_STDARG_H 1)
     set(HAVE_STDDEF_H 1)
@@ -627,8 +695,96 @@ if(SDL_VIDEO)
   endif()
 endif()
 
+if(ANDROID)
+  file(GLOB ANDROID_CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/android/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_CORE_SOURCES})
+  file(GLOB ANDROID_MAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/android/*.c)
+  set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_MAIN_SOURCES})
+  if(SDL_AUDIO)
+    set(SDL_AUDIO_DRIVER_ANDROID 1)
+    file(GLOB ANDROID_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/android/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_AUDIO_SOURCES})
+    set(HAVE_SDL_AUDIO TRUE)
+  endif()
+  if(SDL_FILESYSTEM)
+    set(SDL_FILESYSTEM_ANDROID 1)
+    file(GLOB ANDROID_FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/android/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_FILESYSTEM_SOURCES})
+    set(HAVE_SDL_FILESYSTEM TRUE)
+  endif()
+  if(SDL_JOYSTICK)
+    set(SDL_JOYSTICK_ANDROID 1)
+    file(GLOB ANDROID_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/android/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_JOYSTICK_SOURCES})
+    set(HAVE_SDL_JOYSTICK TRUE)
+  endif()
+  if(SDL_POWER)
+    set(SDL_POWER_ANDROID 1)
+    file(GLOB ANDROID_POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/android/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_POWER_SOURCES})
+    set(HAVE_SDL_POWER TRUE)
+  endif()
+  if(SDL_VIDEO)
+    set(SDL_VIDEO_DRIVER_ANDROID 1)
+    file(GLOB ANDROID_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/android/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${ANDROID_VIDEO_SOURCES})
+    set(HAVE_SDL_VIDEO TRUE)
+
+    #enable gles
+    if(VIDEO_OPENGLES)
+      set(SDL_VIDEO_OPENGL_EGL 1)
+      set(HAVE_VIDEO_OPENGLES TRUE)
+      set(SDL_VIDEO_OPENGL_ES2 1)
+      set(SDL_VIDEO_RENDER_OGL_ES2 1)
+    endif()
+  endif()
+  list(APPEND EXTRA_LDFLAGS "-Wl,--undefined=Java_org_libsdl_app_SDLActivity_nativeInit")
+endif()
+
 # Platform-specific options and settings
-if(UNIX AND NOT APPLE)
+if(EMSCRIPTEN)
+  # Hide noisy warnings that intend to aid mostly during initial stages of porting a new
+  # project. Uncomment at will for verbose cross-compiling -I/../ path info.
+  add_definitions(-Wno-warn-absolute-paths)
+  if(SDL_AUDIO)
+    set(SDL_AUDIO_DRIVER_EMSCRIPTEN 1)
+    file(GLOB EM_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/emscripten/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${EM_AUDIO_SOURCES})
+    set(HAVE_SDL_AUDIO TRUE)
+  endif()
+  if(SDL_FILESYSTEM)
+    set(SDL_FILESYSTEM_EMSCRIPTEN 1)
+    file(GLOB EM_FILESYSTEM_SOURCES ${SDL2_SOURCE_DIR}/src/filesystem/emscripten/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${EM_FILESYSTEM_SOURCES})
+    set(HAVE_SDL_FILESYSTEM TRUE)
+  endif()
+  if(SDL_JOYSTICK)
+    set(SDL_JOYSTICK_EMSCRIPTEN 1)
+    file(GLOB EM_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/emscripten/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${EM_JOYSTICK_SOURCES})
+    set(HAVE_SDL_JOYSTICK TRUE)
+  endif()
+  if(SDL_POWER)
+    set(SDL_POWER_EMSCRIPTEN 1)
+    file(GLOB EM_POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/emscripten/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${EM_POWER_SOURCES})
+    set(HAVE_SDL_POWER TRUE)
+  endif()
+  if(SDL_VIDEO)
+    set(SDL_VIDEO_DRIVER_EMSCRIPTEN 1)
+    file(GLOB EM_VIDEO_SOURCES ${SDL2_SOURCE_DIR}/src/video/emscripten/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${EM_VIDEO_SOURCES})
+    set(HAVE_SDL_VIDEO TRUE)
+
+    #enable gles
+    if(VIDEO_OPENGLES)
+      set(SDL_VIDEO_OPENGL_EGL 1)
+      set(HAVE_VIDEO_OPENGLES TRUE)
+      set(SDL_VIDEO_OPENGL_ES2 1)
+      set(SDL_VIDEO_RENDER_OGL_ES2 1)
+    endif()
+  endif()
+elseif(UNIX AND NOT APPLE)
   if(SDL_AUDIO)
     if(SYSV5 OR SOLARIS OR HPUX)
         set(SDL_AUDIO_DRIVER_SUNAUDIO 1)
@@ -657,12 +813,15 @@ if(UNIX AND NOT APPLE)
   endif()
 
   if(SDL_VIDEO)
+    # Need to check for Raspberry PI first and add platform specific compiler flags, otherwise the test for GLES fails!
+    CheckRPI()
     CheckX11()
     CheckMir()
     CheckDirectFB()
     CheckOpenGLX11()
     CheckOpenGLESX11()
     CheckWayland()
+    CheckVivante()
   endif()
 
   if(LINUX)
@@ -720,7 +879,7 @@ if(UNIX AND NOT APPLE)
 
   if(SDL_JOYSTICK)
     CheckUSBHID()   # seems to be BSD specific - limit the test to BSD only?
-    if(LINUX)
+    if(LINUX AND NOT ANDROID)
       set(SDL_JOYSTICK_LINUX 1)
       file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/linux/*.c)
       set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
@@ -735,7 +894,7 @@ if(UNIX AND NOT APPLE)
     if(FOUND_CLOCK_GETTIME)
       list(APPEND EXTRA_LIBS rt)
       set(HAVE_CLOCK_GETTIME 1)
-    else(FOUND_CLOCK_GETTIME)
+    else()
       check_library_exists(c clock_gettime "" FOUND_CLOCK_GETTIME)
       if(FOUND_CLOCK_GETTIME)
         set(HAVE_CLOCK_GETTIME 1)
@@ -792,25 +951,52 @@ elseif(WINDOWS)
   file(GLOB CORE_SOURCES ${SDL2_SOURCE_DIR}/src/core/windows/*.c)
   set(SOURCE_FILES ${SOURCE_FILES} ${CORE_SOURCES})
 
+  if(MSVC)
+    # Prevent codegen that would use the VC runtime libraries.
+    add_definitions(/GS-)
+    if(NOT ARCH_64)
+      add_definitions(/arch:SSE)
+    endif()
+  endif()
+
   # Check for DirectX
   if(DIRECTX)
-    if("$ENV{DXSDK_DIR}" STREQUAL "")
-      message_error("DIRECTX requires the \$DXSDK_DIR environment variable to be set")
+    if(DEFINED MSVC_VERSION AND NOT ${MSVC_VERSION} LESS 1700)
+        set(USE_WINSDK_DIRECTX TRUE)
+    endif()
+    if(NOT CMAKE_COMPILER_IS_MINGW AND NOT USE_WINSDK_DIRECTX)
+      if("$ENV{DXSDK_DIR}" STREQUAL "")
+        message_error("DIRECTX requires the \$DXSDK_DIR environment variable to be set")
+      endif()
+      set(CMAKE_REQUIRED_FLAGS "/I\"$ENV{DXSDK_DIR}\\Include\"")
+    endif()
+
+    if(HAVE_WIN32_CC)
+      # xinput.h may need windows.h, but doesn't include it itself.
+      check_c_source_compiles("
+        #include <windows.h>
+        #include <xinput.h>
+        int main(int argc, char **argv) { }" HAVE_XINPUT_H)
+    else()
+      check_include_file(xinput.h HAVE_XINPUT_H)
     endif()
-    set(CMAKE_REQUIRED_FLAGS "/I\"$ENV{DXSDK_DIR}\\Include\"")
+
     check_include_file(d3d9.h HAVE_D3D_H)
     check_include_file(d3d11_1.h HAVE_D3D11_H)
     check_include_file(ddraw.h HAVE_DDRAW_H)
     check_include_file(dsound.h HAVE_DSOUND_H)
     check_include_file(dinput.h HAVE_DINPUT_H)
     check_include_file(xaudio2.h HAVE_XAUDIO2_H)
+    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 OR HAVE_XAUDIO2_H)
       set(HAVE_DIRECTX TRUE)
+      if(NOT CMAKE_COMPILER_IS_MINGW AND NOT USE_WINSDK_DIRECTX)
       # TODO: change $ENV{DXSDL_DIR} to get the path from the include checks
-      link_directories($ENV{DXSDK_DIR}\\lib\\${PROCESSOR_ARCH})
-      include_directories($ENV{DXSDK_DIR}\\Include)
+        link_directories($ENV{DXSDK_DIR}\\lib\\${PROCESSOR_ARCH})
+        include_directories($ENV{DXSDK_DIR}\\Include)
+      endif()
     endif()
-    set(CMAKE_REQUIRED_FLAGS)
+    set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
   endif()
 
   if(SDL_AUDIO)
@@ -905,24 +1091,51 @@ elseif(WINDOWS)
       set(SDL_VIDEO_RENDER_OGL 1)
       set(HAVE_VIDEO_OPENGL TRUE)
     endif()
+
+    if(VIDEO_OPENGLES)
+      set(SDL_VIDEO_OPENGL_EGL 1)
+      set(SDL_VIDEO_OPENGL_ES2 1)
+      set(SDL_VIDEO_RENDER_OGL_ES2 1)
+      set(HAVE_VIDEO_OPENGLES TRUE)
+    endif()
   endif()
 
   if(SDL_JOYSTICK)
+    file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/windows/*.c)
+    set(SOURCE_FILES ${SOURCE_FILES} ${JOYSTICK_SOURCES})
     if(HAVE_DINPUT_H)
       set(SDL_JOYSTICK_DINPUT 1)
-      set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/joystick/windows/SDL_dxjoystick.c)
-      list(APPEND EXTRA_LIBS dinput8 dxguid dxerr)
-    else()
+      list(APPEND EXTRA_LIBS dinput8 dxguid)
+      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)
+    endif()
+    if(NOT HAVE_DINPUT_H AND NOT HAVE_XINPUT_H)
       set(SDL_JOYSTICK_WINMM 1)
-      set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/joystick/windows/SDL_mmjoystick.c)
     endif()
     set(HAVE_SDL_JOYSTICK TRUE)
-  endif()
 
-  if(SDL_HAPTIC AND HAVE_DINPUT_H)
-    set(SDL_HAPTIC_DINPUT 1)
-    set(SOURCE_FILES ${SOURCE_FILES} ${SDL2_SOURCE_DIR}/src/haptic/windows/SDL_syshaptic.c)
-    set(HAVE_SDL_HAPTIC TRUE)
+    if(SDL_HAPTIC)
+      if(HAVE_DINPUT_H OR HAVE_XINPUT_H)
+        file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/windows/*.c)
+        if(HAVE_DINPUT_H)
+          set(SDL_HAPTIC_DINPUT 1)
+        endif()
+        if(HAVE_XINPUT_H)
+          set(SDL_HAPTIC_XINPUT 1)
+        endif()
+      else()
+        file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
+        set(SDL_HAPTIC_DUMMY 1)
+      endif()
+      set(SOURCE_FILES ${SOURCE_FILES} ${HAPTIC_SOURCES})
+      set(HAVE_SDL_HAPTIC TRUE)
+    endif()
   endif()
 
   file(GLOB VERSION_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.rc)
@@ -938,17 +1151,18 @@ elseif(APPLE)
 
   # Requires the darwin file implementation
   if(SDL_FILE)
-    file(GLOB EXTRA_SOURCES ${PROJECT_SOURCE_DIR}/src/file/cocoa/*.m)
+    file(GLOB EXTRA_SOURCES ${SDL2_SOURCE_DIR}/src/file/cocoa/*.m)
     set(SOURCE_FILES ${EXTRA_SOURCES} ${SOURCE_FILES})
     set_source_files_properties(${EXTRA_SOURCES} PROPERTIES LANGUAGE C)
     set(HAVE_SDL_FILE TRUE)
     set(SDL_FRAMEWORK_COCOA 1)
+    set(SDL_FRAMEWORK_COREVIDEO 1)
   else()
     message_error("SDL_FILE must be enabled to build on MacOS X")
   endif()
 
   if(SDL_AUDIO)
-    set(MACOSX_COREAUDIO 1)
+    set(SDL_AUDIO_DRIVER_COREAUDIO 1)
     file(GLOB AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/coreaudio/*.c)
     set(SOURCE_FILES ${SOURCE_FILES} ${AUDIO_SOURCES})
     set(HAVE_SDL_AUDIO TRUE)
@@ -1002,6 +1216,10 @@ elseif(APPLE)
   endif()
 
   # Actually load the frameworks at the end so we don't duplicate include.
+  if(SDL_FRAMEWORK_COREVIDEO)
+    find_library(COREVIDEO CoreVideo)
+    list(APPEND EXTRA_LIBS ${COREVIDEO})
+  endif()
   if(SDL_FRAMEWORK_COCOA)
     find_library(COCOA_LIBRARY Cocoa)
     list(APPEND EXTRA_LIBS ${COCOA_LIBRARY})
@@ -1034,10 +1252,6 @@ elseif(APPLE)
       set(SDL_VIDEO_OPENGL 1)
       set(SDL_VIDEO_OPENGL_CGL 1)
       set(SDL_VIDEO_RENDER_OGL 1)
-      if(DARWIN)
-        find_library(OpenGL_LIBRARY OpenGL)
-        list(APPEND EXTRA_LIBRARIES ${OpenGL_LIBRARY})
-      endif()
       set(HAVE_VIDEO_OPENGL TRUE)
     endif()
   endif()
@@ -1159,14 +1373,14 @@ if(NOT WINDOWS OR CYGWIN)
   if(SDL_STATIC)
     set(ENABLE_STATIC_TRUE "")
     set(ENABLE_STATIC_FALSE "#")
-  else(SDL_STATIC)
+  else()
     set(ENABLE_STATIC_TRUE "#")
     set(ENABLE_STATIC_FALSE "")
   endif()
   if(SDL_SHARED)
     set(ENABLE_SHARED_TRUE "")
     set(ENABLE_SHARED_FALSE "#")
-  else(SDL_SHARED)
+  else()
     set(ENABLE_SHARED_TRUE "#")
     set(ENABLE_SHARED_FALSE "")
   endif()
@@ -1247,14 +1461,20 @@ if(SDL_SHARED)
       VERSION ${LT_VERSION}
       SOVERSION ${LT_REVISION}
       OUTPUT_NAME "SDL2-${LT_RELEASE}")
-  else(UNIX)
+  else()
     set_target_properties(SDL2 PROPERTIES
       VERSION ${SDL_VERSION}
       SOVERSION ${LT_REVISION}
       OUTPUT_NAME "SDL2")
   endif()
- set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
- target_link_libraries(SDL2 ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
+  if(MSVC)
+    # Don't try to link with the default set of libraries.
+    set_target_properties(SDL2 PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
+    set_target_properties(SDL2 PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
+    set_target_properties(SDL2 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
+  endif()
+  set(_INSTALL_LIBS "SDL2" ${_INSTALL_LIBS})
+  target_link_libraries(SDL2 ${EXTRA_LIBS} ${EXTRA_LDFLAGS})
 endif()
 
 if(SDL_STATIC)
@@ -1275,7 +1495,8 @@ endif()
 ##### Installation targets #####
 install(TARGETS ${_INSTALL_LIBS}
   LIBRARY DESTINATION "lib${LIB_SUFFIX}"
-  ARCHIVE DESTINATION "lib${LIB_SUFFIX}")
+  ARCHIVE DESTINATION "lib${LIB_SUFFIX}"
+  RUNTIME DESTINATION bin)
 
 file(GLOB INCLUDE_FILES ${SDL2_SOURCE_DIR}/include/*.h)
 file(GLOB BIN_INCLUDE_FILES ${SDL2_BINARY_DIR}/include/*.h)
@@ -1296,14 +1517,21 @@ if(NOT WINDOWS OR CYGWIN)
   if(FREEBSD)
     # FreeBSD uses ${PREFIX}/libdata/pkgconfig
     install(FILES ${SDL2_BINARY_DIR}/sdl2.pc DESTINATION "libdata/pkgconfig")
-  else(FREEBSD)
+  else()
     install(FILES ${SDL2_BINARY_DIR}/sdl2.pc
       DESTINATION "lib${LIB_SUFFIX}/pkgconfig")
   endif()
   install(PROGRAMS ${SDL2_BINARY_DIR}/sdl2-config DESTINATION bin)
   # TODO: what about the .spec file? Is it only needed for RPM creation?
   install(FILES "${SDL2_SOURCE_DIR}/sdl2.m4" DESTINATION "share/aclocal")
-else()
-  install(TARGETS SDL2 RUNTIME DESTINATION bin)
 endif()
 
+##### Uninstall target #####
+
+configure_file(
+    "${CMAKE_CURRENT_SOURCE_DIR}/cmake_uninstall.cmake.in"
+    "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake"
+    IMMEDIATE @ONLY)
+
+add_custom_target(uninstall
+    COMMAND ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)

+ 1 - 1
Engine/lib/sdl/COPYING.txt

@@ -1,6 +1,6 @@
 
 Simple DirectMedia Layer
-Copyright (C) 1997-2014 Sam Lantinga <[email protected]>
+Copyright (C) 1997-2016 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

+ 4 - 4
Engine/lib/sdl/INSTALL.txt

@@ -9,7 +9,7 @@ To compile and install SDL:
         * Run './configure; make; make install'
 
         Mac OS X with Xcode:
-        * Read README-macosx.txt
+        * Read docs/README-macosx.md
 
         Mac OS X from the command line:
         * Run './configure; make; make install'
@@ -18,13 +18,13 @@ To compile and install SDL:
         * Run './configure; make; make install'
 
         Android:
-        * Read README-android.txt
+        * Read docs/README-android.md
 
         iOS:
-        * Read README-ios.txt
+        * Read docs/README-ios.md
 
         Using Cmake:
-        * Read README-cmake.txt
+        * Read docs/README-cmake.md
 
     2.  Look at the example programs in ./test, and check out the online
         documentation at http://wiki.libsdl.org/

+ 25 - 7
Engine/lib/sdl/Makefile.in

@@ -39,18 +39,28 @@ SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
 SDLTEST_TARGET = libSDL2_test.a
 SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
 
-SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake configure configure.in debian include Makefile.* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC Xcode Xcode-iOS
+SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.in debian docs include Makefile.* sdl2-config.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC VisualC-WinRT Xcode Xcode-iOS
 GEN_DIST = SDL2.spec
 
+ifneq ($V,1)
+RUN_CMD_AR     = @echo "  AR    " $@;
+RUN_CMD_CC     = @echo "  CC    " $@;
+RUN_CMD_CXX    = @echo "  CXX   " $@;
+RUN_CMD_LTLINK = @echo "  LTLINK" $@;
+RUN_CMD_RANLIB = @echo "  RANLIB" $@;
+LIBTOOL += --quiet
+endif
+
 HDRS = \
 	SDL.h \
 	SDL_assert.h \
 	SDL_atomic.h \
 	SDL_audio.h \
-    SDL_bits.h \
+	SDL_bits.h \
 	SDL_blendmode.h \
 	SDL_clipboard.h \
 	SDL_cpuinfo.h \
+	SDL_egl.h \
 	SDL_endian.h \
 	SDL_error.h \
 	SDL_events.h \
@@ -70,8 +80,13 @@ HDRS = \
 	SDL_mutex.h \
 	SDL_name.h \
 	SDL_opengl.h \
+	SDL_opengl_glext.h \
 	SDL_opengles.h \
+	SDL_opengles2_gl2ext.h \
+	SDL_opengles2_gl2.h \
+	SDL_opengles2_gl2platform.h \
 	SDL_opengles2.h \
+	SDL_opengles2_khrplatform.h \
 	SDL_pixels.h \
 	SDL_platform.h \
 	SDL_power.h \
@@ -123,15 +138,15 @@ update-revision:
 .PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
 
 $(objects)/$(TARGET): $(OBJECTS) $(VERSION_OBJECTS)
-	$(LIBTOOL) --mode=link $(CC) -o $@ $(OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
+	$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -o $@ $(OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
 
 $(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
-	$(AR) cru $@ $(SDLMAIN_OBJECTS)
-	$(RANLIB) $@
+	$(RUN_CMD_AR)$(AR) cru $@ $(SDLMAIN_OBJECTS)
+	$(RUN_CMD_RANLIB)$(RANLIB) $@
 
 $(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
-	$(AR) cru $@ $(SDLTEST_OBJECTS)
-	$(RANLIB) $@
+	$(RUN_CMD_AR)$(AR) cru $@ $(SDLTEST_OBJECTS)
+	$(RUN_CMD_RANLIB)$(RANLIB) $@
 
 install: all install-bin install-hdrs install-lib install-data
 install-bin:
@@ -161,6 +176,8 @@ install-data:
 	$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
 	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
 	$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
+	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/cmake/SDL2
+	$(INSTALL) -m 644 sdl2-config.cmake $(DESTDIR)$(libdir)/cmake/SDL2
 
 uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
 uninstall-bin:
@@ -179,6 +196,7 @@ uninstall-lib:
 uninstall-data:
 	rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
 	rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
+	rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config.cmake
 
 clean:
 	rm -rf $(objects)

+ 2 - 2
Engine/lib/sdl/Makefile.wiz

@@ -12,13 +12,13 @@ CFLAGS  = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
 TARGET_STATIC  = libSDL13.a
 TARGET_SHARED  = libSDL13.so
 
-SOURCES = ./src/*.c ./src/audio/*.c ./src/cdrom/*.c ./src/cpuinfo/*.c ./src/events/*.c \
+SOURCES = ./src/*.c ./src/audio/*.c ./src/cpuinfo/*.c ./src/events/*.c \
 	./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c \
 	./src/joystick/*.c ./src/haptic/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \
 	./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c \
 	./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \
 	./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \
-	./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c ./src/cdrom/dummy/*.c \
+	./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c \
 	./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o
 	
 

