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dep: Update SDL2 to 2.24.2
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -51,6 +51,15 @@
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__GDK__)
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/* On GDK, SDL provides a main function that initializes the game runtime.
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Please note that #include'ing SDL_main.h is not enough to get a main()
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function working. You must either link against SDL2main or, if not possible,
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call the SDL_GDKRunApp function from your entry point.
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__IPHONEOS__)
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/* On iOS SDL provides a main function that creates an application delegate
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and starts the iOS application run loop.
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@ -83,6 +92,22 @@
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*/
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#define SDL_MAIN_NEEDED
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#elif defined(__PSP__)
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/* On PSP SDL provides a main function that sets the module info,
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activates the GPU and starts the thread required to be able to exit
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the software.
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If you provide this yourself, you may define SDL_MAIN_HANDLED
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*/
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#define SDL_MAIN_AVAILABLE
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#elif defined(__PS2__)
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#define SDL_MAIN_AVAILABLE
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#define SDL_PS2_SKIP_IOP_RESET() \
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void reset_IOP(); \
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void reset_IOP() {}
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#endif
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#endif /* SDL_MAIN_HANDLED */
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@ -130,19 +155,57 @@ extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
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* will not be changed it is necessary to define SDL_MAIN_HANDLED before
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* including SDL.h.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_Init
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*/
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extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
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#ifdef __WIN32__
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#if defined(__WIN32__) || defined(__GDK__)
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/**
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* This can be called to set the application class at startup
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* Register a win32 window class for SDL's use.
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*
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* This can be called to set the application window class at startup. It is
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* safe to call this multiple times, as long as every call is eventually
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* paired with a call to SDL_UnregisterApp, but a second registration attempt
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* while a previous registration is still active will be ignored, other than
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* to increment a counter.
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*
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* Most applications do not need to, and should not, call this directly; SDL
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* will call it when initializing the video subsystem.
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*
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* \param name the window class name, in UTF-8 encoding. If NULL, SDL
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* currently uses "SDL_app" but this isn't guaranteed.
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* \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
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* currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
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* what is specified here.
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* \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
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* will use `GetModuleHandle(NULL)` instead.
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* \returns 0 on success, -1 on error. SDL_GetError() may have details.
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*
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* \since This function is available since SDL 2.0.2.
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*/
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extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
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/**
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* Deregister the win32 window class from an SDL_RegisterApp call.
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*
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* This can be called to undo the effects of SDL_RegisterApp.
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*
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* Most applications do not need to, and should not, call this directly; SDL
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* will call it when deinitializing the video subsystem.
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*
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* It is safe to call this multiple times, as long as every call is eventually
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* paired with a prior call to SDL_RegisterApp. The window class will only be
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* deregistered when the registration counter in SDL_RegisterApp decrements to
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* zero through calls to this function.
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*
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* \since This function is available since SDL 2.0.2.
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*/
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extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst);
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extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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#endif /* __WIN32__ */
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#endif /* defined(__WIN32__) || defined(__GDK__) */
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#ifdef __WINRT__
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@ -170,11 +233,28 @@ extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * r
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* \param argv The argv parameter from the application's main() function
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* \param mainFunction The SDL app's C-style main(), an SDL_main_func
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* \return the return value from mainFunction
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*
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* \since This function is available since SDL 2.0.10.
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*/
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extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
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#endif /* __IPHONEOS__ */
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#ifdef __GDK__
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/**
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* Initialize and launch an SDL GDK application.
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*
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* \param mainFunction the SDL app's C-style main(), an SDL_main_func
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* \param reserved reserved for future use; should be NULL
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* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
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* more information on the failure.
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*
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* \since This function is available since SDL 2.24.0.
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*/
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extern DECLSPEC int SDLCALL SDL_GDKRunApp(SDL_main_func mainFunction, void *reserved);
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#endif /* __GDK__ */
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#ifdef __cplusplus
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}
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