SDL_system.h 6.9 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2014 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_system.h
  20. *
  21. * Include file for platform specific SDL API functions
  22. */
  23. #ifndef _SDL_system_h
  24. #define _SDL_system_h
  25. #include "SDL_stdinc.h"
  26. #include "SDL_keyboard.h"
  27. #include "SDL_render.h"
  28. #include "SDL_video.h"
  29. #include "begin_code.h"
  30. /* Set up for C function definitions, even when using C++ */
  31. #ifdef __cplusplus
  32. extern "C" {
  33. #endif
  34. /* Platform specific functions for Windows */
  35. #ifdef __WIN32__
  36. /**
  37. \brief Returns the D3D9 adapter index that matches the specified display index.
  38. This adapter index can be passed to IDirect3D9::CreateDevice and controls
  39. on which monitor a full screen application will appear.
  40. */
  41. extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
  42. typedef struct IDirect3DDevice9 IDirect3DDevice9;
  43. /**
  44. \brief Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.
  45. Once you are done using the device, you should release it to avoid a resource leak.
  46. */
  47. extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
  48. /**
  49. \brief Returns the DXGI Adapter and Output indices for the specified display index.
  50. These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
  51. required to create a DX10 or DX11 device and swap chain.
  52. */
  53. extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
  54. #endif /* __WIN32__ */
  55. /* Platform specific functions for iOS */
  56. #if defined(__IPHONEOS__) && __IPHONEOS__
  57. extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
  58. extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
  59. #endif /* __IPHONEOS__ */
  60. /* Platform specific functions for Android */
  61. #if defined(__ANDROID__) && __ANDROID__
  62. /**
  63. \brief Get the JNI environment for the current thread
  64. This returns JNIEnv*, but the prototype is void* so we don't need jni.h
  65. */
  66. extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv();
  67. /**
  68. \brief Get the SDL Activity object for the application
  69. This returns jobject, but the prototype is void* so we don't need jni.h
  70. The jobject returned by SDL_AndroidGetActivity is a local reference.
  71. It is the caller's responsibility to properly release it
  72. (using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
  73. */
  74. extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity();
  75. /**
  76. See the official Android developer guide for more information:
  77. http://developer.android.com/guide/topics/data/data-storage.html
  78. */
  79. #define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
  80. #define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
  81. /**
  82. \brief Get the path used for internal storage for this application.
  83. This path is unique to your application and cannot be written to
  84. by other applications.
  85. */
  86. extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath();
  87. /**
  88. \brief Get the current state of external storage, a bitmask of these values:
  89. SDL_ANDROID_EXTERNAL_STORAGE_READ
  90. SDL_ANDROID_EXTERNAL_STORAGE_WRITE
  91. If external storage is currently unavailable, this will return 0.
  92. */
  93. extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState();
  94. /**
  95. \brief Get the path used for external storage for this application.
  96. This path is unique to your application, but is public and can be
  97. written to by other applications.
  98. */
  99. extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath();
  100. #endif /* __ANDROID__ */
  101. /* Platform specific functions for WinRT */
  102. #if defined(__WINRT__) && __WINRT__
  103. /**
  104. * \brief WinRT / Windows Phone path types
  105. */
  106. typedef enum
  107. {
  108. /** \brief The installed app's root directory.
  109. Files here are likely to be read-only. */
  110. SDL_WINRT_PATH_INSTALLED_LOCATION,
  111. /** \brief The app's local data store. Files may be written here */
  112. SDL_WINRT_PATH_LOCAL_FOLDER,
  113. /** \brief The app's roaming data store. Unsupported on Windows Phone.
  114. Files written here may be copied to other machines via a network
  115. connection.
  116. */
  117. SDL_WINRT_PATH_ROAMING_FOLDER,
  118. /** \brief The app's temporary data store. Unsupported on Windows Phone.
  119. Files written here may be deleted at any time. */
  120. SDL_WINRT_PATH_TEMP_FOLDER
  121. } SDL_WinRT_Path;
  122. /**
  123. * \brief Retrieves a WinRT defined path on the local file system
  124. *
  125. * \note Documentation on most app-specific path types on WinRT
  126. * can be found on MSDN, at the URL:
  127. * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
  128. *
  129. * \param pathType The type of path to retrieve.
  130. * \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL
  131. * if the path is not available for any reason. Not all paths are
  132. * available on all versions of Windows. This is especially true on
  133. * Windows Phone. Check the documentation for the given
  134. * SDL_WinRT_Path for more information on which path types are
  135. * supported where.
  136. */
  137. extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
  138. /**
  139. * \brief Retrieves a WinRT defined path on the local file system
  140. *
  141. * \note Documentation on most app-specific path types on WinRT
  142. * can be found on MSDN, at the URL:
  143. * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
  144. *
  145. * \param pathType The type of path to retrieve.
  146. * \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
  147. * if the path is not available for any reason. Not all paths are
  148. * available on all versions of Windows. This is especially true on
  149. * Windows Phone. Check the documentation for the given
  150. * SDL_WinRT_Path for more information on which path types are
  151. * supported where.
  152. */
  153. extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
  154. #endif /* __WINRT__ */
  155. /* Ends C function definitions when using C++ */
  156. #ifdef __cplusplus
  157. }
  158. #endif
  159. #include "close_code.h"
  160. #endif /* _SDL_system_h */
  161. /* vi: set ts=4 sw=4 expandtab: */