+ 0 - 438
Engine/lib/sdl/README-android.txt

@@ -1,438 +0,0 @@
-================================================================================
-Simple DirectMedia Layer for Android
-================================================================================
-
-Requirements:
-
-Android SDK (version 12 or later)
-http://developer.android.com/sdk/index.html
-
-Android NDK r7 or later
-http://developer.android.com/tools/sdk/ndk/index.html
-
-Minimum API level supported by SDL: 10 (Android 2.3.3)
-Joystick support is available for API level >=12 devices.
-
-================================================================================
- How the port works
-================================================================================
-
-- Android applications are Java-based, optionally with parts written in C
-- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
-the SDL library
-- This means that your application C code must be placed inside an Android 
-Java project, along with some C support code that communicates with Java
-- This eventually produces a standard Android .apk package
-
-The Android Java code implements an "Activity" and can be found in:
-android-project/src/org/libsdl/app/SDLActivity.java
-
-The Java code loads your game code, the SDL shared library, and
-dispatches to native functions implemented in the SDL library:
-src/core/android/SDL_android.c
-
-Your project must include some glue code that starts your main() routine:
-src/main/android/SDL_android_main.c
-
-
-================================================================================
- Building an app
-================================================================================
-
-For simple projects you can use the script located at build-scripts/androidbuild.sh
-
-There's two ways of using it:
-
-androidbuild.sh com.yourcompany.yourapp < sources.list
-androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
-
-sources.list should be a text file with a source file name in each line
-Filenames should be specified relative to the current directory, for example if
-you are in the build-scripts directory and want to create the testgles.c test, you'll
-run:
-    
-./androidbuild.sh org.libsdl.testgles ../test/testgles.c
-
-One limitation of this script is that all sources provided will be aggregated into
-a single directory, thus all your source files should have a unique name.
-
-Once the project is complete the script will tell you where the debug APK is located.
-If you want to create a signed release APK, you can use the project created by this
-utility to generate it.
-
-Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
-done in the build directory for the app!
-
-
-For more complex projects, follow these instructions:
-    
-1. Copy the android-project directory wherever you want to keep your projects
-   and rename it to the name of your project.
-2. Move or symlink this SDL directory into the <project>/jni directory
-3. Edit <project>/jni/src/Android.mk to include your source files
-4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
-
-If you want to use the Eclipse IDE, skip to the Eclipse section below.
-
-5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
-sdk.dir=PATH_TO_ANDROID_SDK
-6. Run 'ant debug' in android/project. This compiles the .java and eventually 
-   creates a .apk with the native code embedded
-7. 'ant debug install' will push the apk to the device or emulator (if connected)
-
-Here's an explanation of the files in the Android project, so you can customize them:
-
-android-project/
-	AndroidManifest.xml	- package manifest. Among others, it contains the class name
-				  of the main Activity and the package name of the application.
-	build.properties	- empty
-	build.xml		- build description file, used by ant. The actual application name
-				  is specified here.
-	default.properties	- holds the target ABI for the application, android-10 and up
-	project.properties	- holds the target ABI for the application, android-10 and up
-	local.properties	- holds the SDK path, you should change this to the path to your SDK
-	jni/			- directory holding native code
-	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
-				  in all subdirectories
-	jni/SDL/		- (symlink to) directory holding the SDL library files
-	jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
-	jni/src/		- directory holding your C/C++ source
-	jni/src/Android.mk	- Android makefile that you should customize to include your 
-                                  source code and any library references
-	res/			- directory holding resources for your application
-	res/drawable-*		- directories holding icons for different phone hardware. Could be
-				  one dir called "drawable".
-	res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
-				  We don't need it because we use the SDL video output.
-	res/values/strings.xml	- strings used in your application, including the application name
-				  shown on the phone.
-	src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
-				  to SDL.  Be very careful changing this, as the SDL library relies
-				  on this implementation.
-
-
-================================================================================
- Build an app with static linking of libSDL
-================================================================================
-
-This build uses the Android NDK module system.
-
-Instructions:
-1. Copy the android-project directory wherever you want to keep your projects
-   and rename it to the name of your project.
-2. Rename <project>/jni/src/Android_static.mk to <project>/jni/src/Android.mk
-   (overwrite the existing one)
-3. Edit <project>/jni/src/Android.mk to include your source files
-4. create and export an environment variable named NDK_MODULE_PATH that points
-   to the parent directory of this SDL directory. e.g.:
-
-   export NDK_MODULE_PATH="$PWD"/..
-
-5. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to
-   System.loadLibrary("SDL2") line 42.
-6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
-
-
-================================================================================
- Customizing your application name
-================================================================================
-
-To customize your application name, edit AndroidManifest.xml and replace
-"org.libsdl.app" with an identifier for your product package.
-
-Then create a Java class extending SDLActivity and place it in a directory
-under src matching your package, e.g.
-	src/com/gamemaker/game/MyGame.java
-
-Here's an example of a minimal class file:
---- MyGame.java --------------------------
-package com.gamemaker.game;
-
-import org.libsdl.app.SDLActivity; 
-
-/* 
- * A sample wrapper class that just calls SDLActivity 
- */ 
-
-public class MyGame extends SDLActivity { }
-
-------------------------------------------
-
-Then replace "SDLActivity" in AndroidManifest.xml with the name of your
-class, .e.g. "MyGame"
-
-================================================================================
- Customizing your application icon
-================================================================================
-
-Conceptually changing your icon is just replacing the "ic_launcher.png" files in
-the drawable directories under the res directory. There are four directories for
-different screen sizes. These can be replaced with one dir called "drawable",
-containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
-
-You may need to change the name of your icon in AndroidManifest.xml to match
-this icon filename.
-
-================================================================================
- Loading assets
-================================================================================
-
-Any files you put in the "assets" directory of your android-project directory
-will get bundled into the application package and you can load them using the
-standard functions in SDL_rwops.h.
-
-There are also a few Android specific functions that allow you to get other
-useful paths for saving and loading data:
-SDL_AndroidGetInternalStoragePath()
-SDL_AndroidGetExternalStorageState()
-SDL_AndroidGetExternalStoragePath()
-
-See SDL_system.h for more details on these functions.
-
-The asset packaging system will, by default, compress certain file extensions.
-SDL includes two asset file access mechanisms, the preferred one is the so
-called "File Descriptor" method, which is faster and doesn't involve the Dalvik
-GC, but given this method does not work on compressed assets, there is also the
-"Input Stream" method, which is automatically used as a fall back by SDL. You
-may want to keep this fact in mind when building your APK, specially when large
-files are involved.
-For more information on which extensions get compressed by default and how to
-disable this behaviour, see for example:
-    
-http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
-
-================================================================================
- Pause / Resume behaviour
-================================================================================
-
-If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
-the event loop will block itself when the app is paused (ie, when the user
-returns to the main Android dashboard). Blocking is better in terms of battery
-use, and it allows your app to spring back to life instantaneously after resume
-(versus polling for a resume message).
-
-Upon resume, SDL will attempt to restore the GL context automatically.
-In modern devices (Android 3.0 and up) this will most likely succeed and your
-app can continue to operate as it was.
-
-However, there's a chance (on older hardware, or on systems under heavy load),
-where the GL context can not be restored. In that case you have to listen for
-a specific message, (which is not yet implemented!) and restore your textures
-manually or quit the app (which is actually the kind of behaviour you'll see
-under iOS, if the OS can not restore your GL context it will just kill your app)
-
-================================================================================
- Threads and the Java VM
-================================================================================
-
-For a quick tour on how Linux native threads interoperate with the Java VM, take
-a look here: http://developer.android.com/guide/practices/jni.html
-If you want to use threads in your SDL app, it's strongly recommended that you
-do so by creating them using SDL functions. This way, the required attach/detach
-handling is managed by SDL automagically. If you have threads created by other
-means and they make calls to SDL functions, make sure that you call
-Android_JNI_SetupThread before doing anything else otherwise SDL will attach
-your thread automatically anyway (when you make an SDL call), but it'll never
-detach it.
-
-================================================================================
- Using STL
-================================================================================
-
-You can use STL in your project by creating an Application.mk file in the jni
-folder and adding the following line:
-APP_STL := stlport_static
-
-For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
-
-================================================================================
- Additional documentation
-================================================================================
-
-The documentation in the NDK docs directory is very helpful in understanding the
-build process and how to work with native code on the Android platform.
-
-The best place to start is with docs/OVERVIEW.TXT
-
-
-================================================================================
- Using Eclipse
-================================================================================
-
-First make sure that you've installed Eclipse and the Android extensions as described here:
-	http://developer.android.com/tools/sdk/eclipse-adt.html
-
-Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
- * File -> New -> Other
- * Select the Android -> Android Project wizard and click Next
- * Enter the name you'd like your project to have
- * Select "Create project from existing source" and browse for your project directory
- * Make sure the Build Target is set to Android 2.0
- * Click Finish
-
-
-================================================================================
- Using the emulator
-================================================================================
-
-There are some good tips and tricks for getting the most out of the
-emulator here: http://developer.android.com/tools/devices/emulator.html
-
-Especially useful is the info on setting up OpenGL ES 2.0 emulation.
-
-Notice that this software emulator is incredibly slow and needs a lot of disk space.
-Using a real device works better.
-
-================================================================================
- Troubleshooting
-================================================================================
-
-You can create and run an emulator from the Eclipse IDE:
- * Window -> Android SDK and AVD Manager
-
-You can see if adb can see any devices with the following command:
-	adb devices
-
-You can see the output of log messages on the default device with:
-	adb logcat
-
-You can push files to the device with:
-	adb push local_file remote_path_and_file
-
-You can push files to the SD Card at /sdcard, for example:
-	adb push moose.dat /sdcard/moose.dat
-
-You can see the files on the SD card with a shell command:
-	adb shell ls /sdcard/
-
-You can start a command shell on the default device with:
-	adb shell
-
-You can remove the library files of your project (and not the SDL lib files) with:
-	ndk-build clean
-
-You can do a build with the following command:
-	ndk-build
-
-You can see the complete command line that ndk-build is using by passing V=1 on the command line:
-	ndk-build V=1
-
-If your application crashes in native code, you can use addr2line to convert the
-addresses in the stack trace to lines in your code.
-
-For example, if your crash looks like this:
-I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
-I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
-I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
-I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
-I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
-I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
-I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
-I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
-I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
-
-You can see that there's a crash in the C library being called from the main code.
-I run addr2line with the debug version of my code:
-	arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
-and then paste in the number after "pc" in the call stack, from the line that I care about:
-000014bc
-
-I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
-
-You can add logging to your code to help show what's happening:
-
-#include <android/log.h>
-
-	__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
-
-If you need to build without optimization turned on, you can create a file called
-"Application.mk" in the jni directory, with the following line in it:
-APP_OPTIM := debug
-
-
-================================================================================
- Memory debugging
-================================================================================
-
-The best (and slowest) way to debug memory issues on Android is valgrind.
-Valgrind has support for Android out of the box, just grab code using:
-	svn co svn://svn.valgrind.org/valgrind/trunk valgrind
-... and follow the instructions in the file README.android to build it.
-
-One thing I needed to do on Mac OS X was change the path to the toolchain,
-and add ranlib to the environment variables:
-export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
-
-Once valgrind is built, you can create a wrapper script to launch your
-application with it, changing org.libsdl.app to your package identifier:
---- start_valgrind_app -------------------
-#!/system/bin/sh
-export TMPDIR=/data/data/org.libsdl.app
-exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
-------------------------------------------
-
-Then push it to the device:
-	adb push start_valgrind_app /data/local
-
-and make it executable:
-	adb shell chmod 755 /data/local/start_valgrind_app
-
-and tell Android to use the script to launch your application:
-	adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
-
-If the setprop command says "could not set property", it's likely that
-your package name is too long and you should make it shorter by changing
-AndroidManifest.xml and the path to your class file in android-project/src
-
-You can then launch your application normally and waaaaaaaiiittt for it.
-You can monitor the startup process with the logcat command above, and
-when it's done (or even while it's running) you can grab the valgrind
-output file:
-	adb pull /sdcard/valgrind.log
-
-When you're done instrumenting with valgrind, you can disable the wrapper:
-	adb shell setprop wrap.org.libsdl.app ""
-
-================================================================================
- Why is API level 10 the minimum required?
-================================================================================
-
-API level 10 is the minimum required level at runtime (that is, on the device) 
-because SDL requires some functionality for running not
-available on older devices. Since the incorporation of joystick support into SDL,
-the minimum SDK required to *build* SDL is version 12. Devices running API levels
-10-11 are still supported, only with the joystick functionality disabled.
-
-Support for native OpenGL ES and ES2 applications was introduced in the NDK for
-API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
-has since then been obsoleted, with the recommendation to developers to bump the
-required API level to 10.
-As of this writing, according to http://developer.android.com/about/dashboards/index.html
-about 90% of the Android devices accessing Google Play support API level 10 or
-higher (March 2013).
-
-================================================================================
- A note regarding the use of the "dirty rectangles" rendering technique
-================================================================================
-
-If your app uses a variation of the "dirty rectangles" rendering technique,
-where you only update a portion of the screen on each frame, you may notice a
-variety of visual glitches on Android, that are not present on other platforms.
-This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
-contexts, in particular the use of the eglSwapBuffers function. As stated in the
-documentation for the function "The contents of ancillary buffers are always 
-undefined after calling eglSwapBuffers".
-Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
-is not possible for SDL as it requires EGL 1.4, available only on the API level
-17+, so the only workaround available on this platform is to redraw the entire
-screen each frame.
-
-Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
-
-================================================================================
- Known issues
-================================================================================
-
-- The number of buttons reported for each joystick is hardcoded to be 36, which
-is the current maximum number of buttons Android can report.
-

+ 0 - 31
Engine/lib/sdl/README-cmake.txt

@@ -1,31 +0,0 @@
-================================================================================
-CMake build system for SDL (www.cmake.org)
-================================================================================
-
-SDL's build system was traditionally based on autotools. Over time, this
-approach has suffered from several issues across the different supported 
-platforms.
-To solve these problems, a new build system based on CMake is under development.
-It works in parallel to the legacy system, so users can experiment with it
-without complication.
-While still experimental, the build system should be usable on the following
-platforms:
-    
-    * FreeBSD
-    * Linux
-    * VS.NET 2010
-    * MinGW and Msys
-    * OS X with support for XCode
-    
-================================================================================
-Usage
-================================================================================
-
-Assuming the source for SDL is located at ~/sdl
-
-cd ~
-mkdir build
-cd build
-cmake ../sdl
-
-This will build the static and dynamic versions of SDL in the ~/build directory.

+ 0 - 106
Engine/lib/sdl/README-directfb.txt

@@ -1,106 +0,0 @@
-SDL on DirectFB
-
-Supports:
-
-- Hardware YUV overlays
-- OpenGL - software only
-- 2D/3D accelerations (depends on directfb driver)
-- multiple displays
-- windows
-
-What you need:
-
-DirectFB 1.0.1, 1.2.x, 1.3.0
-Kernel-Framebuffer support: required: vesafb, radeonfb .... 
-Mesa 7.0.x	   - optional for OpenGL
-
-/etc/directfbrc
-
-This file should contain the following lines to make
-your joystick work and avoid crashes:
-------------------------
-disable-module=joystick
-disable-module=cle266
-disable-module=cyber5k
-no-linux-input-grab
-------------------------
-
-To disable to use x11 backend when DISPLAY variable is found use
-
-export SDL_DIRECTFB_X11_CHECK=0
-
-To disable the use of linux input devices, i.e. multimice/multikeyboard support,
-use
-
-export SDL_DIRECTFB_LINUX_INPUT=0
-
-To use hardware accelerated YUV-overlays for YUV-textures, use:
-
-export SDL_DIRECTFB_YUV_DIRECT=1
-
-This is disabled by default. It will only support one 
-YUV texture, namely the first. Every other YUV texture will be
-rendered in software.
-
-In addition, you may use (directfb-1.2.x)
-
-export SDL_DIRECTFB_YUV_UNDERLAY=1
-
-to make the YUV texture an underlay. This will make the cursor to
-be shown.
-
-Simple Window Manager
-=====================
-
-The driver has support for a very, very basic window manager you may
-want to use when running with "wm=default". Use
-
-export SDL_DIRECTFB_WM=1
-
-to enable basic window borders. In order to have the window title rendered,
-you need to have the following font installed:
-
-/usr/share/fonts/truetype/freefont/FreeSans.ttf
-
-OpenGL Support
-==============
-
-The following instructions will give you *software* OpenGL. However this
-works at least on all directfb supported platforms.
-
-As of this writing 20100802 you need to pull Mesa from git and do the following:
-
-------------------------
-git clone git://anongit.freedesktop.org/git/mesa/mesa
-cd mesa 
-git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
-------------------------
-
-Edit configs/linux-directfb so that the Directories-section looks like
-------------------------
-# Directories
-SRC_DIRS     = mesa glu 
-GLU_DIRS     = sgi
-DRIVER_DIRS  = directfb
-PROGRAM_DIRS = 
-------------------------
-
-make linux-directfb
-make
-
-echo Installing - please enter sudo pw.
-
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-cd src/mesa/drivers/directfb
-make
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-------------------------
-
-To run the SDL - testprograms:
-
-export SDL_VIDEODRIVER=directfb
-export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
-export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
-
-./testgl
-

+ 0 - 130
Engine/lib/sdl/README-dynapi.txt

@@ -1,130 +0,0 @@
-================================================================================
-Dynamic API
-================================================================================
-Originally posted by Ryan at https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
-
-Background:
-
-- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, 
-  but developers are shipping their own SDL2 with individual Steam games. 
-  These games might stop getting updates, but a newer SDL2 might be needed later. 
-  Certainly we'll always be fixing bugs in SDL, even if a new video target isn't 
-  ever needed, and these fixes won't make it to a game shipping its own SDL.
-- Even if we replace the SDL2 in those games with a compatible one, that is to 
-  say, edit a developer's Steam depot (yuck!), there are developers that are 
-  statically linking SDL2 that we can't do this for. We can't even force the 
-  dynamic loader to ignore their SDL2 in this case, of course.
-- If you don't ship an SDL2 with the game in some form, people that disabled the
-  Steam Runtime, or just tried to run the game from the command line instead of 
-  Steam might find themselves unable to run the game, due to a missing dependency.
-- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
-  generic Linux boxes that may or may not have SDL2 installed, you have to ship 
-  the library or risk a total failure to launch. So now, you might have to have 
-  a non-Steam build plus a Steam build (that is, one with and one without SDL2 
-  included), which is inconvenient if you could have had one universal build 
-  that works everywhere.
-- We like the zlib license, but the biggest complaint from the open source 
-  community about the license change is the static linking. The LGPL forced this 
-  as a legal, not technical issue, but zlib doesn't care. Even those that aren't
-  concerned about the GNU freedoms found themselves solving the same problems: 
-  swapping in a newer SDL to an older game often times can save the day. 
-  Static linking stops this dead.
-
-So here's what we did:
-
-SDL now has, internally, a table of function pointers. So, this is what SDL_Init
-now looks like:
-
-    UInt32 SDL_Init(Uint32 flags)
-    {
-        return jump_table.SDL_Init(flags);
-    }
-
-Except that is all done with a bunch of macro magic so we don't have to maintain
-every one of these.
-
-What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
-SDL_Init() that you've been calling all this time. But at startup, it looks more 
-like this:
-
-    Uint32 SDL_Init_DEFAULT(Uint32 flags)
-    {
-        SDL_InitDynamicAPI();
-        return jump_table.SDL_Init(flags);
-    }
-
-SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function 
-pointers, which means that this _DEFAULT function never gets called again. 
-First call to any SDL function sets the whole thing up.
-
-So you might be asking, what was the value in that? Isn't this what the operating
-system's dynamic loader was supposed to do for us? Yes, but now we've got this 
-level of indirection, we can do things like this:
-
-    export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
-    ./MyGameThatIsStaticallyLinkedToSDL2
-
-And now, this game that is staticallly linked to SDL, can still be overridden 
-with a newer, or better, SDL. The statically linked one will only be used as 
-far as calling into the jump table in this case. But in cases where no override
-is desired, the statically linked version will provide its own jump table, 
-and everyone is happy.
-
-So now:
-- Developers can statically link SDL, and users can still replace it. 
-  (We'd still rather you ship a shared library, though!)
-- Developers can ship an SDL with their game, Valve can override it for, say, 
-  new features on SteamOS, or distros can override it for their own needs, 
-  but it'll also just work in the default case.
-- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), 
-  and it'll do the right thing.
-- End users (and Valve) can update a game's SDL in almost any case, 
-  to keep abandoned games running on newer platforms.
-- Everyone develops with SDL exactly as they have been doing all along. 
-  Same headers, same ABI. Just get the latest version to enable this magic.
-
-
-A little more about SDL_InitDynamicAPI():
-
-Internally, InitAPI does some locking to make sure everything waits until a 
-single thread initializes everything (although even SDL_CreateThread() goes 
-through here before spinning a thread, too), and then decides if it should use
-an external SDL library. If not, it sets up the jump table using the current 
-SDL's function pointers (which might be statically linked into a program, or in
-a shared library of its own). If so, it loads that library and looks for and 
-calls a single function:
-
-    SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
-
-That function takes a version number (more on that in a moment), the address of
-the jump table, and the size, in bytes, of the table. 
-Now, we've got policy here: this table's layout never changes; new stuff gets 
-added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all 
-the needed functions if tablesize <= sizeof its own jump table. If tablesize is
-bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
-if it's smaller, we know we can provide the entire API that the caller needs.
-
-The version variable is a failsafe switch. 
-Right now it's always 1. This number changes when there are major API changes 
-(so we know if the tablesize might be smaller, or entries in it have changed). 
-Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not 
-inconceivable to have a small dispatch library that only supplies this one 
-function and loads different, otherwise-incompatible SDL libraries and has the
-right one initialize the jump table based on the version. For something that 
-must generically catch lots of different versions of SDL over time, like the 
-Steam Client, this isn't a bad option.
-
-Finally, I'm sure some people are reading this and thinking 
-"I don't want that overhead in my project!"  
-To which I would point out that the extra function call through the jump table 
-probably wouldn't even show up in a profile, but lucky you: this can all be 
-disabled. You can build SDL without this if you absolutely must, but we would 
-encourage you not to do that. However, on heavily locked down platforms like 
-iOS, or maybe when debugging,  it makes sense to disable it. The way this is 
-designed in SDL, you just have to change one #define, and the entire system 
-vaporizes out, and SDL functions exactly like it always did. Most of it is 
-macro magic, so the system is contained to one C file and a few headers. 
-However, this is on by default and you have to edit a header file to turn it 
-off. Our hopes is that if we make it easy to disable, but not too easy, 
-everyone will ultimately be able to get what they want, but we've gently 
-nudged everyone towards what we think is the best solution.

+ 0 - 72
Engine/lib/sdl/README-gesture.txt

@@ -1,72 +0,0 @@
-===========================================================================
-Dollar Gestures
-===========================================================================
-SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
-
-Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. 
-
-Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
-
-Recording:
-----------
-To begin recording on a touch device call:
-SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
-
-Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
-A SDL_DOLLARRECORD event is a dgesture with the following fields:
-
-event.dgesture.touchId   - the Id of the touch used to record the gesture.
-event.dgesture.gestureId - the unique id of the recorded gesture.
-
-
-Performing:
------------
-As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
-
-event.dgesture.touchId    - the Id of the touch which performed the gesture.
-event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
-event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
-event.dgesture.numFingers - the number of fingers used to draw the stroke.
-
-Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
-
-
-
-Saving:
--------
-To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-Both functions return the number of gestures successfully saved.
-
-
-Loading:
---------
-To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. 
-
-SDL_LoadDollarTemplates returns the number of templates successfully loaded.
-
-
-
-===========================================================================
-Multi Gestures
-===========================================================================
-SDL provides simple support for pinch/rotate/swipe gestures. 
-Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
-
-event.mgesture.touchId - the Id of the touch on which the gesture was performed.
-event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
-event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
-event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
-event.mgesture.dDist   - the amount that the fingers pinched during this motion.
-event.mgesture.numFingers - the number of fingers used in the gesture.
-
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   [email protected]

+ 0 - 23
Engine/lib/sdl/README-hg.txt

@@ -1,23 +0,0 @@
-The latest development version of SDL is available via Mercurial.
-Mercurial allows you to get up-to-the-minute fixes and enhancements;
-as a developer works on a source tree, you can use "hg" to mirror that
-source tree instead of waiting for an official release. Please look
-at the Mercurial website ( http://mercurial.selenic.com/ ) for more
-information on using hg, where you can also download software for
-Mac OS X, Windows, and Unix systems.
-
-  hg clone http://hg.libsdl.org/SDL
-
-If you are building SDL with an IDE, you will need to copy the file
-include/SDL_config.h.default to include/SDL_config.h before building.
-
-If you are building SDL via configure, you will need to run autogen.sh
-before running configure.
-
-There is a web interface to the subversion repository at:
-
-	http://hg.libsdl.org/SDL/
-
-There is an RSS feed available at that URL, for those that want to
-track commits in real time.
-

+ 0 - 222
Engine/lib/sdl/README-ios.txt

@@ -1,222 +0,0 @@
-==============================================================================
-Building the Simple DirectMedia Layer for iPhone OS 2.0
-==============================================================================
-
-Requirements: Mac OS X v10.5 or later and the iPhone SDK.
-
-Instructions:
-1.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
-2.  Select your desired target, and hit build.
-
-There are three build targets:
-- libSDL.a:
-	Build SDL as a statically linked library
-- testsdl
-	Build a test program (there are known test failures which are fine)
-- Template:
-	Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers.  The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
-
-==============================================================================
-Build SDL for iOS from the command line
-==============================================================================
-
-1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
-2. ./iosbuild.sh
-
-If everything goes fine, you should see a build/ios directory, inside there's
-two directories "lib" and "include". 
-"include" contains a copy of the SDL headers that you'll need for your project,
-make sure to configure XCode to look for headers there.
-"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 
-to your XCode project. These libraries contain three architectures in them,
-armv6 for legacy devices, armv7, and i386 (for the simulator).
-By default, iosbuild.sh will autodetect the SDK version you have installed using 
-xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
-by setting the MIN_OS_VERSION variable, ie:
-
-MIN_OS_VERSION=4.2 ./iosbuild.sh
-
-==============================================================================
-Using the Simple DirectMedia Layer for iOS
-==============================================================================
-
-FIXME: This needs to be updated for the latest methods
-
-Here is the easiest method:
-1.  Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
-1.  Install the iPhone SDL Application template by copying it to one of XCode's template directories.  I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
-2.  Start a new project using the template.  The project should be immediately ready for use with SDL.
-
-Here is a more manual method:
-1.  Create a new iPhone view based application.
-2.  Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone and include them in your project.  XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
-3.  Include the SDL header files in your project.
-4.  Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate.  Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
-5.  Delete the contents of main.m and program your app as a regular SDL program instead.  You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
-
-==============================================================================
-Notes -- Application events
-==============================================================================
-
-On iOS the application goes through a fixed life cycle and you will get
-notifications of state changes via application events. When these events
-are delivered you must handle them in an event callback because the OS may
-not give you any processing time after the events are delivered.
-
-e.g.
-
-int HandleAppEvents(void *userdata, SDL_Event *event)
-{
-    switch (event->type)
-    {
-    case SDL_APP_TERMINATING:
-        /* Terminate the app.
-           Shut everything down before returning from this function.
-        */
-        return 0;
-    case SDL_APP_LOWMEMORY:
-        /* You will get this when your app is paused and iOS wants more memory.
-           Release as much memory as possible.
-        */
-        return 0;
-    case SDL_APP_WILLENTERBACKGROUND:
-        /* Prepare your app to go into the background.  Stop loops, etc.
-           This gets called when the user hits the home button, or gets a call.
-        */
-        return 0;
-    case SDL_APP_DIDENTERBACKGROUND:
-        /* This will get called if the user accepted whatever sent your app to the background.
-           If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
-           When you get this, you have 5 seconds to save all your state or the app will be terminated.
-           Your app is NOT active at this point.
-        */
-        return 0;
-    case SDL_APP_WILLENTERFOREGROUND:
-        /* This call happens when your app is coming back to the foreground.
-           Restore all your state here.
-        */
-        return 0;
-    case SDL_APP_DIDENTERFOREGROUND:
-        /* Restart your loops here.
-           Your app is interactive and getting CPU again.
-        */
-        return 0;
-    default:
-        /* No special processing, add it to the event queue */
-        return 1;
-    }
-}
-
-int main(int argc, char *argv[])
-{
-    SDL_SetEventFilter(HandleAppEvents, NULL);
-
-    ... run your main loop
-
-    return 0;
-}
-
-    
-==============================================================================
-Notes -- Accelerometer as Joystick
-==============================================================================
-
-SDL for iPhone supports polling the built in accelerometer as a joystick device.  For an example on how to do this, see the accelerometer.c in the demos directory.
-
-The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers.  Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver.  To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
-
-==============================================================================
-Notes -- OpenGL ES
-==============================================================================
-
-Your SDL application for iPhone uses OpenGL ES for video by default.
-
-OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively.  By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
-
-If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
-
-Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
-
-==============================================================================
-Notes -- Keyboard
-==============================================================================
-
-The SDL keyboard API has been extended to support on-screen keyboards:
-
-void SDL_StartTextInput()
-	-- enables text events and reveals the onscreen keyboard.
-void SDL_StopTextInput()
-	-- disables text events and hides the onscreen keyboard.
-SDL_bool SDL_IsTextInputActive()
-	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
-
-==============================================================================
-Notes -- Reading and Writing files
-==============================================================================
-
-Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
-
-Once your application is installed its directory tree looks like:
-
-MySDLApp Home/
-	MySDLApp.app
-	Documents/
-	Library/
-		Preferences/
-	tmp/
-
-When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored.  You cannot write to this directory.  Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".  
-
-More information on this subject is available here:
-http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
-
-==============================================================================
-Notes -- iPhone SDL limitations
-==============================================================================
-
-Windows:
-	Full-size, single window applications only.  You cannot create multi-window SDL applications for iPhone OS.  The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).
-
-Textures:
-	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
-
-Loading Shared Objects:
-	This is disabled by default since it seems to break the terms of the iPhone SDK agreement.  It can be re-enabled in SDL_config_iphoneos.h.
-
-==============================================================================
-Game Center 
-==============================================================================
-
-Game Center integration requires that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
-    
-int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
-
-This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
-
-e.g.
-
-extern "C"
-void ShowFrame(void*)
-{
-    ... do event handling, frame logic and rendering
-}
-
-int main(int argc, char *argv[])
-{
-   ... initialize game ...
-
-#if __IPHONEOS__
-        // Initialize the Game Center for scoring and matchmaking
-        InitGameCenter();
-
-        // Set up the game to run in the window animation callback on iOS
-        // so that Game Center and so forth works correctly.
-        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
-#else
-        while ( running ) {
-                ShowFrame(0);
-                DelayFrame();
-        }
-#endif
-        return 0;
-}

+ 0 - 80
Engine/lib/sdl/README-linux.txt

@@ -1,80 +0,0 @@
-================================================================================
-Simple DirectMedia Layer for Linux
-================================================================================
-
-By default SDL will only link against glibc, the rest of the features will be
-enabled dynamically at runtime depending on the available features on the target
-system. So, for example if you built SDL with Xinerama support and the target
-system does not have the Xinerama libraries installed, it will be disabled
-at runtime, and you won't get a missing library error, at least with the 
-default configuration parameters.
-
-
-================================================================================
-Build Dependencies
-================================================================================
-    
-Ubuntu 13.04, all available features enabled:
-
-sudo apt-get install build-essential mercurial make cmake autoconf automake \
-libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
-libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
-libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
-libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev
-
-NOTES:
-- This includes all the audio targets except arts, because Ubuntu pulled the 
-  artsc0-dev package, but in theory SDL still supports it.
-- DirectFB isn't included because the configure script (currently) fails to find
-  it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the 
-  configure script to include DirectFB support. Send patches.  :)
-
-
-================================================================================
-Joystick does not work
-================================================================================
-
-If you compiled or are using a version of SDL with udev support (and you should!)
-there's a few issues that may cause SDL to fail to detect your joystick. To
-debug this, start by installing the evtest utility. On Ubuntu/Debian:
-
-    sudo apt-get install evtest
-    
-Then run:
-    
-    sudo evtest
-    
-You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
-Now run:
-    
-    cat /dev/input/event/XX
-
-If you get a permission error, you need to set a udev rule to change the mode of
-your device (see below)    
-    
-Also, try:
-    
-    sudo udevadm info --query=all --name=input/eventXX
-    
-If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
-you need to set up an udev rule to force this variable.
-
-A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks 
-like:
-    
-   SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
-   SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
-   
-You can set up similar rules for your device by changing the values listed in
-idProduct and idVendor. To obtain these values, try:
-    
-    sudo udevadm info -a --name=input/eventXX | grep idVendor
-    sudo udevadm info -a --name=input/eventXX | grep idProduct
-    
-If multiple values come up for each of these, the one you want is the first one of each.    
-
-On other systems which ship with an older udev (such as CentOS), you may need
-to set up a rule such as:
-    
-    SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
-

+ 0 - 226
Engine/lib/sdl/README-macosx.txt

@@ -1,226 +0,0 @@
-==============================================================================
-Using the Simple DirectMedia Layer with Mac OS X
-==============================================================================
-
-These instructions are for people using Apple's Mac OS X (pronounced
-"ten").
-
-From the developer's point of view, OS X is a sort of hybrid Mac and
-Unix system, and you have the option of using either traditional
-command line tools or Apple's IDE Xcode.
-
-To build SDL using the command line, use the standard configure and make
-process:
-
-	./configure
-	make
-	sudo make install
-
-You can also build SDL as a Universal library (a single binary for both
-32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
-the fatbuild.sh script in build-scripts:
-	sh build-scripts/fatbuild.sh
-	sudo build-scripts/fatbuild.sh install
-This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
-ABI compatibility on x86_64 architectures.  For best compatibility you
-should compile your application the same way.  A script which wraps
-gcc to make this easy is provided in test/gcc-fat.sh
-
-Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
-(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
-been officially dropped as of SDL 2.0.2.
-
-To use the library once it's built, you essential have two possibilities:
-use the traditional autoconf/automake/make method, or use Xcode.
-
-==============================================================================
-Caveats for using SDL with Mac OS X
-==============================================================================
-
-Some things you have to be aware of when using SDL on Mac OS X:
-
-- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
-  SDL will not register its own. This means that SDL will not terminate using
-  SDL_Quit if it receives a termination request, it will terminate like a 
-  normal app, and it will not send a SDL_DROPFILE when you request to open a
-  file with the app. To solve these issues, put the following code in your 
-  NSApplicationDelegate implementation:
-
-  - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
-  {
-      if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
-          SDL_Event event;
-          event.type = SDL_QUIT;
-          SDL_PushEvent(&event);
-      }
-
-      return NSTerminateCancel;
-  }
-
-  - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
-  {
-      if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
-          SDL_Event event;
-          event.type = SDL_DROPFILE;
-          event.drop.file = SDL_strdup([filename UTF8String]);
-          return (SDL_PushEvent(&event) > 0);
-      }
-
-      return NO;
-  }
-
-==============================================================================
-Using the Simple DirectMedia Layer with a traditional Makefile
-==============================================================================
-
-An existing autoconf/automake build system for your SDL app has good chances
-to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
-that you can distribute to users, you need to put the generated binary into a
-so called "bundle", which basically is a fancy folder with a name like
-"MyCoolGame.app".
-
-To get this build automatically, add something like the following rule to
-your Makefile.am:
-
-bundle_contents = APP_NAME.app/Contents
-APP_NAME_bundle: EXE_NAME
-	mkdir -p $(bundle_contents)/MacOS
-	mkdir -p $(bundle_contents)/Resources
-	echo "APPL????" > $(bundle_contents)/PkgInfo
-	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
-
-You should replace EXE_NAME with the name of the executable. APP_NAME is what
-will be visible to the user in the Finder. Usually it will be the same
-as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
-usually is "TestGame". You might also want to use @PACKAGE@ to use the package
-name as specified in your configure.in file.
-
-If your project builds more than one application, you will have to do a bit
-more. For each of your target applications, you need a separate rule.
-
-If you want the created bundles to be installed, you may want to add this
-rule to your Makefile.am:
-
-install-exec-hook: APP_NAME_bundle
-	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
-	mkdir -p $(DESTDIR)$(prefix)/Applications/
-	cp -r $< /$(DESTDIR)$(prefix)Applications/
-
-This rule takes the Bundle created by the rule from step 3 and installs them
-into $(DESTDIR)$(prefix)/Applications/.
-
-Again, if you want to install multiple applications, you will have to augment
-the make rule accordingly.
-
-
-But beware! That is only part of the story! With the above, you end up with
-a bare bone .app bundle, which is double clickable from the Finder. But
-there are some more things you should do before shipping your product...
-
-1) The bundle right now probably is dynamically linked against SDL. That 
-   means that when you copy it to another computer, *it will not run*,
-   unless you also install SDL on that other computer. A good solution
-   for this dilemma is to static link against SDL. On OS X, you can
-   achieve that by linking against the libraries listed by
-     sdl-config --static-libs
-   instead of those listed by
-     sdl-config --libs
-   Depending on how exactly SDL is integrated into your build systems, the
-   way to achieve that varies, so I won't describe it here in detail
-2) Add an 'Info.plist' to your application. That is a special XML file which
-   contains some meta-information about your application (like some copyright
-   information, the version of your app, the name of an optional icon file,
-   and other things). Part of that information is displayed by the Finder
-   when you click on the .app, or if you look at the "Get Info" window.
-   More information about Info.plist files can be found on Apple's homepage.
-
-
-As a final remark, let me add that I use some of the techniques (and some
-variations of them) in Exult and ScummVM; both are available in source on
-the net, so feel free to take a peek at them for inspiration!
-
-
-==============================================================================
-Using the Simple DirectMedia Layer with Xcode
-==============================================================================
-
-These instructions are for using Apple's Xcode IDE to build SDL applications.
-
-- First steps
-
-The first thing to do is to unpack the Xcode.tar.gz archive in the
-top level SDL directory (where the Xcode.tar.gz archive resides).
-Because Stuffit Expander will unpack the archive into a subdirectory,
-you should unpack the archive manually from the command line:
-	cd [path_to_SDL_source]
-	tar zxf Xcode.tar.gz
-This will create a new folder called Xcode, which you can browse
-normally from the Finder.
-
-- Building the Framework
-
-The SDL Library is packaged as a framework bundle, an organized
-relocatable folder hierarchy of executable code, interface headers,
-and additional resources. For practical purposes, you can think of a 
-framework as a more user and system-friendly shared library, whose library
-file behaves more or less like a standard UNIX shared library.
-
-To build the framework, simply open the framework project and build it. 
-By default, the framework bundle "SDL.framework" is installed in 
-/Library/Frameworks. Therefore, the testers and project stationary expect
-it to be located there. However, it will function the same in any of the
-following locations:
-
-    ~/Library/Frameworks
-    /Local/Library/Frameworks
-    /System/Library/Frameworks
-
-- Build Options
-    There are two "Build Styles" (See the "Targets" tab) for SDL.
-    "Deployment" should be used if you aren't tweaking the SDL library.
-    "Development" should be used to debug SDL apps or the library itself.
-
-- Building the Testers
-    Open the SDLTest project and build away!
-
-- Using the Project Stationary
-    Copy the stationary to the indicated folders to access it from
-    the "New Project" and "Add target" menus. What could be easier?
-
-- Setting up a new project by hand
-    Some of you won't want to use the Stationary so I'll give some tips:
-    * Create a new "Cocoa Application"
-    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
-    * Remove "main.c" from your project
-    * Remove "MainMenu.nib" from your project
-    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
-    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
-    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
-    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
-    * Add your files
-    * Clean and build
-
-- Building from command line
-    Use pbxbuild in the same directory as your .pbproj file
-
-- Running your app
-    You can send command line args to your app by either invoking it from
-    the command line (in *.app/Contents/MacOS) or by entering them in the
-    "Executables" panel of the target settings.
-    
-- Implementation Notes
-    Some things that may be of interest about how it all works...
-    * Working directory
-        As defined in the SDL_main.m file, the working directory of your SDL app
-        is by default set to its parent. You may wish to change this to better
-        suit your needs.
-    * You have a Cocoa App!
-        Your SDL app is essentially a Cocoa application. When your app
-        starts up and the libraries finish loading, a Cocoa procedure is called,
-        which sets up the working directory and calls your main() method.
-        You are free to modify your Cocoa app with generally no consequence 
-        to SDL. You cannot, however, easily change the SDL window itself.
-        Functionality may be added in the future to help this.
-
-
-Known bugs are listed in the file "BUGS"

+ 0 - 16
Engine/lib/sdl/README-pandora.txt

@@ -1,16 +0,0 @@
-SDL 2.0 with open pandora console support ( http://openpandora.org/ )
-=====================================================================
-
-- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
-support to work on the pandora under the framebuffer. This driver do not have
-input support for now, so if you use it you will have to add your own control code.
-The video driver name is "pandora" so if you have problem running it from
-the framebuffer, try to set the following variable before starting your application :
-"export SDL_VIDEODRIVER=pandora"
-
-- OpenGL ES support was added to the x11 driver, so it's working like the normal
-x11 driver one with OpenGLX support, with SDL input event's etc..
-
-
-David Carré (Cpasjuste)
[email protected]

+ 0 - 30
Engine/lib/sdl/README-platforms.txt

@@ -1,30 +0,0 @@
-
-This is a list of the platforms SDL supports, and who maintains them.
-
-Officially supported platforms
-==============================
-(code compiles, and thoroughly tested for release)
-==============================
-Windows XP/Vista/7/8
-Mac OS X 10.5+
-Linux 2.6+
-iOS 5.1.1+
-Android 2.3.3+
-
-Unofficially supported platforms
-================================
-(code compiles, but not thoroughly tested)
-================================
-FreeBSD
-NetBSD
-OpenBSD
-Solaris
-
-Platforms supported by volunteers
-=================================
-Haiku - maintained by Axel Dörfler <[email protected]>
-PSP - maintained by [email protected]
-Pandora - maintained by Scott Smith <[email protected]>
-
-Platforms that need maintainers
-===============================

+ 0 - 61
Engine/lib/sdl/README-porting.txt

@@ -1,61 +0,0 @@
-
-* Porting To A New Platform
-
-  The first thing you have to do when porting to a new platform, is look at
-include/SDL_platform.h and create an entry there for your operating system.
-The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
-Ideally SDL_platform.h will be able to auto-detect the system it's building
-on based on C preprocessor symbols.
-
-There are two basic ways of building SDL at the moment:
-
-1. The "UNIX" way:  ./configure; make; make install
-
-   If you have a GNUish system, then you might try this.  Edit configure.in,
-   take a look at the large section labelled:
-	"Set up the configuration based on the target platform!"
-   Add a section for your platform, and then re-run autogen.sh and build!
-
-2. Using an IDE:
-
-   If you're using an IDE or other non-configure build system, you'll probably
-   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
-   add a section for your platform, and create a custom SDL_config_{platform}.h,
-   based on SDL_config.h.minimal and SDL_config.h.in
-
-   Add the top level include directory to the header search path, and then add
-   the following sources to the project:
-	src/*.c
-	src/atomic/*.c
-	src/audio/*.c
-	src/cpuinfo/*.c
-	src/events/*.c
-	src/file/*.c
-	src/haptic/*.c
-	src/joystick/*.c
-	src/power/*.c
-	src/render/*.c
-	src/stdlib/*.c
-	src/thread/*.c
-	src/timer/*.c
-	src/video/*.c
-	src/audio/disk/*.c
-	src/audio/dummy/*.c
-	src/video/dummy/*.c
-	src/haptic/dummy/*.c
-	src/joystick/dummy/*.c
-	src/main/dummy/*.c
-	src/thread/generic/*.c
-	src/timer/dummy/*.c
-	src/loadso/dummy/*.c
-
-
-Once you have a working library without any drivers, you can go back to each
-of the major subsystems and start implementing drivers for your platform.
-
-If you have any questions, don't hesitate to ask on the SDL mailing list:
-	http://www.libsdl.org/mailing-list.php
-
-Enjoy!
-	Sam Lantinga				([email protected])
-

+ 0 - 17
Engine/lib/sdl/README-psp.txt

@@ -1,17 +0,0 @@
-SDL port for the Sony PSP contributed by 
-   Captian Lex 
-
-Credit to
-   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
-   Geecko for his PSP GU lib "Glib2d"
-
-Building
---------
-To build for the PSP, make sure psp-config is in the path and run:
-   make -f Makefile.psp
-
-
-
-To Do
-------
-PSP Screen Keyboard

+ 0 - 161
Engine/lib/sdl/README-raspberrypi.txt

@@ -1,161 +0,0 @@
-================================================================================
-SDL2 for Raspberry Pi
-================================================================================
-
-Requirements:
-
-Raspbian (other Linux distros may work as well).
-
-================================================================================
- Features
-================================================================================
-
-* Works without X11
-* Hardware accelerated OpenGL ES 2.x
-* Sound via ALSA
-* Input (mouse/keyboard/joystick) via EVDEV
-* Hotplugging of input devices via UDEV
-
-================================================================================
- Raspbian Build Dependencies
-================================================================================
-
-sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
-
-You also need the VideoCore binary stuff that ships in /opt/vc for EGL and 
-OpenGL ES 2.x, it usually comes pre installed, but in any case:
-    
-sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
-
-================================================================================
- Cross compiling from x86 Linux
-================================================================================
-
-To cross compile SDL for Raspbian from your desktop machine, you'll need a
-Raspbian system root and the cross compilation tools. We'll assume these tools
-will be placed in /opt/rpi-tools
-
-    sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
-
-You'll also need a Rasbian binary image.
-Get it from: http://downloads.raspberrypi.org/raspbian_latest 
-After unzipping, you'll get file with a name like: <date>-wheezy-raspbian.img
-Let's assume the sysroot will be built in /opt/rpi-sysroot.
-
-    export SYSROOT=/opt/rpi-sysroot
-    sudo kpartx -a -v <path_to_raspbian_image>.img
-    sudo mount -o loop /dev/mapper/loop0p2 /mnt
-    sudo cp -r /mnt $SYSROOT
-    sudo apt-get install qemu binfmt-support qemu-user-static
-    sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
-    sudo mount --bind /dev $SYSROOT/dev
-    sudo mount --bind /proc $SYSROOT/proc
-    sudo mount --bind /sys $SYSROOT/sys
-
-Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
-edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
-
-    sudo chroot $SYSROOT
-    apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
-    exit
-    sudo umount $SYSROOT/dev
-    sudo umount $SYSROOT/proc
-    sudo umount $SYSROOT/sys
-    sudo umount /mnt
-    
-There's one more fix required, as the libdl.so symlink uses an absolute path 
-which doesn't quite work in our setup.
-
-    sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
-    sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
-
-The final step is compiling SDL itself.
-
-    export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
-    cd <SDL SOURCE>
-    mkdir -p build;cd build
-    ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
-    make
-    make install
-
-To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
-    
-    perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
-    
-================================================================================
- Apps don't work or poor video/audio performance
-================================================================================
-
-If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to 
-update the RPi's firmware. Note that doing so will fix these problems, but it
-will also render the CMA - Dynamic Memory Split functionality useless.
-
-Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
-low in general, specially if a 1080p TV is hooked up.
-
-See here how to configure this setting: http://elinux.org/RPiconfig
-
-Using a fixed gpu_mem=128 is the best option (specially if you updated the 
-firmware, using CMA probably won't work, at least it's the current case).
-
-================================================================================
- No input
-================================================================================
-
-Make sure you belong to the "input" group.
-
-    sudo usermod -aG input `whoami`
-
-================================================================================
- No HDMI Audio
-================================================================================
-
-If you notice that ALSA works but there's no audio over HDMI, try adding:
-    
-    hdmi_drive=2
-    
-to your config.txt file and reboot.
-
-Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
-
-================================================================================
- Text Input API support
-================================================================================
-
-The Text Input API is supported, with translation of scan codes done via the
-kernel symbol tables. For this to work, SDL needs access to a valid console.
-If you notice there's no SDL_TEXTINPUT message being emitted, double check that
-your app has read access to one of the following:
-    
-* /proc/self/fd/0
-* /dev/tty
-* /dev/tty[0...6]
-* /dev/vc/0
-* /dev/console
-
-This is usually not a problem if you run from the physical terminal (as opposed
-to running from a pseudo terminal, such as via SSH). If running from a PTS, a 
-quick workaround is to run your app as root or add yourself to the tty group,
-then re login to the system.
-
-   sudo usermod -aG tty `whoami`
-    
-The keyboard layout used by SDL is the same as the one the kernel uses.
-To configure the layout on Raspbian:
-    
-    sudo dpkg-reconfigure keyboard-configuration
-    
-To configure the locale, which controls which keys are interpreted as letters,
-this determining the CAPS LOCK behavior:
-
-    sudo dpkg-reconfigure locales
-
-================================================================================
- Notes
-================================================================================
-
-* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
-  leaking into the console only if it has root privileges. Launching apps locally
-  does not suffer from this issue.
-  
-

+ 0 - 84
Engine/lib/sdl/README-touch.txt

@@ -1,84 +0,0 @@
-===========================================================================
-System Specific Notes
-===========================================================================
-Linux:
-The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at [email protected] and I will help you get support for it.
-
-Mac:
-The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
-
-iPhone: 
-Works out of box.
-
-Windows:
-Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at [email protected]
-
-===========================================================================
-Events
-===========================================================================
-SDL_FINGERDOWN:
-Sent when a finger (or stylus) is placed on a touch device.
-Fields:
-event.tfinger.touchId  - the Id of the touch device.
-event.tfinger.fingerId - the Id of the finger which just went down.
-event.tfinger.x        - the x coordinate of the touch (0..1)
-event.tfinger.y        - the y coordinate of the touch (0..1)
-event.tfinger.pressure - the pressure of the touch (0..1)
-
-SDL_FINGERMOTION:
-Sent when a finger (or stylus) is moved on the touch device.
-Fields:
-Same as SDL_FINGERDOWN but with additional:
-event.tfinger.dx       - change in x coordinate during this motion event.
-event.tfinger.dy       - change in y coordinate during this motion event.
-
-SDL_FINGERUP:
-Sent when a finger (or stylus) is lifted from the touch device.
-Fields:
-Same as SDL_FINGERDOWN.
-
-
-===========================================================================
-Functions
-===========================================================================
-SDL provides the ability to access the underlying Finger structures.
-These structures should _never_ be modified.
-
-The following functions are included from SDL_touch.h
-
-To get a SDL_TouchID call SDL_GetTouchDevice(index).
-This returns a SDL_TouchID.
-IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouchID will return 0. Be sure to check for this!
-
-The number of touch devices can be queried with SDL_GetNumTouchDevices().
-
-A SDL_TouchID may be used to get pointers to SDL_Finger.
-
-SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
-
-The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
-
-      float x = event.tfinger.x;
-      float y = event.tfinger.y;
-
-
-
-To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
-This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
-A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
-As a result, be very careful to check for NULL return values.
-
-A SDL_Finger has the following fields:
->x,y,pressure:
-	The current coordinates of the touch.
->pressure:
-	The pressure of the touch.
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   [email protected]
-   (original author, API was changed since)

+ 0 - 8
Engine/lib/sdl/README-wince.txt

@@ -1,8 +0,0 @@
-
-Windows CE is no longer supported by SDL.
-
-We have left the CE support in SDL 1.2 for those that must have it, and we
-have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
-
---ryan.
-

+ 0 - 42
Engine/lib/sdl/README-windows.txt

@@ -1,42 +0,0 @@
-================================================================================
-Simple DirectMedia Layer for Windows
-================================================================================
-
-================================================================================
-OpenGL ES 2.x support
-================================================================================
-
-SDL has support for OpenGL ES 2.x under Windows via two alternative 
-implementations. 
-The most straightforward method consists in running your app in a system with 
-a graphic card paired with a relatively recent (as of November of 2013) driver 
-which supports the WGL_EXT_create_context_es2_profile extension. Vendors known 
-to ship said extension on Windows currently include nVidia and Intel.
-
-The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
-If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
-extension is found, SDL will try to load the libEGL.dll library provided by
-ANGLE.
-To obtain the ANGLE binaries, you can either compile from source from
-https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
-a recent Chrome/Chromium install for Windows. The files you need are:
-    
-    * libEGL.dll
-    * libGLESv2.dll
-    * d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
-    or...
-    * d3dcompiler_43.dll (supports Windows XP or later)
-    
-If you compile ANGLE from source, you can configure it so it does not need the
-d3dcompiler_* DLL at all (for details on this, see their documentation). 
-However, by default SDL will try to preload the d3dcompiler_46.dll to
-comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
-support Windows XP) or to skip this step at all, you can use the 
-SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
-
-Known Bugs:
-    
-    * SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
-      that there's a bug in the library which prevents the window contents from
-      refreshing if this is set to anything other than the default value.
-      

+ 2 - 23
Engine/lib/sdl/README.txt

@@ -14,29 +14,8 @@ hardware via OpenGL and Direct3D. It is used by video playback software,
 emulators, and popular games including Valve's award winning catalog
 and many Humble Bundle games.
 
-SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
-Support for other platforms may be found in the source code.
-
-SDL is written in C, works natively with C++, and there are bindings 
-available for several other languages, including C# and Python.
-
-This library is distributed under the zlib license, which can be found
-in the file "COPYING.txt".
-
-The best way to learn how to use SDL is to check out the header files in
-the "include" subdirectory and the programs in the "test" subdirectory.
-The header files and test programs are well commented and always up to date.
-More documentation and FAQs are available online at:
-	http://wiki.libsdl.org/
-
-If you need help with the library, or just want to discuss SDL related
-issues, you can join the developers mailing list:
-	http://www.libsdl.org/mailing-list.php
-
-If you want to report bugs or contribute patches, please submit them to
-bugzilla:
-    http://bugzilla.libsdl.org/
+More extensive documentation is available in the docs directory, starting
+with README.md
 
 Enjoy!
 	Sam Lantinga				([email protected])
-

+ 11 - 5
Engine/lib/sdl/SDL2.spec

@@ -1,7 +1,7 @@
 Summary: Simple DirectMedia Layer
 Name: SDL2
-Version: 2.0.3
-Release: 1
+Version: 2.0.4
+Release: 2
 Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
 URL: http://www.libsdl.org/
 License: zlib
@@ -63,12 +63,12 @@ rm -rf $RPM_BUILD_ROOT
 
 %files
 %{__defattr}
-%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt
+%doc README*.txt COPYING.txt CREDITS.txt BUGS.txt
 %{_libdir}/lib*.%{__soext}.*
 
 %files devel
 %{__defattr}
-%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew
+%doc docs/README*.md
 %{_bindir}/*-config
 %{_libdir}/lib*.a
 %{_libdir}/lib*.la
@@ -78,13 +78,19 @@ rm -rf $RPM_BUILD_ROOT
 %{_datadir}/aclocal/*
 
 %changelog
+* Thu Jun 04 2015 Ryan C. Gordon <[email protected]>
+- Fixed README paths.
+
+* Sun Dec 07 2014 Simone Contini <[email protected]>
+- Fixed changelog date issue and docs filenames
+
 * Sun Jan 22 2012 Sam Lantinga <[email protected]>
 - Updated for SDL 2.0
 
 * Tue May 16 2006 Sam Lantinga <[email protected]>
 - Removed support for Darwin, due to build problems on ps2linux
 
-* Mon Jan 03 2004 Anders Bjorklund <[email protected]>
+* Sat Jan 03 2004 Anders Bjorklund <[email protected]>
 - Added support for Darwin, updated spec file
 
 * Wed Jan 19 2000 Sam Lantinga <[email protected]>

+ 10 - 4
Engine/lib/sdl/SDL2.spec.in

@@ -1,7 +1,7 @@
 Summary: Simple DirectMedia Layer
 Name: SDL2
 Version: @SDL_VERSION@
-Release: 1
+Release: 2
 Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
 URL: http://www.libsdl.org/
 License: zlib
@@ -63,12 +63,12 @@ rm -rf $RPM_BUILD_ROOT
 
 %files
 %{__defattr}
-%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt
+%doc README*.txt COPYING.txt CREDITS.txt BUGS.txt
 %{_libdir}/lib*.%{__soext}.*
 
 %files devel
 %{__defattr}
-%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew
+%doc docs/README*.md
 %{_bindir}/*-config
 %{_libdir}/lib*.a
 %{_libdir}/lib*.la
@@ -78,13 +78,19 @@ rm -rf $RPM_BUILD_ROOT
 %{_datadir}/aclocal/*
 
 %changelog
+* Thu Jun 04 2015 Ryan C. Gordon <[email protected]>
+- Fixed README paths.
+
+* Sun Dec 07 2014 Simone Contini <[email protected]>
+- Fixed changelog date issue and docs filenames
+
 * Sun Jan 22 2012 Sam Lantinga <[email protected]>
 - Updated for SDL 2.0
 
 * Tue May 16 2006 Sam Lantinga <[email protected]>
 - Removed support for Darwin, due to build problems on ps2linux
 
-* Mon Jan 03 2004 Anders Bjorklund <[email protected]>
+* Sat Jan 03 2004 Anders Bjorklund <[email protected]>
 - Added support for Darwin, updated spec file
 
 * Wed Jan 19 2000 Sam Lantinga <[email protected]>

+ 4 - 6
Engine/lib/sdl/VisualC.html

@@ -22,8 +22,7 @@
 		<P>
 			There are different solution files for the various
 			versions of the IDE. Please use the appropiate version
-			2008, 2010 or 2012; the 2010EE and 2012EE files
-			should be used with the "Express Edition" releases.
+			2008, 2010, 2012 or 2013.
 		</P>
 		<P>
 			Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
@@ -111,8 +110,8 @@
 		</H3>
 		<P>
 			Now create the basic body of your project. The body of your program should take 
-			the following form: <CODE>
-				<PRE>
+			the following form:
+			<PRE><CODE>
 #include "SDL.h"
 
 int main( int argc, char* argv[] )
@@ -120,8 +119,7 @@ int main( int argc, char* argv[] )
   // Body of the program goes here.
   return 0;
 }
-</PRE>
-			</CODE>
+			</CODE></PRE>
 		<P></P>
 		<H3>
 			That's it!

+ 4 - 5
Engine/lib/sdl/VisualC/clean.sh

@@ -1,5 +1,4 @@
-find . -type d -name 'Debug' -exec rm -rv {} \;
-find . -type d -name 'Release' -exec rm -rv {} \;
-find . -type f -name '*.user' -exec rm -v {} \;
-find . -type f -name '*.ncb' -exec rm -v {} \;
-find . -type f -name '*.suo' -exec rm -v {} \;
+#!/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 {} \;

+ 91 - 0
Engine/lib/sdl/WhatsNew.txt

@@ -1,6 +1,97 @@
 
 This is a list of major changes in SDL's version history.
 
+---------------------------------------------------------------------------
+2.0.4:
+---------------------------------------------------------------------------
+
+General:
+* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
+* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
+* Added an API to queue audio instead of using the audio callback:
+    SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
+* Added events for audio device hot plug support:
+    SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
+* Added SDL_PointInRect()
+* Added SDL_HasAVX2() to detect CPUs with AVX2 support
+* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
+* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
+* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
+* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
+* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
+* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
+* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
+* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
+* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
+* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
+* Added a Vivante video driver that is used on various SoC platforms
+* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
+* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
+* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
+* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
+* Improved support for WAV and BMP files with unusual chunks in them
+* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
+* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
+* Added SDL_GetDisplayDPI() to get the DPI information for a display
+* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
+* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
+* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
+
+Windows:
+* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
+* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
+* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
+* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
+* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
+* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
+* SDL_SysWMinfo now contains the window HDC
+* Added support for Unicode command line options
+* Prevent beeping when Alt-key combos are pressed
+* SDL_SetTextInputRect() re-positions the OS-rendered IME
+* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
+* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
+
+Mac OS X:
+* Implemented drag-and-drop support
+* Improved joystick hot-plug detection
+* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
+* Fixed relative mouse mode when the application loses/regains focus
+* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
+* Fixed the refresh rate of display modes
+* SDL_SysWMInfo is now ARC-compatible
+* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
+
+Linux:
+* Enabled building with Mir and Wayland support by default.
+* Added IBus IME support
+* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
+* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
+* Added support for multiple audio devices when using Pulseaudio
+* Fixed duplicate mouse events when using relative mouse motion
+
+iOS:
+* Added support for iOS 8
+* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
+* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
+* Added native resolution support for the iPhone 6 Plus
+* Added support for MFi game controllers
+* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
+* Added sRGB OpenGL ES context support on iOS 7+
+* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
+* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
+* Fixed various rotation and orientation issues
+* Fixed memory leaks
+
+Android:
+* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
+* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
+* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
+* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
+
+Raspberry Pi:
+* Added support for the Raspberry Pi 2
+
+
 ---------------------------------------------------------------------------
 2.0.3:
 ---------------------------------------------------------------------------

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


+ 0 - 1019
Engine/lib/sdl/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj

@@ -1,1019 +0,0 @@
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Engine/lib/sdl/Xcode-iOS/Demos/Info.plist

@@ -1,30 +0,0 @@
-<?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.${PRODUCT_NAME:identifier}</string>
-	<key>CFBundleInfoDictionaryVersion</key>
-	<string>6.0</string>
-	<key>CFBundleName</key>
-	<string>${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>UISupportedInterfaceOrientations</key>
-	<array/>
-</dict>
-</plist>

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

@@ -1,43 +0,0 @@
-==============================================================================
-About the iPhone OS Demo Applications
-==============================================================================
-
-Demos.xcodeproj contains several targets for iPhone oriented SDL demos.  These demos are written strictly using SDL 1.3 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.  To run them on your favorite platform, you may wish to set the macros SCREEN_WIDTH and SCREEN_HEIGHT, located in common.h.
-
-Common files:
-
-	common.c and common.h contain code common to all demo applications.  This includes macros about the screen dimensions (in pixels), 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_RenderFill.  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


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

@@ -1,258 +0,0 @@
-  __            _                    _    
- / _|          | |                  | |   
-| |_ ___  _ __ | |_ _ __   __ _  ___| | __
-|  _/ _ \| '_ \| __| '_ \ / _` |/ __| |/ /
-| || (_) | | | | |_| |_) | (_| | (__|   < 
-|_| \___/|_| |_|\__| .__/ \__,_|\___|_|\_\
-                   | |                    
-                   |_|                              
-----------------------------------------------------------------------
-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 
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-

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Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav


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Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_china.wav


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Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav


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Engine/lib/sdl/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav


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Engine/lib/sdl/Xcode-iOS/Demos/data/ship.bmp


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Engine/lib/sdl/Xcode-iOS/Demos/data/space.bmp


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Engine/lib/sdl/Xcode-iOS/Demos/data/stroke.bmp


+ 0 - 239
Engine/lib/sdl/Xcode-iOS/Demos/src/accelerometer.c

@@ -1,239 +0,0 @@
-/*
- *  accelerometer.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#include "SDL.h"
-#include "math.h"
-#include "common.h"
-
-#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
-#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)
-{
-
-
-    /* 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 *
-        MILLESECONDS_PER_FRAME;
-    shipData.vy +=
-        ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
-        MILLESECONDS_PER_FRAME;
-
-    float 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 * MILLESECONDS_PER_FRAME > 0) {
-            /* apply friction */
-            shipData.vx -= dirx * FRICTION * MILLESECONDS_PER_FRAME;
-            shipData.vy -= diry * FRICTION * MILLESECONDS_PER_FRAME;
-        } 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 * MILLESECONDS_PER_FRAME;
-    shipData.y += shipData.vy * MILLESECONDS_PER_FRAME;
-
-    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;
-    Uint32 startFrame;          /* time frame began to process */
-    Uint32 endFrame;            /* time frame ended processing */
-    Sint32 delay;               /* time to pause waiting to draw next frame */
-    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, SCREEN_WIDTH, SCREEN_HEIGHT,
-                                SDL_WINDOW_OPENGL |
-                                SDL_WINDOW_FULLSCREEN);
-    renderer = SDL_CreateRenderer(window, 0, 0);
-    
-    SDL_GetWindowSize(window, &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) {
-        startFrame = SDL_GetTicks();
-        SDL_Event event;
-        while (SDL_PollEvent(&event)) {
-            if (event.type == SDL_QUIT) {
-                done = 1;
-            }
-        }
-        render(renderer, w, h);
-        endFrame = SDL_GetTicks();
-
-        /* figure out how much time we have left, and then sleep */
-        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
-        if (delay < 0) {
-            delay = 0;
-        } else if (delay > MILLESECONDS_PER_FRAME) {
-            delay = MILLESECONDS_PER_FRAME;
-        }
-        SDL_Delay(delay);
-    }
-
-    /* delete textures */
-    SDL_DestroyTexture(ship);
-    SDL_DestroyTexture(space);
-
-    /* shutdown SDL */
-    SDL_Quit();
-
-    return 0;
-
-}

+ 0 - 36
Engine/lib/sdl/Xcode-iOS/Demos/src/common.c

@@ -1,36 +0,0 @@
-/*
- *  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());
-    exit(1);
-}

+ 0 - 12
Engine/lib/sdl/Xcode-iOS/Demos/src/common.h

@@ -1,12 +0,0 @@
-/*
- *  common.h
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#define SCREEN_WIDTH 320
-#define SCREEN_HEIGHT 480
-
-extern int randomInt(int min, int max);
-extern float randomFloat(float min, float max);
-extern void fatalError(const char *string);

+ 0 - 475
Engine/lib/sdl/Xcode-iOS/Demos/src/fireworks.c

@@ -1,475 +0,0 @@
-/*
- *  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 MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
-#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 ? */
-/*
-    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(void);
-
-/*  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 MILLESECONDS_PER_FRAME
-*/
-void
-stepParticles(void)
-{
-    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 * MILLESECONDS_PER_FRAME;
-            curr->xvel += 0.0f;
-            curr->y += curr->yvel * MILLESECONDS_PER_FRAME;
-            curr->x += curr->xvel * MILLESECONDS_PER_FRAME;
-
-            /* 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 * MILLESECONDS_PER_FRAME < speed) {
-                    float normx = curr->xvel / speed;
-                    float normy = curr->yvel / speed;
-                    curr->xvel -=
-                        normx * WIND_RESISTANCE * MILLESECONDS_PER_FRAME;
-                    curr->yvel -=
-                        normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME;
-                } else {
-                    curr->xvel = curr->yvel = 0;        /* stop particle */
-                }
-
-                if (curr->color[3] <= MILLESECONDS_PER_FRAME * 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] -= MILLESECONDS_PER_FRAME * 0.1275f;
-                }
-
-                /* if we're a dust particle, shrink our size */
-                if (curr->type == dust)
-                    curr->size -= MILLESECONDS_PER_FRAME * 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 = 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;
-        /* 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;
-    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;
-    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 w, h;
-    Uint32 startFrame;          /* time frame began to process */
-    Uint32 endFrame;            /* time frame ended processing */
-    Uint32 delay;               /* time to pause waiting to draw next frame */
-    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);
-
-    /* create main window and renderer */
-    window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
-                                SDL_WINDOW_OPENGL |
-                                SDL_WINDOW_BORDERLESS);
-    context = SDL_GL_CreateContext(window);
-
-    /* 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();
-
-    SDL_GetWindowSize(window, &screen_w, &screen_h);
-    glViewport(0, 0, screen_w, screen_h);
-
-    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);
-    }
-
-    done = 0;
-    /* enter main loop */
-    while (!done) {
-        startFrame = SDL_GetTicks();
-        SDL_Event event;
-        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();
-        drawParticles();
-        SDL_GL_SwapWindow(window);
-        endFrame = SDL_GetTicks();
-
-        /* figure out how much time we have left, and then sleep */
-        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
-        if (delay > MILLESECONDS_PER_FRAME) {
-            delay = MILLESECONDS_PER_FRAME;
-        }
-        if (delay > 0) {
-            SDL_Delay(delay);
-        }
-    }
-
-    /* delete textures */
-    glDeleteTextures(1, &particleTextureID);
-    /* shutdown SDL */
-    SDL_Quit();
-
-    return 0;
-}

+ 0 - 177
Engine/lib/sdl/Xcode-iOS/Demos/src/happy.c

@@ -1,177 +0,0 @@
-/*
- *  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 MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
-#define HAPPY_FACE_SIZE 32      /* width and height of happyface (pixels) */
-
-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()
-{
-    int i;
-    for (i = 0; i < NUM_HAPPY_FACES; i++) {
-        faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE);
-        faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE);
-        faces[i].xvel = randomFloat(-0.1f, 0.1f);
-        faces[i].yvel = randomFloat(-0.1f, 0.1f);
-    }
-}
-
-void
-render(SDL_Renderer *renderer)
-{
-
-    int i;
-    SDL_Rect srcRect;
-    SDL_Rect dstRect;
-
-    /* setup boundaries for happyface bouncing */
-    Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE;
-    Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE;
-    Uint16 minx = 0;
-    Uint16 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 * MILLESECONDS_PER_FRAME;
-        faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
-        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;
-    Uint32 startFrame;
-    Uint32 endFrame;
-    Uint32 delay;
-    int done;
-
-    /* initialize SDL */
-    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
-        fatalError("Could not initialize SDL");
-    }
-    window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
-                                SDL_WINDOW_OPENGL |
-                                SDL_WINDOW_BORDERLESS);
-
-    renderer = SDL_CreateRenderer(window, -1, 0);
-
-    initializeTexture(renderer);
-    initializeHappyFaces();
-
-    /* main loop */
-    done = 0;
-    while (!done) {
-        startFrame = SDL_GetTicks();
-        SDL_Event event;
-        while (SDL_PollEvent(&event)) {
-            if (event.type == SDL_QUIT) {
-                done = 1;
-            }
-        }
-        render(renderer);
-        endFrame = SDL_GetTicks();
-
-        /* figure out how much time we have left, and then sleep */
-        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
-        if (delay < 0) {
-            delay = 0;
-        } else if (delay > MILLESECONDS_PER_FRAME) {
-            delay = MILLESECONDS_PER_FRAME;
-        }
-        SDL_Delay(delay);
-    }
-
-    /* cleanup */
-    SDL_DestroyTexture(texture);
-    /* shutdown SDL */
-    SDL_Quit();
-
-    return 0;
-
-}

+ 0 - 310
Engine/lib/sdl/Xcode-iOS/Demos/src/keyboard.c

@@ -1,310 +0,0 @@
-/*
- *  keyboard.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#import "SDL.h"
-#import "common.h"
-
-#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 */
-
-static SDL_Texture *texture; /* texture where we'll hold our font */
-
-/* function declarations */
-void cleanup(void);
-void drawBlank(int x, int y);
-
-static SDL_Renderer *renderer;
-static int numChars = 0;        /* number of characters we've typed so far */
-static SDL_bool lastCharWasColon = 0;   /* we use this to detect sequences such as :) */
-static SDL_Color bg_color = { 50, 50, 100, 255 };       /* color of background */
-
-/* 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
-keyToIndex(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 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 = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN;
-    int line_separation = 5;    /* pixels between each line */
-    *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
-    *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
-        y_padding;
-}
-
-void
-drawIndex(int index)
-{
-    int x, y;
-    getPositionForCharNumber(numChars, &x, &y);
-    SDL_Rect srcRect =
-        { GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
-    SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
-    drawBlank(x, y);
-    SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
-}
-
-/*  draws the cursor icon at the current end position of the text */
-void
-drawCursor(void)
-{
-    drawIndex(29);              /* cursor is at index 29 in the bitmap font */
-}
-
-/* paints over a glyph sized region with the background color
-   in effect it erases the area
-*/
-void
-drawBlank(int x, int y)
-{
-    SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
-    SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
-    SDL_RenderFillRect(renderer, &rect);
-}
-
-/* moves backwards one character, erasing the last one put down */
-void
-backspace(void)
-{
-    int x, y;
-    if (numChars > 0) {
-        getPositionForCharNumber(numChars, &x, &y);
-        drawBlank(x, y);
-        numChars--;
-        getPositionForCharNumber(numChars, &x, &y);
-        drawBlank(x, y);
-        drawCursor();
-    }
-}
-
-/* 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;
-    }
-}
-
-int
-main(int argc, char *argv[])
-{
-
-    int index;                  /* index of last key we pushed in the bitmap font */
-    SDL_Window *window;
-    SDL_Event event;            /* last event received */
-    SDL_Keymod mod;             /* key modifiers of last key we pushed */
-    SDL_Scancode scancode;      /* scancode of last key we pushed */
-
-    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
-        printf("Error initializing SDL: %s", SDL_GetError());
-    }
-    /* create window */
-    window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
-    /* create renderer */
-    renderer = SDL_CreateRenderer(window, -1, 0);
-
-    /* load up our font */
-    loadFont();
-
-    /* draw the background, we'll just paint over it */
-    SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
-    SDL_RenderFillRect(renderer, NULL);
-    SDL_RenderPresent(renderer);
-
-    int done = 0;
-    /* loop till we get SDL_Quit */
-    while (SDL_WaitEvent(&event)) {
-        switch (event.type) {
-        case SDL_QUIT:
-            done = 1;
-            break;
-        case SDL_KEYDOWN:
-            index = keyToIndex(event.key.keysym);
-            scancode = event.key.keysym.scancode;
-            mod = event.key.keysym.mod;
-            if (scancode == SDL_SCANCODE_DELETE) {
-                /* if user hit delete, delete the last character */
-                backspace();
-                lastCharWasColon = 0;
-            } else if (lastCharWasColon && scancode == SDL_SCANCODE_0
-                       && (mod & KMOD_SHIFT)) {
-                /* if our last key was a colon and this one is a close paren, the make a hoppy face */
-                backspace();
-                drawIndex(32);  /* index for happy face */
-                numChars++;
-                drawCursor();
-                lastCharWasColon = 0;
-            } else if (index != -1) {
-                /* if we aren't doing a happy face, then just draw the normal character */
-                drawIndex(index);
-                numChars++;
-                drawCursor();
-                lastCharWasColon =
-                    (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
-                     && (event.key.keysym.mod & KMOD_SHIFT));
-            }
-            /* check if the key was a colon */
-            /* draw our updates to the screen */
-            SDL_RenderPresent(renderer);
-            break;
-        case SDL_MOUSEBUTTONUP:
-            /*      mouse up toggles onscreen keyboard visibility */
-            if (SDL_IsTextInputActive()) {
-                SDL_StopTextInput();
-            } else {
-                SDL_StartTextInput();
-            }
-            break;
-        }
-    }
-    cleanup();
-    return 0;
-}
-
-/* clean up after ourselves like a good kiddy */
-void
-cleanup(void)
-{
-    SDL_DestroyTexture(texture);
-    SDL_Quit();
-}

+ 0 - 353
Engine/lib/sdl/Xcode-iOS/Demos/src/mixer.c

@@ -1,353 +0,0 @@
-/*
- *  mixer.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#import "SDL.h"
-#import "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 */
-#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
-
-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();
-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()
-{
-
-    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 */
-
-    buttonRect.x = spacing;
-    buttonRect.y = spacing;
-    buttonRect.w = SCREEN_WIDTH - 2 * spacing;
-    buttonRect.h = (SCREEN_HEIGHT - (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, 150);
-
-        /* 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;
-    Uint32 startFrame;          /* holds when frame started processing */
-    Uint32 endFrame;            /* holds when frame ended processing */
-    Uint32 delay;               /* calculated delay, how long should we wait before next frame? */
-
-    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
-        fatalError("could not initialize SDL");
-    }
-    window =
-        SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
-                         SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
-    renderer = SDL_CreateRenderer(window, 0, 0);
-
-    /* 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();
-
-    /* enter main loop */
-    done = 0;
-    while (!done) {
-        startFrame = SDL_GetTicks();
-        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 */
-        endFrame = SDL_GetTicks();
-
-        /* figure out how much time we have left, and then sleep */
-        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
-        if (delay < 0) {
-            delay = 0;
-        } else if (delay > MILLESECONDS_PER_FRAME) {
-            delay = MILLESECONDS_PER_FRAME;
-        }
-        SDL_Delay(delay);
-    }
-
-    /* cleanup code, let's free up those sound buffers */
-    int i;
-    for (i = 0; i < NUM_DRUMS; i++) {
-        SDL_free(drums[i].buffer);
-    }
-    /* let SDL do its exit code */
-    SDL_Quit();
-
-    return 0;
-}

+ 0 - 81
Engine/lib/sdl/Xcode-iOS/Demos/src/rectangles.c

@@ -1,81 +0,0 @@
-/*
- *  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;
-    /*  Come up with a random rectangle */
-    SDL_Rect rect;
-    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);
-
-    /*  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[])
-{
-    if (SDL_Init(SDL_INIT_VIDEO/* | SDL_INIT_AUDIO */) < 0)
-    {
-        printf("Unable to initialize SDL");
-    }
-    
-    SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
-    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
-    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-    
-    int landscape = 1;
-    int modes = SDL_GetNumDisplayModes(0);
-    int sx = 0, sy = 0;
-    for (int i = 0; i < modes; i++)
-    {
-        SDL_DisplayMode mode;
-        SDL_GetDisplayMode(0, i, &mode);
-        if (landscape ? mode.w > sx : mode.h > sy)
-        {
-            sx = mode.w;
-            sy = mode.h;
-        }
-    }
-    
-    printf("picked: %d %d\n", sx, sy);
-    
-    SDL_Window *_sdl_window = NULL;
-    SDL_GLContext _sdl_context = NULL;
-    
-    _sdl_window = SDL_CreateWindow("fred",
-                                   0, 0,
-                                   sx, sy,
-                                   SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
-    
-    SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight");
-    
-    int ax = 0, ay = 0;
-    SDL_GetWindowSize(_sdl_window, &ax, &ay);
-    
-    printf("given: %d %d\n", ax, ay);
-
-    return 0;
-}

+ 0 - 125
Engine/lib/sdl/Xcode-iOS/Demos/src/touch.c

@@ -1,125 +0,0 @@
-/*
- *  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 */
-
-    dstRect.w = BRUSH_SIZE;
-    dstRect.h = BRUSH_SIZE;
-
-    /* setup x and y for the location of the first sprite */
-    float x = startx - BRUSH_SIZE / 2.0f;
-    float y = starty - BRUSH_SIZE / 2.0f;
-
-    int i;
-    /* 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? */
-
-    /* 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, SCREEN_WIDTH, SCREEN_HEIGHT,
-                                SDL_WINDOW_OPENGL |
-                                SDL_WINDOW_BORDERLESS);
-    renderer = SDL_CreateRenderer(window, 0, 0);
-
-    /* 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;
-}

+ 0 - 1335
Engine/lib/sdl/Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj

@@ -1,1335 +0,0 @@
-// !$*UTF8*$!
-{
-	archiveVersion = 1;
-	classes = {
-	};
-	objectVersion = 46;
-	objects = {
-
-/* Begin PBXAggregateTarget section */
-		00B4F48B12F6A69C0084EC00 /* PrepareXcodeProjectTemplate */ = {
-			isa = PBXAggregateTarget;
-			buildConfigurationList = 00B4F48E12F6A6BA0084EC00 /* Build configuration list for PBXAggregateTarget "PrepareXcodeProjectTemplate" */;
-			buildPhases = (
-				00B4F48A12F6A69C0084EC00 /* ShellScript */,
-			);
-			dependencies = (
-			);
-			name = PrepareXcodeProjectTemplate;
-			productName = PrepareXcodeProjectTemplate;
-		};
-/* End PBXAggregateTarget section */
-
-/* Begin PBXBuildFile section */
-		006E9888119552DD001DE610 /* SDL_rwopsbundlesupport.h in Headers */ = {isa = PBXBuildFile; fileRef = 006E9886119552DD001DE610 /* SDL_rwopsbundlesupport.h */; };
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+ 0 - 98
Engine/lib/sdl/Xcode-iOS/Template/SDL iOS Application/main.c

@@ -1,98 +0,0 @@
-/*
- *  rectangles.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#include "SDL.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)
-{
-
-    Uint8 r, g, b;
-
-    /* Clear the screen */
-    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
-    SDL_RenderClear(renderer);
-
-    /*  Come up with a random rectangle */
-    SDL_Rect rect;
-    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;
-}

+ 0 - 28
Engine/lib/sdl/Xcode-iOS/Test/Info.plist

@@ -1,28 +0,0 @@
-<?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.${PRODUCT_NAME:identifier}</string>
-	<key>CFBundleInfoDictionaryVersion</key>
-	<string>6.0</string>
-	<key>CFBundleName</key>
-	<string>${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>
-</dict>
-</plist>

+ 0 - 22
Engine/lib/sdl/Xcode-iOS/Test/README

@@ -1,22 +0,0 @@
-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:
-
-testalpha:
-	Program crashes.  Problem appears to effect Mac OS X as well.
-
-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.
-
-testpalette:
-	"SDL error: blitting boat: Blit combination not supported."  Happens on Mac OS X as well.
-
-testsprite2: 
-	SDL_CreateTextureFromSurface requests an ARGB pixel format, but iPhone's SDL video driver only supports ABGR.
-
-testwin:
-	Behaves as it does under Mac OS X ... not sure if that is correctly or not.
-
-threadwin:
-	Works if -threaded is not on.  Otherwise it doesn't work, but this is true under Mac OS X as well.

+ 0 - 2267
Engine/lib/sdl/Xcode-iOS/Test/TestiPhoneOS.xcodeproj/project.pbxproj

@@ -1,2267 +0,0 @@
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+		AAC070F7195606770073DCDF /* SDL_opengles2_gl2platform.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_opengles2_gl2platform.h; sourceTree = "<group>"; };
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 /* Begin PBXFrameworksBuildPhase section */
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-				007317AE0858DECD00B2BC32 /* OpenGL.framework in Frameworks */,
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+				AAC070F7195606770073DCDF /* SDL_opengles2_gl2platform.h */,
+				AAC070F8195606770073DCDF /* SDL_opengles2_khrplatform.h */,
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 				AA7558291595D4D800BBD41B /* SDL_main.h in Headers */,
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 				AA75582B1595D4D800BBD41B /* SDL_mouse.h in Headers */,
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 				AA75584F1595D4D800BBD41B /* SDL_system.h in Headers */,
 				AA7558511595D4D800BBD41B /* SDL_syswm.h in Headers */,
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 				AA7558531595D4D800BBD41B /* SDL_thread.h in Headers */,
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 				04BD024312E6671800899322 /* SDL_audio_c.h in Headers */,
 				04BD024612E6671800899322 /* SDL_audiodev_c.h in Headers */,
+				AAC070FD195606770073DCDF /* SDL_opengles2_gl2.h in Headers */,
 				04BD024712E6671800899322 /* SDL_audiomem.h in Headers */,
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 				04BD031712E6671800899322 /* SDL_cocoaopengl.h in Headers */,
 				04BD031912E6671800899322 /* SDL_cocoashape.h in Headers */,
+				AAC07103195606770073DCDF /* SDL_opengles2_gl2platform.h in Headers */,
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 				04BD031D12E6671800899322 /* SDL_cocoawindow.h in Headers */,
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 				04BD040D12E6671800899322 /* SDL_x11touch.h in Headers */,
 				04BD040F12E6671800899322 /* SDL_x11video.h in Headers */,
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 				DB313FF217554B71006C0E22 /* SDL_syswm.h in Headers */,
+				AAC070FB195606770073DCDF /* SDL_opengl_glext.h in Headers */,
 				DB313FF317554B71006C0E22 /* SDL_thread.h in Headers */,
 				DB313FF417554B71006C0E22 /* SDL_timer.h in Headers */,
 				DB313FF517554B71006C0E22 /* SDL_touch.h in Headers */,
@@ -2135,6 +2150,7 @@
 				DB313F7617554B71006C0E22 /* SDL_coreaudio.h in Headers */,
 				DB313F7717554B71006C0E22 /* SDL_audio_c.h in Headers */,
 				DB313F7817554B71006C0E22 /* SDL_audiodev_c.h in Headers */,
+				AAC070FE195606770073DCDF /* SDL_opengles2_gl2.h in Headers */,
 				DB313F7917554B71006C0E22 /* SDL_audiomem.h in Headers */,
 				DB313F7A17554B71006C0E22 /* SDL_sysaudio.h in Headers */,
 				DB313F7B17554B71006C0E22 /* SDL_wave.h in Headers */,
@@ -2172,6 +2188,7 @@
 				DB313F9B17554B71006C0E22 /* SDL_cocoamouse.h in Headers */,
 				DB313F9C17554B71006C0E22 /* SDL_cocoaopengl.h in Headers */,
 				DB313F9D17554B71006C0E22 /* SDL_cocoashape.h in Headers */,
+				AAC07104195606770073DCDF /* SDL_opengles2_gl2platform.h in Headers */,
 				DB313F9E17554B71006C0E22 /* SDL_cocoavideo.h in Headers */,
 				DB313F9F17554B71006C0E22 /* SDL_cocoawindow.h in Headers */,
 				DB313FA017554B71006C0E22 /* SDL_nullevents_c.h in Headers */,
@@ -2197,6 +2214,7 @@
 				DB313FB417554B71006C0E22 /* SDL_x11sym.h in Headers */,
 				DB313FB517554B71006C0E22 /* SDL_x11touch.h in Headers */,
 				DB313FB617554B71006C0E22 /* SDL_x11video.h in Headers */,
+				AAC07101195606770073DCDF /* SDL_opengles2_gl2ext.h in Headers */,
 				DB313FB717554B71006C0E22 /* SDL_x11window.h in Headers */,
 				DB313FB817554B71006C0E22 /* SDL_sysrender.h in Headers */,
 				DB313FB917554B71006C0E22 /* mmx.h in Headers */,
@@ -2230,7 +2248,6 @@
 				BECDF62A0761BA81005FE872 /* Resources */,
 				BECDF62C0761BA81005FE872 /* Sources */,
 				BECDF6680761BA81005FE872 /* Frameworks */,
-				AA5C3FDC17A8C58600D6C8A1 /* Sign Frameworks */,
 			);
 			buildRules = (
 			);
@@ -2306,7 +2323,15 @@
 		0867D690FE84028FC02AAC07 /* Project object */ = {
 			isa = PBXProject;
 			attributes = {
-				LastUpgradeCheck = 0420;
+				LastUpgradeCheck = 0630;
+				TargetAttributes = {
+					BECDF5FE0761BA81005FE872 = {
+						DevelopmentTeam = EH385AYQ6F;
+					};
+					BECDF6BB0761BA81005FE872 = {
+						DevelopmentTeam = EH385AYQ6F;
+					};
+				};
 			};
 			buildConfigurationList = 0073178E0858DB0500B2BC32 /* Build configuration list for PBXProject "SDL" */;
 			compatibilityVersion = "Xcode 3.2";
@@ -2359,20 +2384,6 @@
 /* End PBXRezBuildPhase section */
 
 /* Begin PBXShellScriptBuildPhase section */
-		AA5C3FDC17A8C58600D6C8A1 /* Sign Frameworks */ = {
-			isa = PBXShellScriptBuildPhase;
-			buildActionMask = 2147483647;
-			files = (
-			);
-			inputPaths = (
-			);
-			name = "Sign Frameworks";
-			outputPaths = (
-			);
-			runOnlyForDeploymentPostprocessing = 0;
-			shellPath = /bin/sh;
-			shellScript = "if [ \"$USER\" = \"slouken\" ]; then\n    CODE_SIGN_IDENTITY=\"Mac Developer: Sam Lantinga (84TP7N5TA4)\" pkg-support/codesign-frameworks.sh || exit 1\nfi";
-		};
 		BECDF6BD0761BA81005FE872 /* ShellScript */ = {
 			isa = PBXShellScriptBuildPhase;
 			buildActionMask = 12;
@@ -2380,7 +2391,7 @@
 			);
 			runOnlyForDeploymentPostprocessing = 0;
 			shellPath = /bin/sh;
-			shellScript = "# clean up the framework, remove headers, extra files\nmkdir -p build/dmg-tmp\nxcrun CpMac -r $TARGET_BUILD_DIR/SDL2.framework build/dmg-tmp/\n\ncp pkg-support/resources/License.txt build/dmg-tmp\ncp pkg-support/resources/ReadMe.txt build/dmg-tmp\n\n# remove the .DS_Store files if any (we may want to provide one in the future for fancy .dmgs)\nfind build/dmg-tmp -name .DS_Store -exec rm -f \"{}\" \\;\n\n# for fancy .dmg\nmkdir -p build/dmg-tmp/.logo\ncp pkg-support/resources/SDL_DS_Store build/dmg-tmp/.DS_Store\ncp pkg-support/sdl_logo.pdf build/dmg-tmp/.logo\n\n# create the dmg\nhdiutil create -ov -fs HFS+ -volname SDL2 -srcfolder build/dmg-tmp build/SDL2.dmg\n\n# clean up\nrm -rf build/dmg-tmp";
+			shellScript = "# Sign framework\nif [ \"$SDL_CODESIGN_IDENTITY\" != \"\" ]; then\n    codesign --force --deep --sign \"$SDL_CODESIGN_IDENTITY\" $TARGET_BUILD_DIR/SDL2.framework/Versions/A\nfi\n\n# clean up the framework, remove headers, extra files\nmkdir -p build/dmg-tmp\nxcrun CpMac -r $TARGET_BUILD_DIR/SDL2.framework build/dmg-tmp/\n\ncp pkg-support/resources/License.txt build/dmg-tmp\ncp pkg-support/resources/ReadMe.txt build/dmg-tmp\n\n# remove the .DS_Store files if any (we may want to provide one in the future for fancy .dmgs)\nfind build/dmg-tmp -name .DS_Store -exec rm -f \"{}\" \\;\n\n# for fancy .dmg\nmkdir -p build/dmg-tmp/.logo\ncp pkg-support/resources/SDL_DS_Store build/dmg-tmp/.DS_Store\ncp pkg-support/sdl_logo.pdf build/dmg-tmp/.logo\n\n# create the dmg\nhdiutil create -ov -fs HFS+ -volname SDL2 -srcfolder build/dmg-tmp build/SDL2.dmg\n\n# clean up\nrm -rf build/dmg-tmp";
 		};
 /* End PBXShellScriptBuildPhase section */
 
@@ -2756,7 +2767,6 @@
 		00CFA621106A567900758660 /* Release */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
-				ARCHS = "$(ARCHS_STANDARD_32_64_BIT)";
 				DEPLOYMENT_POSTPROCESSING = YES;
 				GCC_ALTIVEC_EXTENSIONS = YES;
 				GCC_AUTO_VECTORIZATION = YES;
@@ -2773,14 +2783,17 @@
 		00CFA622106A567900758660 /* Release */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
+				CLANG_LINK_OBJC_RUNTIME = NO;
+				COMBINE_HIDPI_IMAGES = YES;
 				DYLIB_COMPATIBILITY_VERSION = 1.0.0;
-				DYLIB_CURRENT_VERSION = 3.1.0;
+				DYLIB_CURRENT_VERSION = 5.0.0;
 				FRAMEWORK_VERSION = A;
 				HEADER_SEARCH_PATHS = /usr/X11R6/include;
 				INFOPLIST_FILE = "Info-Framework.plist";
 				INSTALL_PATH = "@rpath";
 				OTHER_LDFLAGS = "-liconv";
 				PRODUCT_NAME = SDL2;
+				PROVISIONING_PROFILE = "";
 				WRAPPER_EXTENSION = framework;
 			};
 			name = Release;
@@ -2788,6 +2801,7 @@
 		00CFA623106A567900758660 /* Release */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
+				COMBINE_HIDPI_IMAGES = YES;
 				GCC_PREPROCESSOR_DEFINITIONS = (
 					"$(GCC_PREPROCESSOR_DEFINITIONS)",
 					"$(GCC_PREPROCESSOR_DEFINITIONS_QUOTED_1)",
@@ -2806,19 +2820,20 @@
 			isa = XCBuildConfiguration;
 			buildSettings = {
 				PRODUCT_NAME = "Standard DMG";
+				PROVISIONING_PROFILE = "";
 			};
 			name = Release;
 		};
 		00CFA627106A568900758660 /* Debug */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
-				ARCHS = "$(ARCHS_STANDARD_32_64_BIT)";
 				GCC_ALTIVEC_EXTENSIONS = YES;
 				GCC_AUTO_VECTORIZATION = YES;
 				GCC_ENABLE_SSE3_EXTENSIONS = YES;
 				GCC_OPTIMIZATION_LEVEL = 0;
 				GCC_SYMBOLS_PRIVATE_EXTERN = YES;
 				MACOSX_DEPLOYMENT_TARGET = 10.5;
+				ONLY_ACTIVE_ARCH = YES;
 				SDKROOT = macosx;
 				STRIP_INSTALLED_PRODUCT = NO;
 			};
@@ -2827,14 +2842,17 @@
 		00CFA628106A568900758660 /* Debug */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
+				CLANG_LINK_OBJC_RUNTIME = NO;
+				COMBINE_HIDPI_IMAGES = YES;
 				DYLIB_COMPATIBILITY_VERSION = 1.0.0;
-				DYLIB_CURRENT_VERSION = 3.1.0;
+				DYLIB_CURRENT_VERSION = 5.0.0;
 				FRAMEWORK_VERSION = A;
 				HEADER_SEARCH_PATHS = /usr/X11R6/include;
 				INFOPLIST_FILE = "Info-Framework.plist";
 				INSTALL_PATH = "@rpath";
 				OTHER_LDFLAGS = "-liconv";
 				PRODUCT_NAME = SDL2;
+				PROVISIONING_PROFILE = "";
 				WRAPPER_EXTENSION = framework;
 			};
 			name = Debug;
@@ -2842,6 +2860,7 @@
 		00CFA629106A568900758660 /* Debug */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
+				COMBINE_HIDPI_IMAGES = YES;
 				GCC_PREPROCESSOR_DEFINITIONS = (
 					"$(GCC_PREPROCESSOR_DEFINITIONS)",
 					"$(GCC_PREPROCESSOR_DEFINITIONS_QUOTED_1)",
@@ -2860,12 +2879,14 @@
 			isa = XCBuildConfiguration;
 			buildSettings = {
 				PRODUCT_NAME = "Standard DMG";
+				PROVISIONING_PROFILE = "";
 			};
 			name = Debug;
 		};
 		DB31407517554B71006C0E22 /* Debug */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
+				COMBINE_HIDPI_IMAGES = YES;
 				EXECUTABLE_PREFIX = lib;
 				GCC_PREPROCESSOR_DEFINITIONS = (
 					"$(GCC_PREPROCESSOR_DEFINITIONS)",
@@ -2885,6 +2906,7 @@
 		DB31407617554B71006C0E22 /* Release */ = {
 			isa = XCBuildConfiguration;
 			buildSettings = {
+				COMBINE_HIDPI_IMAGES = YES;
 				EXECUTABLE_PREFIX = lib;
 				GCC_PREPROCESSOR_DEFINITIONS = (
 					"$(GCC_PREPROCESSOR_DEFINITIONS)",

+ 0 - 43
Engine/lib/sdl/Xcode/SDL/pkg-support/codesign-frameworks.sh

@@ -1,43 +0,0 @@
-#!/bin/sh
-
-# WARNING: You may have to run Clean in Xcode after changing CODE_SIGN_IDENTITY! 
-
-# Verify that $CODE_SIGN_IDENTITY is set
-if [ -z "$CODE_SIGN_IDENTITY" ] ; then
-    echo "CODE_SIGN_IDENTITY needs to be non-empty for codesigning frameworks!"
-
-    if [ "$CONFIGURATION" = "Release" ] ; then
-        exit 1
-    else
-        # Codesigning is optional for non-release builds.
-        exit 0
-    fi
-fi
-
-SAVEIFS=$IFS
-IFS=$(echo -en "\n\b")
-
-FRAMEWORK_DIR="${TARGET_BUILD_DIR}"
-
-# Loop through all frameworks
-FRAMEWORKS=`find "${FRAMEWORK_DIR}" -type d -name "*.framework" | sed -e "s/\(.*\)/\1\/Versions\/A\//"`
-RESULT=$?
-if [[ $RESULT != 0 ]] ; then
-    exit 1
-fi
-
-echo "Found:"
-echo "${FRAMEWORKS}"
-
-for FRAMEWORK in $FRAMEWORKS;
-do
-    echo "Signing '${FRAMEWORK}'"
-    `codesign -f -v -s "${CODE_SIGN_IDENTITY}" "${FRAMEWORK}"`
-    RESULT=$?
-    if [[ $RESULT != 0 ]] ; then
-        exit 1
-    fi
-done
-
-# restore $IFS
-IFS=$SAVEIFS

+ 1 - 1
Engine/lib/sdl/Xcode/SDL/pkg-support/resources/License.txt

@@ -1,6 +1,6 @@
 
 Simple DirectMedia Layer
-Copyright (C) 1997-2014 Sam Lantinga <[email protected]>
+Copyright (C) 1997-2016 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

File diff suppressed because it is too large
+ 130 - 99
Engine/lib/sdl/Xcode/SDLTest/SDLTest.xcodeproj/project.pbxproj


+ 12 - 5
Engine/lib/sdl/acinclude/libtool.m4

@@ -2186,13 +2186,20 @@ if test "$GCC" = yes; then
     ;;
   esac
   # Ok, now we have the path, separated by spaces, we can step through it
-  # and add multilib dir if necessary.
+  # and add multilib dir if necessary...
   lt_tmp_lt_search_path_spec=
-  lt_multi_os_dir=`$CC $CPPFLAGS $CFLAGS $LDFLAGS -print-multi-os-directory 2>/dev/null`
+  lt_multi_os_dir=/`$CC $CPPFLAGS $CFLAGS $LDFLAGS -print-multi-os-directory 2>/dev/null`
+  # ...but if some path already ends with the multilib dir we assume
+  # that all is fine and trust -print-search-dirs as is (GCC 4.2 or newer).
+  case "$lt_multi_os_dir; $lt_search_path_spec " in
+  "/; "* | "/.; "* | "/./; "* | *"$lt_multi_os_dir "* | *"$lt_multi_os_dir/ "*)
+    lt_multi_os_dir=
+    ;;
+  esac
   for lt_sys_path in $lt_search_path_spec; do
-    if test -d "$lt_sys_path/$lt_multi_os_dir"; then
-      lt_tmp_lt_search_path_spec="$lt_tmp_lt_search_path_spec $lt_sys_path/$lt_multi_os_dir"
-    else
+    if test -d "$lt_sys_path$lt_multi_os_dir"; then
+      lt_tmp_lt_search_path_spec="$lt_tmp_lt_search_path_spec $lt_sys_path$lt_multi_os_dir"
+    elif test -n "$lt_multi_os_dir"; then
       test -d "$lt_sys_path" && \
 	lt_tmp_lt_search_path_spec="$lt_tmp_lt_search_path_spec $lt_sys_path"
     fi

+ 0 - 44
Engine/lib/sdl/android-project/AndroidManifest.xml

@@ -1,44 +0,0 @@
-<?xml version="1.0" encoding="utf-8"?>
-<!-- Replace org.libsdl.app with the identifier of your game below, e.g.
-     com.gamemaker.game
--->
-<manifest xmlns:android="http://schemas.android.com/apk/res/android"
-      package="org.libsdl.app"
-      android:versionCode="1"
-      android:versionName="1.0"
-      android:installLocation="auto">
-
-    <!-- Create a Java class extending SDLActivity and place it in a
-         directory under src matching the package, e.g.
-         	src/com/gamemaker/game/MyGame.java
-
-         then replace "SDLActivity" with the name of your class (e.g. "MyGame")
-         in the XML below.
-
-         An example Java class can be found in README-android.txt
-    -->
-    <application android:label="@string/app_name"
-                 android:icon="@drawable/ic_launcher"
-                 android:allowBackup="true"
-                 android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
-                 android:hardwareAccelerated="true" >
-        <activity android:name="SDLActivity"
-                  android:label="@string/app_name"
-                  android:configChanges="keyboardHidden|orientation"
-                  >
-            <intent-filter>
-                <action android:name="android.intent.action.MAIN" />
-                <category android:name="android.intent.category.LAUNCHER" />
-            </intent-filter>
-        </activity>
-    </application>
-
-    <!-- Android 2.3.3 -->
-    <uses-sdk android:minSdkVersion="10" android:targetSdkVersion="12" />
-
-    <!-- OpenGL ES 2.0 -->
-    <uses-feature android:glEsVersion="0x00020000" /> 
-
-    <!-- Allow writing to external storage -->
-    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /> 
-</manifest> 

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

@@ -1,17 +0,0 @@
-# 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.
-

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

@@ -1,17 +0,0 @@
-# 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.
-

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

@@ -1,93 +0,0 @@
-<?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>

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

@@ -1,11 +0,0 @@
-# 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-12

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

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

+ 0 - 6
Engine/lib/sdl/android-project/jni/Application.mk

@@ -1,6 +0,0 @@
-
-# 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

+ 0 - 19
Engine/lib/sdl/android-project/jni/src/Android.mk

@@ -1,19 +0,0 @@
-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 := $(SDL_PATH)/src/main/android/SDL_android_main.c \
-	YourSourceHere.c
-
-LOCAL_SHARED_LIBRARIES := SDL2
-
-LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
-
-include $(BUILD_SHARED_LIBRARY)

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

@@ -1,12 +0,0 @@
-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)

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

@@ -1,20 +0,0 @@
-# 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 *;
-#}

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

@@ -1,14 +0,0 @@
-# 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-12

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


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


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


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


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

@@ -1,13 +0,0 @@
-<?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>
-

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

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

+ 0 - 1074
Engine/lib/sdl/android-project/src/org/libsdl/app/SDLActivity.java

@@ -1,1074 +0,0 @@
-package org.libsdl.app;
-
-import java.util.ArrayList;
-import java.util.Arrays;
-import java.util.Collections;
-import java.util.Comparator;
-import java.util.List;
-
-import android.app.*;
-import android.content.*;
-import android.view.*;
-import android.view.inputmethod.BaseInputConnection;
-import android.view.inputmethod.EditorInfo;
-import android.view.inputmethod.InputConnection;
-import android.view.inputmethod.InputMethodManager;
-import android.widget.AbsoluteLayout;
-import android.os.*;
-import android.util.Log;
-import android.graphics.*;
-import android.media.*;
-import android.hardware.*;
-
-
-/**
-    SDL Activity
-*/
-public class SDLActivity extends Activity {
-    private static final String TAG = "SDL";
-
-    // Keep track of the paused state
-    public static boolean mIsPaused, mIsSurfaceReady, mHasFocus;
-    public static boolean mExitCalledFromJava;
-
-    // Main components
-    protected static SDLActivity mSingleton;
-    protected static SDLSurface mSurface;
-    protected static View mTextEdit;
-    protected static ViewGroup mLayout;
-    protected static SDLJoystickHandler mJoystickHandler;
-
-    // This is what SDL runs in. It invokes SDL_main(), eventually
-    protected static Thread mSDLThread;
-    
-    // Audio
-    protected static AudioTrack mAudioTrack;
-
-    // Load the .so
-    static {
-        System.loadLibrary("SDL2");
-        //System.loadLibrary("SDL2_image");
-        //System.loadLibrary("SDL2_mixer");
-        //System.loadLibrary("SDL2_net");
-        //System.loadLibrary("SDL2_ttf");
-        System.loadLibrary("main");
-    }
-    
-    
-    public static void initialize() {
-        // The static nature of the singleton and Android quirkyness force us to initialize everything here
-        // Otherwise, when exiting the app and returning to it, these variables *keep* their pre exit values
-        mSingleton = null;
-        mSurface = null;
-        mTextEdit = null;
-        mLayout = null;
-        mJoystickHandler = null;
-        mSDLThread = null;
-        mAudioTrack = null;
-        mExitCalledFromJava = false;
-        mIsPaused = false;
-        mIsSurfaceReady = false;
-        mHasFocus = true;
-    }
-
-    // Setup
-    @Override
-    protected void onCreate(Bundle savedInstanceState) {
-        Log.v("SDL", "onCreate():" + mSingleton);
-        super.onCreate(savedInstanceState);
-        
-        SDLActivity.initialize();
-        // So we can call stuff from static callbacks
-        mSingleton = this;
-
-        // Set up the surface
-        mSurface = new SDLSurface(getApplication());
-        
-        if(Build.VERSION.SDK_INT >= 12) {
-            mJoystickHandler = new SDLJoystickHandler_API12();
-        }
-        else {
-            mJoystickHandler = new SDLJoystickHandler();
-        }
-
-        mLayout = new AbsoluteLayout(this);
-        mLayout.addView(mSurface);
-
-        setContentView(mLayout);
-    }
-
-    // Events
-    @Override
-    protected void onPause() {
-        Log.v("SDL", "onPause()");
-        super.onPause();
-        SDLActivity.handlePause();
-    }
-
-    @Override
-    protected void onResume() {
-        Log.v("SDL", "onResume()");
-        super.onResume();
-        SDLActivity.handleResume();
-    }
-
-
-    @Override
-    public void onWindowFocusChanged(boolean hasFocus) {
-        super.onWindowFocusChanged(hasFocus);
-        Log.v("SDL", "onWindowFocusChanged(): " + hasFocus);
-
-        SDLActivity.mHasFocus = hasFocus;
-        if (hasFocus) {
-            SDLActivity.handleResume();
-        }
-    }
-
-    @Override
-    public void onLowMemory() {
-        Log.v("SDL", "onLowMemory()");
-        super.onLowMemory();
-        SDLActivity.nativeLowMemory();
-    }
-
-    @Override
-    protected void onDestroy() {
-        Log.v("SDL", "onDestroy()");
-        // Send a quit message to the application
-        SDLActivity.mExitCalledFromJava = true;
-        SDLActivity.nativeQuit();
-
-        // Now wait for the SDL thread to quit
-        if (SDLActivity.mSDLThread != null) {
-            try {
-                SDLActivity.mSDLThread.join();
-            } catch(Exception e) {
-                Log.v("SDL", "Problem stopping thread: " + e);
-            }
-            SDLActivity.mSDLThread = null;
-
-            //Log.v("SDL", "Finished waiting for SDL thread");
-        }
-            
-        super.onDestroy();
-        // Reset everything in case the user re opens the app
-        SDLActivity.initialize();
-    }
-
-    @Override
-    public boolean dispatchKeyEvent(KeyEvent event) {
-        int keyCode = event.getKeyCode();
-        // Ignore certain special keys so they're handled by Android
-        if (keyCode == KeyEvent.KEYCODE_VOLUME_DOWN ||
-            keyCode == KeyEvent.KEYCODE_VOLUME_UP ||
-            keyCode == KeyEvent.KEYCODE_CAMERA ||
-            keyCode == 168 || /* API 11: KeyEvent.KEYCODE_ZOOM_IN */
-            keyCode == 169 /* API 11: KeyEvent.KEYCODE_ZOOM_OUT */
-            ) {
-            return false;
-        }
-        return super.dispatchKeyEvent(event);
-    }
-
-    /** Called by onPause or surfaceDestroyed. Even if surfaceDestroyed
-     *  is the first to be called, mIsSurfaceReady should still be set
-     *  to 'true' during the call to onPause (in a usual scenario).
-     */
-    public static void handlePause() {
-        if (!SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) {
-            SDLActivity.mIsPaused = true;
-            SDLActivity.nativePause();
-            mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false);
-        }
-    }
-
-    /** Called by onResume or surfaceCreated. An actual resume should be done only when the surface is ready.
-     * Note: Some Android variants may send multiple surfaceChanged events, so we don't need to resume
-     * every time we get one of those events, only if it comes after surfaceDestroyed
-     */
-    public static void handleResume() {
-        if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady && SDLActivity.mHasFocus) {
-            SDLActivity.mIsPaused = false;
-            SDLActivity.nativeResume();
-            mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
-        }
-    }
-        
-    /* The native thread has finished */
-    public static void handleNativeExit() {
-        SDLActivity.mSDLThread = null;
-        mSingleton.finish();
-    }
-
-
-    // Messages from the SDLMain thread
-    static final int COMMAND_CHANGE_TITLE = 1;
-    static final int COMMAND_UNUSED = 2;
-    static final int COMMAND_TEXTEDIT_HIDE = 3;
-
-    protected static final int COMMAND_USER = 0x8000;
-
-    /**
-     * This method is called by SDL if SDL did not handle a message itself.
-     * This happens if a received message contains an unsupported command.
-     * Method can be overwritten to handle Messages in a different class.
-     * @param command the command of the message.
-     * @param param the parameter of the message. May be null.
-     * @return if the message was handled in overridden method.
-     */
-    protected boolean onUnhandledMessage(int command, Object param) {
-        return false;
-    }
-
-    /**
-     * A Handler class for Messages from native SDL applications.
-     * It uses current Activities as target (e.g. for the title).
-     * static to prevent implicit references to enclosing object.
-     */
-    protected static class SDLCommandHandler extends Handler {
-        @Override
-        public void handleMessage(Message msg) {
-            Context context = getContext();
-            if (context == null) {
-                Log.e(TAG, "error handling message, getContext() returned null");
-                return;
-            }
-            switch (msg.arg1) {
-            case COMMAND_CHANGE_TITLE:
-                if (context instanceof Activity) {
-                    ((Activity) context).setTitle((String)msg.obj);
-                } else {
-                    Log.e(TAG, "error handling message, getContext() returned no Activity");
-                }
-                break;
-            case COMMAND_TEXTEDIT_HIDE:
-                if (mTextEdit != null) {
-                    mTextEdit.setVisibility(View.GONE);
-
-                    InputMethodManager imm = (InputMethodManager) context.getSystemService(Context.INPUT_METHOD_SERVICE);
-                    imm.hideSoftInputFromWindow(mTextEdit.getWindowToken(), 0);
-                }
-                break;
-
-            default:
-                if ((context instanceof SDLActivity) && !((SDLActivity) context).onUnhandledMessage(msg.arg1, msg.obj)) {
-                    Log.e(TAG, "error handling message, command is " + msg.arg1);
-                }
-            }
-        }
-    }
-
-    // Handler for the messages
-    Handler commandHandler = new SDLCommandHandler();
-
-    // Send a message from the SDLMain thread
-    boolean sendCommand(int command, Object data) {
-        Message msg = commandHandler.obtainMessage();
-        msg.arg1 = command;
-        msg.obj = data;
-        return commandHandler.sendMessage(msg);
-    }
-
-    // C functions we call
-    public static native void nativeInit();
-    public static native void nativeLowMemory();
-    public static native void nativeQuit();
-    public static native void nativePause();
-    public static native void nativeResume();
-    public static native void onNativeResize(int x, int y, int format);
-    public static native int onNativePadDown(int device_id, int keycode);
-    public static native int onNativePadUp(int device_id, int keycode);
-    public static native void onNativeJoy(int device_id, int axis,
-                                          float value);
-    public static native void onNativeHat(int device_id, int hat_id,
-                                          int x, int y);
-    public static native void onNativeKeyDown(int keycode);
-    public static native void onNativeKeyUp(int keycode);
-    public static native void onNativeKeyboardFocusLost();
-    public static native void onNativeTouch(int touchDevId, int pointerFingerId,
-                                            int action, float x, 
-                                            float y, float p);
-    public static native void onNativeAccel(float x, float y, float z);
-    public static native void onNativeSurfaceChanged();
-    public static native void onNativeSurfaceDestroyed();
-    public static native void nativeFlipBuffers();
-    public static native int nativeAddJoystick(int device_id, String name, 
-                                               int is_accelerometer, int nbuttons, 
-                                               int naxes, int nhats, int nballs);
-    public static native int nativeRemoveJoystick(int device_id);
-
-    public static void flipBuffers() {
-        SDLActivity.nativeFlipBuffers();
-    }
-
-    public static boolean setActivityTitle(String title) {
-        // Called from SDLMain() thread and can't directly affect the view
-        return mSingleton.sendCommand(COMMAND_CHANGE_TITLE, title);
-    }
-
-    public static boolean sendMessage(int command, int param) {
-        return mSingleton.sendCommand(command, Integer.valueOf(param));
-    }
-
-    public static Context getContext() {
-        return mSingleton;
-    }
-
-    /**
-     * @return result of getSystemService(name) but executed on UI thread.
-     */
-    public Object getSystemServiceFromUiThread(final String name) {
-        final Object lock = new Object();
-        final Object[] results = new Object[2]; // array for writable variables
-        synchronized (lock) {
-            runOnUiThread(new Runnable() {
-                @Override
-                public void run() {
-                    synchronized (lock) {
-                        results[0] = getSystemService(name);
-                        results[1] = Boolean.TRUE;
-                        lock.notify();
-                    }
-                }
-            });
-            if (results[1] == null) {
-                try {
-                    lock.wait();
-                } catch (InterruptedException ex) {
-                    ex.printStackTrace();
-                }
-            }
-        }
-        return results[0];
-    }
-
-    static class ShowTextInputTask implements Runnable {
-        /*
-         * This is used to regulate the pan&scan method to have some offset from
-         * the bottom edge of the input region and the top edge of an input
-         * method (soft keyboard)
-         */
-        static final int HEIGHT_PADDING = 15;
-
-        public int x, y, w, h;
-
-        public ShowTextInputTask(int x, int y, int w, int h) {
-            this.x = x;
-            this.y = y;
-            this.w = w;
-            this.h = h;
-        }
-
-        @Override
-        public void run() {
-            AbsoluteLayout.LayoutParams params = new AbsoluteLayout.LayoutParams(
-                    w, h + HEIGHT_PADDING, x, y);
-
-            if (mTextEdit == null) {
-                mTextEdit = new DummyEdit(getContext());
-
-                mLayout.addView(mTextEdit, params);
-            } else {
-                mTextEdit.setLayoutParams(params);
-            }
-
-            mTextEdit.setVisibility(View.VISIBLE);
-            mTextEdit.requestFocus();
-
-            InputMethodManager imm = (InputMethodManager) getContext().getSystemService(Context.INPUT_METHOD_SERVICE);
-            imm.showSoftInput(mTextEdit, 0);
-        }
-    }
-
-    public static boolean showTextInput(int x, int y, int w, int h) {
-        // Transfer the task to the main thread as a Runnable
-        return mSingleton.commandHandler.post(new ShowTextInputTask(x, y, w, h));
-    }
-            
-    public static Surface getNativeSurface() {
-        return SDLActivity.mSurface.getNativeSurface();
-    }
-
-    // Audio
-    public static int audioInit(int sampleRate, boolean is16Bit, boolean isStereo, int desiredFrames) {
-        int channelConfig = isStereo ? AudioFormat.CHANNEL_CONFIGURATION_STEREO : AudioFormat.CHANNEL_CONFIGURATION_MONO;
-        int audioFormat = is16Bit ? AudioFormat.ENCODING_PCM_16BIT : AudioFormat.ENCODING_PCM_8BIT;
-        int frameSize = (isStereo ? 2 : 1) * (is16Bit ? 2 : 1);
-        
-        Log.v("SDL", "SDL audio: wanted " + (isStereo ? "stereo" : "mono") + " " + (is16Bit ? "16-bit" : "8-bit") + " " + (sampleRate / 1000f) + "kHz, " + desiredFrames + " frames buffer");
-        
-        // Let the user pick a larger buffer if they really want -- but ye
-        // gods they probably shouldn't, the minimums are horrifyingly high
-        // latency already
-        desiredFrames = Math.max(desiredFrames, (AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat) + frameSize - 1) / frameSize);
-        
-        if (mAudioTrack == null) {
-            mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate,
-                    channelConfig, audioFormat, desiredFrames * frameSize, AudioTrack.MODE_STREAM);
-            
-            // Instantiating AudioTrack can "succeed" without an exception and the track may still be invalid
-            // Ref: https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/media/java/android/media/AudioTrack.java
-            // Ref: http://developer.android.com/reference/android/media/AudioTrack.html#getState()
-            
-            if (mAudioTrack.getState() != AudioTrack.STATE_INITIALIZED) {
-                Log.e("SDL", "Failed during initialization of Audio Track");
-                mAudioTrack = null;
-                return -1;
-            }
-            
-            mAudioTrack.play();
-        }
-       
-        Log.v("SDL", "SDL audio: got " + ((mAudioTrack.getChannelCount() >= 2) ? "stereo" : "mono") + " " + ((mAudioTrack.getAudioFormat() == AudioFormat.ENCODING_PCM_16BIT) ? "16-bit" : "8-bit") + " " + (mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer");
-        
-        return 0;
-    }
-    
-    public static void audioWriteShortBuffer(short[] buffer) {
-        for (int i = 0; i < buffer.length; ) {
-            int result = mAudioTrack.write(buffer, i, buffer.length - i);
-            if (result > 0) {
-                i += result;
-            } else if (result == 0) {
-                try {
-                    Thread.sleep(1);
-                } catch(InterruptedException e) {
-                    // Nom nom
-                }
-            } else {
-                Log.w("SDL", "SDL audio: error return from write(short)");
-                return;
-            }
-        }
-    }
-    
-    public static void audioWriteByteBuffer(byte[] buffer) {
-        for (int i = 0; i < buffer.length; ) {
-            int result = mAudioTrack.write(buffer, i, buffer.length - i);
-            if (result > 0) {
-                i += result;
-            } else if (result == 0) {
-                try {
-                    Thread.sleep(1);
-                } catch(InterruptedException e) {
-                    // Nom nom
-                }
-            } else {
-                Log.w("SDL", "SDL audio: error return from write(byte)");
-                return;
-            }
-        }
-    }
-
-    public static void audioQuit() {
-        if (mAudioTrack != null) {
-            mAudioTrack.stop();
-            mAudioTrack = null;
-        }
-    }
-
-    // Input
-
-    /**
-     * @return an array which may be empty but is never null.
-     */
-    public static int[] inputGetInputDeviceIds(int sources) {
-        int[] ids = InputDevice.getDeviceIds();
-        int[] filtered = new int[ids.length];
-        int used = 0;
-        for (int i = 0; i < ids.length; ++i) {
-            InputDevice device = InputDevice.getDevice(ids[i]);
-            if ((device != null) && ((device.getSources() & sources) != 0)) {
-                filtered[used++] = device.getId();
-            }
-        }
-        return Arrays.copyOf(filtered, used);
-    }
-            
-    // Joystick glue code, just a series of stubs that redirect to the SDLJoystickHandler instance
-    public static boolean handleJoystickMotionEvent(MotionEvent event) {
-        return mJoystickHandler.handleMotionEvent(event);
-    }
-    
-    public static void pollInputDevices() {
-        if (SDLActivity.mSDLThread != null) {
-            mJoystickHandler.pollInputDevices();
-        }
-    }
-    
-}
-
-/**
-    Simple nativeInit() runnable
-*/
-class SDLMain implements Runnable {
-    @Override
-    public void run() {
-        // Runs SDL_main()
-        SDLActivity.nativeInit();
-
-        //Log.v("SDL", "SDL thread terminated");
-    }
-}
-
-
-/**
-    SDLSurface. This is what we draw on, so we need to know when it's created
-    in order to do anything useful. 
-
-    Because of this, that's where we set up the SDL thread
-*/
-class SDLSurface extends SurfaceView implements SurfaceHolder.Callback, 
-    View.OnKeyListener, View.OnTouchListener, SensorEventListener  {
-
-    // Sensors
-    protected static SensorManager mSensorManager;
-    protected static Display mDisplay;
-
-    // Keep track of the surface size to normalize touch events
-    protected static float mWidth, mHeight;
-
-    // Startup    
-    public SDLSurface(Context context) {
-        super(context);
-        getHolder().addCallback(this); 
-    
-        setFocusable(true);
-        setFocusableInTouchMode(true);
-        requestFocus();
-        setOnKeyListener(this); 
-        setOnTouchListener(this);   
-
-        mDisplay = ((WindowManager)context.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
-        mSensorManager = (SensorManager)context.getSystemService(Context.SENSOR_SERVICE);
-        
-        if(Build.VERSION.SDK_INT >= 12) {
-            setOnGenericMotionListener(new SDLGenericMotionListener_API12());
-        }
-
-        // Some arbitrary defaults to avoid a potential division by zero
-        mWidth = 1.0f;
-        mHeight = 1.0f;
-    }
-    
-    public Surface getNativeSurface() {
-        return getHolder().getSurface();
-    }
-
-    // Called when we have a valid drawing surface
-    @Override
-    public void surfaceCreated(SurfaceHolder holder) {
-        Log.v("SDL", "surfaceCreated()");
-        holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
-    }
-
-    // Called when we lose the surface
-    @Override
-    public void surfaceDestroyed(SurfaceHolder holder) {
-        Log.v("SDL", "surfaceDestroyed()");
-        // Call this *before* setting mIsSurfaceReady to 'false'
-        SDLActivity.handlePause();
-        SDLActivity.mIsSurfaceReady = false;
-        SDLActivity.onNativeSurfaceDestroyed();
-    }
-
-    // Called when the surface is resized
-    @Override
-    public void surfaceChanged(SurfaceHolder holder,
-                               int format, int width, int height) {
-        Log.v("SDL", "surfaceChanged()");
-
-        int sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565 by default
-        switch (format) {
-        case PixelFormat.A_8:
-            Log.v("SDL", "pixel format A_8");
-            break;
-        case PixelFormat.LA_88:
-            Log.v("SDL", "pixel format LA_88");
-            break;
-        case PixelFormat.L_8:
-            Log.v("SDL", "pixel format L_8");
-            break;
-        case PixelFormat.RGBA_4444:
-            Log.v("SDL", "pixel format RGBA_4444");
-            sdlFormat = 0x15421002; // SDL_PIXELFORMAT_RGBA4444
-            break;
-        case PixelFormat.RGBA_5551:
-            Log.v("SDL", "pixel format RGBA_5551");
-            sdlFormat = 0x15441002; // SDL_PIXELFORMAT_RGBA5551
-            break;
-        case PixelFormat.RGBA_8888:
-            Log.v("SDL", "pixel format RGBA_8888");
-            sdlFormat = 0x16462004; // SDL_PIXELFORMAT_RGBA8888
-            break;
-        case PixelFormat.RGBX_8888:
-            Log.v("SDL", "pixel format RGBX_8888");
-            sdlFormat = 0x16261804; // SDL_PIXELFORMAT_RGBX8888
-            break;
-        case PixelFormat.RGB_332:
-            Log.v("SDL", "pixel format RGB_332");
-            sdlFormat = 0x14110801; // SDL_PIXELFORMAT_RGB332
-            break;
-        case PixelFormat.RGB_565:
-            Log.v("SDL", "pixel format RGB_565");
-            sdlFormat = 0x15151002; // SDL_PIXELFORMAT_RGB565
-            break;
-        case PixelFormat.RGB_888:
-            Log.v("SDL", "pixel format RGB_888");
-            // Not sure this is right, maybe SDL_PIXELFORMAT_RGB24 instead?
-            sdlFormat = 0x16161804; // SDL_PIXELFORMAT_RGB888
-            break;
-        default:
-            Log.v("SDL", "pixel format unknown " + format);
-            break;
-        }
-
-        mWidth = width;
-        mHeight = height;
-        SDLActivity.onNativeResize(width, height, sdlFormat);
-        Log.v("SDL", "Window size:" + width + "x"+height);
-
-        // Set mIsSurfaceReady to 'true' *before* making a call to handleResume
-        SDLActivity.mIsSurfaceReady = true;
-        SDLActivity.onNativeSurfaceChanged();
-
-
-        if (SDLActivity.mSDLThread == null) {
-            // This is the entry point to the C app.
-            // Start up the C app thread and enable sensor input for the first time
-
-            SDLActivity.mSDLThread = new Thread(new SDLMain(), "SDLThread");
-            enableSensor(Sensor.TYPE_ACCELEROMETER, true);
-            SDLActivity.mSDLThread.start();
-            
-            // Set up a listener thread to catch when the native thread ends
-            new Thread(new Runnable(){
-                @Override
-                public void run(){
-                    try {
-                        SDLActivity.mSDLThread.join();
-                    }
-                    catch(Exception e){}
-                    finally{ 
-                        // Native thread has finished
-                        if (! SDLActivity.mExitCalledFromJava) {
-                            SDLActivity.handleNativeExit();
-                        }
-                    }
-                }
-            }).start();
-        }
-    }
-
-    // unused
-    @Override
-    public void onDraw(Canvas canvas) {}
-
-
-    // Key events
-    @Override
-    public boolean onKey(View  v, int keyCode, KeyEvent event) {
-        // Dispatch the different events depending on where they come from
-        // Some SOURCE_DPAD or SOURCE_GAMEPAD are also SOURCE_KEYBOARD
-        // So, we try to process them as DPAD or GAMEPAD events first, if that fails we try them as KEYBOARD
-        
-        if ( (event.getSource() & 0x00000401) != 0 || /* API 12: SOURCE_GAMEPAD */
-                   (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {
-            if (event.getAction() == KeyEvent.ACTION_DOWN) {
-                if (SDLActivity.onNativePadDown(event.getDeviceId(), keyCode) == 0) {
-                    return true;
-                }
-            } else if (event.getAction() == KeyEvent.ACTION_UP) {
-                if (SDLActivity.onNativePadUp(event.getDeviceId(), keyCode) == 0) {
-                    return true;
-                }
-            }
-        }
-        
-        if( (event.getSource() & InputDevice.SOURCE_KEYBOARD) != 0) {
-            if (event.getAction() == KeyEvent.ACTION_DOWN) {
-                //Log.v("SDL", "key down: " + keyCode);
-                SDLActivity.onNativeKeyDown(keyCode);
-                return true;
-            }
-            else if (event.getAction() == KeyEvent.ACTION_UP) {
-                //Log.v("SDL", "key up: " + keyCode);
-                SDLActivity.onNativeKeyUp(keyCode);
-                return true;
-            }
-        }
-        
-        return false;
-    }
-
-    // Touch events
-    @Override
-    public boolean onTouch(View v, MotionEvent event) {
-        /* Ref: http://developer.android.com/training/gestures/multi.html */
-        final int touchDevId = event.getDeviceId();
-        final int pointerCount = event.getPointerCount();
-        int action = event.getActionMasked();
-        int pointerFingerId;
-        int i = -1;
-        float x,y,p;
-        
-        switch(action) {
-            case MotionEvent.ACTION_MOVE:
-                for (i = 0; i < pointerCount; i++) {
-                    pointerFingerId = event.getPointerId(i);
-                    x = event.getX(i) / mWidth;
-                    y = event.getY(i) / mHeight;
-                    p = event.getPressure(i);
-                    SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p);
-                }
-                break;
-            
-            case MotionEvent.ACTION_UP:
-            case MotionEvent.ACTION_DOWN:
-                // Primary pointer up/down, the index is always zero
-                i = 0;
-            case MotionEvent.ACTION_POINTER_UP:
-            case MotionEvent.ACTION_POINTER_DOWN:
-                // Non primary pointer up/down
-                if (i == -1) {
-                    i = event.getActionIndex();
-                }
-                
-                pointerFingerId = event.getPointerId(i);
-                x = event.getX(i) / mWidth;
-                y = event.getY(i) / mHeight;
-                p = event.getPressure(i);
-                SDLActivity.onNativeTouch(touchDevId, pointerFingerId, action, x, y, p);
-                break;
-            
-            default:
-                break;
-        }
-
-        return true;
-   } 
-
-    // Sensor events
-    public void enableSensor(int sensortype, boolean enabled) {
-        // TODO: This uses getDefaultSensor - what if we have >1 accels?
-        if (enabled) {
-            mSensorManager.registerListener(this, 
-                            mSensorManager.getDefaultSensor(sensortype), 
-                            SensorManager.SENSOR_DELAY_GAME, null);
-        } else {
-            mSensorManager.unregisterListener(this, 
-                            mSensorManager.getDefaultSensor(sensortype));
-        }
-    }
-    
-    @Override
-    public void onAccuracyChanged(Sensor sensor, int accuracy) {
-        // TODO
-    }
-
-    @Override
-    public void onSensorChanged(SensorEvent event) {
-        if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
-            float x, y;
-            switch (mDisplay.getRotation()) {
-                case Surface.ROTATION_90:
-                    x = -event.values[1];
-                    y = event.values[0];
-                    break;
-                case Surface.ROTATION_270:
-                    x = event.values[1];
-                    y = -event.values[0];
-                    break;
-                case Surface.ROTATION_180:
-                    x = -event.values[1];
-                    y = -event.values[0];
-                    break;
-                default:
-                    x = event.values[0];
-                    y = event.values[1];
-                    break;
-            }
-            SDLActivity.onNativeAccel(-x / SensorManager.GRAVITY_EARTH,
-                                      y / SensorManager.GRAVITY_EARTH,
-                                      event.values[2] / SensorManager.GRAVITY_EARTH - 1);
-        }
-    }    
-}
-
-/* This is a fake invisible editor view that receives the input and defines the
- * pan&scan region
- */
-class DummyEdit extends View implements View.OnKeyListener {
-    InputConnection ic;
-
-    public DummyEdit(Context context) {
-        super(context);
-        setFocusableInTouchMode(true);
-        setFocusable(true);
-        setOnKeyListener(this);
-    }
-
-    @Override
-    public boolean onCheckIsTextEditor() {
-        return true;
-    }
-
-    @Override
-    public boolean onKey(View v, int keyCode, KeyEvent event) {
-
-        // This handles the hardware keyboard input
-        if (event.isPrintingKey()) {
-            if (event.getAction() == KeyEvent.ACTION_DOWN) {
-                ic.commitText(String.valueOf((char) event.getUnicodeChar()), 1);
-            }
-            return true;
-        }
-
-        if (event.getAction() == KeyEvent.ACTION_DOWN) {
-            SDLActivity.onNativeKeyDown(keyCode);
-            return true;
-        } else if (event.getAction() == KeyEvent.ACTION_UP) {
-            SDLActivity.onNativeKeyUp(keyCode);
-            return true;
-        }
-
-        return false;
-    }
-        
-    //
-    @Override
-    public boolean onKeyPreIme (int keyCode, KeyEvent event) {
-        // As seen on StackOverflow: http://stackoverflow.com/questions/7634346/keyboard-hide-event
-        // FIXME: Discussion at http://bugzilla.libsdl.org/show_bug.cgi?id=1639
-        // FIXME: This is not a 100% effective solution to the problem of detecting if the keyboard is showing or not
-        // FIXME: A more effective solution would be to change our Layout from AbsoluteLayout to Relative or Linear
-        // FIXME: And determine the keyboard presence doing this: http://stackoverflow.com/questions/2150078/how-to-check-visibility-of-software-keyboard-in-android
-        // FIXME: An even more effective way would be if Android provided this out of the box, but where would the fun be in that :)
-        if (event.getAction()==KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) {
-            if (SDLActivity.mTextEdit != null && SDLActivity.mTextEdit.getVisibility() == View.VISIBLE) {
-                SDLActivity.onNativeKeyboardFocusLost();
-            }
-        }
-        return super.onKeyPreIme(keyCode, event);
-    }
-
-    @Override
-    public InputConnection onCreateInputConnection(EditorInfo outAttrs) {
-        ic = new SDLInputConnection(this, true);
-
-        outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI
-                | 33554432 /* API 11: EditorInfo.IME_FLAG_NO_FULLSCREEN */;
-
-        return ic;
-    }
-}
-
-class SDLInputConnection extends BaseInputConnection {
-
-    public SDLInputConnection(View targetView, boolean fullEditor) {
-        super(targetView, fullEditor);
-
-    }
-
-    @Override
-    public boolean sendKeyEvent(KeyEvent event) {
-
-        /*
-         * This handles the keycodes from soft keyboard (and IME-translated
-         * input from hardkeyboard)
-         */
-        int keyCode = event.getKeyCode();
-        if (event.getAction() == KeyEvent.ACTION_DOWN) {
-            if (event.isPrintingKey()) {
-                commitText(String.valueOf((char) event.getUnicodeChar()), 1);
-            }
-            SDLActivity.onNativeKeyDown(keyCode);
-            return true;
-        } else if (event.getAction() == KeyEvent.ACTION_UP) {
-
-            SDLActivity.onNativeKeyUp(keyCode);
-            return true;
-        }
-        return super.sendKeyEvent(event);
-    }
-
-    @Override
-    public boolean commitText(CharSequence text, int newCursorPosition) {
-
-        nativeCommitText(text.toString(), newCursorPosition);
-
-        return super.commitText(text, newCursorPosition);
-    }
-
-    @Override
-    public boolean setComposingText(CharSequence text, int newCursorPosition) {
-
-        nativeSetComposingText(text.toString(), newCursorPosition);
-
-        return super.setComposingText(text, newCursorPosition);
-    }
-
-    public native void nativeCommitText(String text, int newCursorPosition);
-
-    public native void nativeSetComposingText(String text, int newCursorPosition);
-
-    @Override
-    public boolean deleteSurroundingText(int beforeLength, int afterLength) {       
-        // Workaround to capture backspace key. Ref: http://stackoverflow.com/questions/14560344/android-backspace-in-webview-baseinputconnection
-        if (beforeLength == 1 && afterLength == 0) {
-            // backspace
-            return super.sendKeyEvent(new KeyEvent(KeyEvent.ACTION_DOWN, KeyEvent.KEYCODE_DEL))
-                && super.sendKeyEvent(new KeyEvent(KeyEvent.ACTION_UP, KeyEvent.KEYCODE_DEL));
-        }
-
-        return super.deleteSurroundingText(beforeLength, afterLength);
-    }
-}
-
-/* A null joystick handler for API level < 12 devices (the accelerometer is handled separately) */
-class SDLJoystickHandler {
-    
-    public boolean handleMotionEvent(MotionEvent event) {
-        return false;
-    }
-    
-    public void pollInputDevices() {
-    }
-}
-
-/* Actual joystick functionality available for API >= 12 devices */
-class SDLJoystickHandler_API12 extends SDLJoystickHandler {
-  
-    class SDLJoystick {
-        public int device_id;
-        public String name;
-        public ArrayList<InputDevice.MotionRange> axes;
-        public ArrayList<InputDevice.MotionRange> hats;
-    }
-    class RangeComparator implements Comparator<InputDevice.MotionRange>
-    {
-        @Override
-        public int compare(InputDevice.MotionRange arg0, InputDevice.MotionRange arg1) {
-            return arg0.getAxis() - arg1.getAxis();
-        }
-    }
-    
-    private ArrayList<SDLJoystick> mJoysticks;
-    
-    public SDLJoystickHandler_API12() {
-       
-        mJoysticks = new ArrayList<SDLJoystick>();
-    }
-
-    @Override
-    public void pollInputDevices() {
-        int[] deviceIds = InputDevice.getDeviceIds();
-        // It helps processing the device ids in reverse order
-        // For example, in the case of the XBox 360 wireless dongle,
-        // so the first controller seen by SDL matches what the receiver
-        // considers to be the first controller
-        
-        for(int i=deviceIds.length-1; i>-1; i--) {
-            SDLJoystick joystick = getJoystick(deviceIds[i]);
-            if (joystick == null) {
-                joystick = new SDLJoystick();
-                InputDevice joystickDevice = InputDevice.getDevice(deviceIds[i]);
-                if( (joystickDevice.getSources() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) {
-                    joystick.device_id = deviceIds[i];
-                    joystick.name = joystickDevice.getName();
-                    joystick.axes = new ArrayList<InputDevice.MotionRange>();
-                    joystick.hats = new ArrayList<InputDevice.MotionRange>();
-                    
-                    List<InputDevice.MotionRange> ranges = joystickDevice.getMotionRanges();
-                    Collections.sort(ranges, new RangeComparator());
-                    for (InputDevice.MotionRange range : ranges ) {
-                        if ((range.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0 ) {
-                            if (range.getAxis() == MotionEvent.AXIS_HAT_X ||
-                                range.getAxis() == MotionEvent.AXIS_HAT_Y) {
-                                joystick.hats.add(range);
-                            }
-                            else {
-                                joystick.axes.add(range);
-                            }
-                        }
-                    }
-                    
-                    mJoysticks.add(joystick);
-                    SDLActivity.nativeAddJoystick(joystick.device_id, joystick.name, 0, -1, 
-                                                  joystick.axes.size(), joystick.hats.size()/2, 0);
-                }
-            }
-        }
-        
-        /* Check removed devices */
-        ArrayList<Integer> removedDevices = new ArrayList<Integer>();
-        for(int i=0; i < mJoysticks.size(); i++) {
-            int device_id = mJoysticks.get(i).device_id;
-            int j;
-            for (j=0; j < deviceIds.length; j++) {
-                if (device_id == deviceIds[j]) break;
-            }
-            if (j == deviceIds.length) {
-                removedDevices.add(device_id);
-            }
-        }
-            
-        for(int i=0; i < removedDevices.size(); i++) {
-            int device_id = removedDevices.get(i);
-            SDLActivity.nativeRemoveJoystick(device_id);
-            for (int j=0; j < mJoysticks.size(); j++) {
-                if (mJoysticks.get(j).device_id == device_id) {
-                    mJoysticks.remove(j);
-                    break;
-                }
-            }
-        }        
-    }
-    
-    protected SDLJoystick getJoystick(int device_id) {
-        for(int i=0; i < mJoysticks.size(); i++) {
-            if (mJoysticks.get(i).device_id == device_id) {
-                return mJoysticks.get(i);
-            }
-        }
-        return null;
-    }   
-    
-    @Override        
-    public boolean handleMotionEvent(MotionEvent event) {
-        if ( (event.getSource() & InputDevice.SOURCE_JOYSTICK) != 0) {
-            int actionPointerIndex = event.getActionIndex();
-            int action = event.getActionMasked();
-            switch(action) {
-                case MotionEvent.ACTION_MOVE:
-                    SDLJoystick joystick = getJoystick(event.getDeviceId());
-                    if ( joystick != null ) {
-                        for (int i = 0; i < joystick.axes.size(); i++) {
-                            InputDevice.MotionRange range = joystick.axes.get(i);
-                            /* Normalize the value to -1...1 */
-                            float value = ( event.getAxisValue( range.getAxis(), actionPointerIndex) - range.getMin() ) / range.getRange() * 2.0f - 1.0f;
-                            SDLActivity.onNativeJoy(joystick.device_id, i, value );
-                        }          
-                        for (int i = 0; i < joystick.hats.size(); i+=2) {
-                            int hatX = Math.round(event.getAxisValue( joystick.hats.get(i).getAxis(), actionPointerIndex ) );
-                            int hatY = Math.round(event.getAxisValue( joystick.hats.get(i+1).getAxis(), actionPointerIndex ) );
-                            SDLActivity.onNativeHat(joystick.device_id, i/2, hatX, hatY );
-                        }
-                    }
-                    break;
-                default:
-                    break;
-            }
-        }
-        return true;
-    }            
-}
-
-class SDLGenericMotionListener_API12 implements View.OnGenericMotionListener {
-    // Generic Motion (mouse hover, joystick...) events go here
-    // We only have joysticks yet
-    @Override
-    public boolean onGenericMotion(View v, MotionEvent event) {
-        return SDLActivity.handleJoystickMotionEvent(event);
-    }
-}

+ 1 - 1
Engine/lib/sdl/build-scripts/androidbuild.sh

@@ -115,7 +115,7 @@ echo "public class $ACTIVITY extends SDLActivity {}" >> "$ACTIVITY.java"
 
 # Update project and build
 cd $BUILDPATH
-android update project --path $BUILDPATH
+$ANDROID update project --path $BUILDPATH
 $NDKBUILD -j $NCPUS $NDKARGS
 $ANT debug
 

+ 93 - 0
Engine/lib/sdl/build-scripts/checker-buildbot.sh

@@ -0,0 +1,93 @@
+#!/bin/bash
+
+# This is a script used by some Buildbot buildslaves to push the project
+#  through Clang's static analyzer and prepare the output to be uploaded
+#  back to the buildmaster. You might find it useful too.
+
+# Install Clang (you already have it on Mac OS X, apt-get install clang
+#  on Ubuntu, etc),
+# or download checker at http://clang-analyzer.llvm.org/ and unpack it in
+#  /usr/local ... update CHECKERDIR as appropriate.
+
+FINALDIR="$1"
+
+CHECKERDIR="/usr/local/checker-276"
+if [ ! -d "$CHECKERDIR" ]; then
+    echo "$CHECKERDIR not found. Trying /usr/share/clang ..." 1>&2
+    CHECKERDIR="/usr/share/clang/scan-build"
+fi
+
+if [ ! -d "$CHECKERDIR" ]; then
+    echo "$CHECKERDIR not found. Giving up." 1>&2
+    exit 1
+fi
+
+if [ -z "$MAKE" ]; then
+    OSTYPE=`uname -s`
+    if [ "$OSTYPE" == "Linux" ]; then
+        NCPU=`cat /proc/cpuinfo |grep vendor_id |wc -l`
+        let NCPU=$NCPU+1
+    elif [ "$OSTYPE" = "Darwin" ]; then
+        NCPU=`sysctl -n hw.ncpu`
+    elif [ "$OSTYPE" = "SunOS" ]; then
+        NCPU=`/usr/sbin/psrinfo |wc -l |sed -e 's/^ *//g;s/ *$//g'`
+    else
+        NCPU=1
+    fi
+
+    if [ -z "$NCPU" ]; then
+        NCPU=1
+    elif [ "$NCPU" = "0" ]; then
+        NCPU=1
+    fi
+
+    MAKE="make -j$NCPU"
+fi
+
+echo "\$MAKE is '$MAKE'"
+
+set -x
+set -e
+
+cd `dirname "$0"`
+cd ..
+
+rm -rf checker-buildbot analysis
+if [ ! -z "$FINALDIR" ]; then
+    rm -rf "$FINALDIR"
+fi
+
+mkdir checker-buildbot
+cd checker-buildbot
+
+# You might want to do this for CMake-backed builds instead...
+PATH="$CHECKERDIR:$PATH" scan-build -o analysis cmake -DCMAKE_BUILD_TYPE=Debug ..
+
+# ...or run configure without the scan-build wrapper...
+#CC="$CHECKERDIR/libexec/ccc-analyzer" CFLAGS="-O0" ../configure
+
+# ...but this works for our buildbots just fine (EXCEPT ON LATEST MAC OS X).
+#CFLAGS="-O0" PATH="$CHECKERDIR:$PATH" scan-build -o analysis ../configure
+
+rm -rf analysis
+PATH="$CHECKERDIR:$PATH" scan-build -o analysis $MAKE
+mv analysis/* ../analysis
+rmdir analysis   # Make sure this is empty.
+cd ..
+chmod -R a+r analysis
+chmod -R go-w analysis
+find analysis -type d -exec chmod a+x {} \;
+if [ -x /usr/bin/xattr ]; then find analysis -exec /usr/bin/xattr -d com.apple.quarantine {} \; 2>/dev/null ; fi
+
+if [ ! -z "$FINALDIR" ]; then
+    mv analysis "$FINALDIR"
+else
+    FINALDIR=analysis
+fi
+
+rm -rf checker-buildbot
+
+echo "Done. Final output is in '$FINALDIR' ..."
+
+# end of checker-buildbot.sh ...
+

+ 1 - 0
Engine/lib/sdl/build-scripts/config.guess

@@ -898,6 +898,7 @@ EOF
 	else
         case `sed -n '/^Hardware/s/^.*: \(.*\)/\1/p' < /proc/cpuinfo` in
         BCM2708) MANUFACTURER=raspberry;;
+        BCM2709) MANUFACTURER=raspberry;;
         *) MANUFACTURER=unknown;;
         esac
 	    if echo __ARM_PCS_VFP | $CC_FOR_BUILD -E - 2>/dev/null \

+ 29 - 0
Engine/lib/sdl/build-scripts/config.sub

@@ -359,6 +359,19 @@ case $basic_machine in
 	i*86 | x86_64)
 	  basic_machine=$basic_machine-pc
 	  ;;
+	nacl64*)
+		basic_machine=x86_64-pc
+		os=-nacl
+		;;
+	nacl*)
+		basic_machine=i686-pc
+		os=-nacl
+		;;
+	pnacl*)
+		# le32-unknown-pnacl comes from http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
+		basic_machine=le32-unknown
+		os=-pnacl
+		;;
 	# Object if more than one company name word.
 	*-*-*)
 		echo Invalid configuration \`$1\': machine \`$basic_machine\' not recognized 1>&2
@@ -843,6 +856,10 @@ case $basic_machine in
 		basic_machine=le32-unknown
 		os=-nacl
 		;;
+	pnacl)
+		basic_machine=le32-unknown
+		os=-pnacl
+		;;
 	ncr3000)
 		basic_machine=i486-ncr
 		os=-sysv4
@@ -1384,6 +1401,12 @@ case $os in
 			;;
 		esac
 		;;
+	-nacl*)
+		os=-nacl
+		;;
+	-pnacl*)
+		os=-pnacl
+		;;
 	-nto-qnx*)
 		;;
 	-nto*)
@@ -1506,6 +1529,12 @@ case $os in
 		os=-dicos
 		;;
 	-nacl*)
+        os=-nacl
+        ;;
+	-pnacl*)
+		os=-pnacl
+		;;
+	-emscripten*)
 		;;
 	-none)
 		;;

+ 72 - 0
Engine/lib/sdl/build-scripts/emscripten-buildbot.sh

@@ -0,0 +1,72 @@
+#!/bin/bash
+
+SDKDIR="/emsdk_portable"
+ENVSCRIPT="$SDKDIR/emsdk_env.sh"
+if [ ! -f "$ENVSCRIPT" ]; then
+   echo "ERROR: This script expects the Emscripten SDK to be in '$SDKDIR'." 1>&2
+   exit 1
+fi
+
+TARBALL="$1"
+if [ -z $1 ]; then
+    TARBALL=sdl-emscripten.tar.xz
+fi
+
+cd `dirname "$0"`
+cd ..
+SDLBASE=`pwd`
+
+if [ -z "$MAKE" ]; then
+    OSTYPE=`uname -s`
+    if [ "$OSTYPE" == "Linux" ]; then
+        NCPU=`cat /proc/cpuinfo |grep vendor_id |wc -l`
+        let NCPU=$NCPU+1
+    elif [ "$OSTYPE" = "Darwin" ]; then
+        NCPU=`sysctl -n hw.ncpu`
+    elif [ "$OSTYPE" = "SunOS" ]; then
+        NCPU=`/usr/sbin/psrinfo |wc -l |sed -e 's/^ *//g;s/ *$//g'`
+    else
+        NCPU=1
+    fi
+
+    if [ -z "$NCPU" ]; then
+        NCPU=1
+    elif [ "$NCPU" = "0" ]; then
+        NCPU=1
+    fi
+
+    MAKE="make -j$NCPU"
+fi
+
+echo "\$MAKE is '$MAKE'"
+
+echo "Setting up Emscripten SDK environment..."
+source "$ENVSCRIPT"
+
+echo "Setting up..."
+set -x
+cd "$SDLBASE"
+rm -rf buildbot
+mkdir buildbot
+pushd buildbot
+
+echo "Configuring..."
+emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2 -Wno-warn-absolute-paths -Wdeclaration-after-statement -Werror=declaration-after-statement" --prefix="$PWD/emscripten-sdl2-installed"
+
+echo "Building..."
+emmake $MAKE
+
+echo "Moving things around..."
+emmake $MAKE install
+# Fix up a few things to a real install path
+perl -w -pi -e "s#$PWD/emscripten-sdl2-installed#/usr/local#g;" ./emscripten-sdl2-installed/lib/libSDL2.la ./emscripten-sdl2-installed/lib/pkgconfig/sdl2.pc ./emscripten-sdl2-installed/bin/sdl2-config
+mkdir -p ./usr
+mv ./emscripten-sdl2-installed ./usr/local
+popd
+tar -cJvvf $TARBALL -C buildbot usr
+rm -rf buildbot
+
+exit 0
+
+# end of emscripten-buildbot.sh ...
+

+ 2 - 2
Engine/lib/sdl/build-scripts/g++-fat.sh

@@ -6,7 +6,7 @@
 
 DEVELOPER="`xcode-select -print-path`/Platforms/MacOSX.platform/Developer"
 
-# Intel 32-bit compiler flags (10.6 runtime compatibility)
+# Intel 32-bit compiler flags (10.5 runtime compatibility)
 GCC_COMPILE_X86="g++ -arch i386 -mmacosx-version-min=10.5 \
 -I/usr/local/include"
 
@@ -34,7 +34,7 @@ while test x$1 != x; do
             compile=no; link=no;;
         -c) link=no;;
         -o) output=$2;;
-        *.c|*.cc|*.cpp|*.S) source=$1;;
+        *.c|*.cc|*.cpp|*.S|*.m|*.mm) source=$1;;
     esac
     shift
 done

+ 1 - 1
Engine/lib/sdl/build-scripts/gcc-fat.sh

@@ -35,7 +35,7 @@ while test x$1 != x; do
             compile=no; link=no;;
         -c) link=no;;
         -o) output=$2;;
-        *.c|*.cc|*.cpp|*.S) source=$1;;
+        *.c|*.cc|*.cpp|*.S|*.m|*.mm) source=$1;;
     esac
     shift
 done

+ 57 - 0
Engine/lib/sdl/build-scripts/nacl-buildbot.sh

@@ -0,0 +1,57 @@
+#!/bin/bash
+
+# This is the script buildbot.libsdl.org uses to cross-compile SDL2 from
+#  amd64 Linux to NaCl.
+
+export NACL_SDK_ROOT="/nacl_sdk/pepper_35"
+
+TARBALL="$1"
+if [ -z $1 ]; then
+    TARBALL=sdl-nacl.tar.xz
+fi
+
+OSTYPE=`uname -s`
+if [ "$OSTYPE" != "Linux" ]; then
+    # !!! FIXME
+    echo "This only works on x86 or x64-64 Linux at the moment." 1>&2
+    exit 1
+fi
+
+if [ "x$MAKE" == "x" ]; then
+    NCPU=`cat /proc/cpuinfo |grep vendor_id |wc -l`
+    let NCPU=$NCPU+1
+    MAKE="make -j$NCPU"
+fi
+
+BUILDBOTDIR="nacl-buildbot"
+PARENTDIR="$PWD"
+
+set -e
+set -x
+rm -f $TARBALL
+rm -rf $BUILDBOTDIR
+mkdir -p $BUILDBOTDIR
+pushd $BUILDBOTDIR
+
+# !!! FIXME: ccache?
+export CC="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-clang"
+export CFLAGS="$CFLAGS -I$NACL_SDK_ROOT/include -I$NACL_SDK_ROOT/include/pnacl"
+export AR="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-ar"
+export LD="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-ar"
+export RANLIB="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-ranlib"
+
+../configure --host=pnacl --prefix=$PWD/nacl-sdl2-installed
+$MAKE
+$MAKE install
+# Fix up a few things to a real install path
+perl -w -pi -e "s#$PWD/nacl-sdl2-installed#/usr/local#g;" ./nacl-sdl2-installed/lib/libSDL2.la ./nacl-sdl2-installed/lib/pkgconfig/sdl2.pc ./nacl-sdl2-installed/bin/sdl2-config
+mkdir -p ./usr
+mv ./nacl-sdl2-installed ./usr/local
+
+popd
+tar -cJvvf $TARBALL -C $BUILDBOTDIR usr
+rm -rf $BUILDBOTDIR
+
+set +x
+echo "All done. Final installable is in $TARBALL ...";
+

+ 105 - 0
Engine/lib/sdl/build-scripts/naclbuild.sh

@@ -0,0 +1,105 @@
+#!/bin/bash
+if [ -z "$1" ] && [ -z "$NACL_SDK_ROOT" ]; then
+    echo "Usage: ./naclbuild ~/nacl/pepper_35"
+    echo "This will build SDL for Native Client, and testgles2.c as a demo"
+    echo "You can set env vars CC, AR, LD and RANLIB to override the default PNaCl toolchain used"
+    echo "You can set env var SOURCES to select a different source file than testgles2.c"
+    exit 1
+fi
+
+if [ -n "$1" ]; then
+    NACL_SDK_ROOT="$1"
+fi
+
+CC=""
+
+if [ -n "$2" ]; then
+    CC="$2"
+fi
+
+echo "Using SDK at $NACL_SDK_ROOT"
+
+export NACL_SDK_ROOT="$NACL_SDK_ROOT"
+export CFLAGS="$CFLAGS -I$NACL_SDK_ROOT/include -I$NACL_SDK_ROOT/include/pnacl"
+
+NCPUS="1"
+case "$OSTYPE" in
+    darwin*)
+        NCPU=`sysctl -n hw.ncpu`
+        ;; 
+    linux*)
+        if [ -n `which nproc` ]; then
+            NCPUS=`nproc`
+        fi  
+        ;;
+  *);;
+esac
+
+CURDIR=`pwd -P`
+SDLPATH="$( cd "$(dirname "$0")/.." ; pwd -P )"
+BUILDPATH="$SDLPATH/build/nacl"
+TESTBUILDPATH="$BUILDPATH/test"
+SDL2_STATIC="$BUILDPATH/build/.libs/libSDL2.a"
+mkdir -p $BUILDPATH
+mkdir -p $TESTBUILDPATH
+
+if [ -z "$CC" ]; then
+    export CC="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-clang"
+fi
+if [ -z "$AR" ]; then
+    export AR="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-ar"
+fi
+if [ -z "$LD" ]; then
+    export LD="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-ar"
+fi
+if [ -z "$RANLIB" ]; then
+    export RANLIB="$NACL_SDK_ROOT/toolchain/linux_pnacl/bin/pnacl-ranlib"
+fi
+
+if [ -z "$SOURCES" ]; then
+    export SOURCES="$SDLPATH/test/testgles2.c"
+fi
+
+if [ ! -f "$CC" ]; then
+    echo "Could not find compiler at $CC"
+    exit 1
+fi
+
+
+
+
+cd $BUILDPATH
+$SDLPATH/configure --host=pnacl --prefix $TESTBUILDPATH
+make -j$NCPUS CFLAGS="$CFLAGS -I./include"
+make install
+
+if [ ! -f "$SDL2_STATIC" ]; then
+    echo "Build failed! $SDL2_STATIC"
+    exit 1
+fi
+
+echo "Building test"
+cp -f $SDLPATH/test/nacl/* $TESTBUILDPATH
+# Some tests need these resource files
+cp -f $SDLPATH/test/*.bmp $TESTBUILDPATH
+cp -f $SDLPATH/test/*.wav $TESTBUILDPATH
+cp -f $SDL2_STATIC $TESTBUILDPATH
+
+# Copy user sources
+_SOURCES=($SOURCES)
+for src in "${_SOURCES[@]}"
+do
+    cp $src $TESTBUILDPATH
+done
+export SOURCES="$SOURCES"
+
+cd $TESTBUILDPATH
+make -j$NCPUS CONFIG="Release" CFLAGS="$CFLAGS -I$TESTBUILDPATH/include/SDL2 -I$SDLPATH/include"
+make -j$NCPUS CONFIG="Debug" CFLAGS="$CFLAGS -I$TESTBUILDPATH/include/SDL2 -I$SDLPATH/include"
+
+echo
+echo "Run the test with: "
+echo "cd $TESTBUILDPATH;python -m SimpleHTTPServer"
+echo "Then visit http://localhost:8000 with Chrome"
+
+cd $CURDIR

+ 3 - 3
Engine/lib/sdl/build-scripts/raspberrypi-buildbot.sh

@@ -12,7 +12,7 @@
 
 TARBALL="$1"
 if [ -z $1 ]; then
-    TARBALL=sdl-raspberrypi.tar.bz2
+    TARBALL=sdl-raspberrypi.tar.xz
 fi
 
 OSTYPE=`uname -s`
@@ -42,7 +42,7 @@ SYSROOT="/opt/rpi-sysroot"
 export CC="ccache /opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux -L$SYSROOT/opt/vc/lib"
 # -L$SYSROOT/usr/lib/arm-linux-gnueabihf"
 # !!! FIXME: shouldn't have to --disable-* things here.
-../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd --disable-video-mir
+../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd --disable-video-mir --disable-video-wayland
 $MAKE
 $MAKE install
 # Fix up a few things to a real install path on a real Raspberry Pi...
@@ -51,7 +51,7 @@ mkdir -p ./usr
 mv ./rpi-sdl2-installed ./usr/local
 
 popd
-tar -cjvvf $TARBALL -C $BUILDBOTDIR usr
+tar -cJvvf $TARBALL -C $BUILDBOTDIR usr
 rm -rf $BUILDBOTDIR
 
 set +x

+ 9 - 0
Engine/lib/sdl/build-scripts/update-copyright.sh

@@ -0,0 +1,9 @@
+#!/bin/sh
+
+find . -type f -exec grep -Il "Copyright" {} \;     \
+| grep -v \.hg                             \
+| while read i;                            \
+do \
+  LC_ALL=C sed -ie "s/\(.*Copyright.*\)[0-9]\{4\}\( *Sam Lantinga\)/\1`date +%Y`\2/" "$i"; \
+  rm "${i}e"; \
+done

+ 31 - 0
Engine/lib/sdl/build-scripts/windows-buildbot-zipper.bat

@@ -0,0 +1,31 @@
+@echo off
+rem just a helper batch file for collecting up files and zipping them.
+rem usage: windows-buildbot-zipper.bat <zipfilename>
+rem must be run from root of SDL source tree.
+
+IF EXIST VisualC\Win32\Release GOTO okaydir
+echo Please run from root of source tree after doing a Release build.
+GOTO done
+
+:okaydir
+erase /q /f /s zipper
+IF EXIST zipper GOTO zippermade
+mkdir zipper
+:zippermade
+cd zipper
+mkdir SDL
+cd SDL
+mkdir include
+mkdir lib
+mkdir lib\win32
+copy ..\..\include\*.h include\
+copy ..\..\VisualC\Win32\Release\SDL2.dll lib\win32\
+copy ..\..\VisualC\Win32\Release\SDL2.lib lib\win32\
+copy ..\..\VisualC\Win32\Release\SDL2main.lib lib\win32\
+cd ..
+zip -9r ..\%1 SDL
+cd ..
+erase /q /f /s zipper
+
+:done
+

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