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diff --git a/Client/ThirdParty/SDL2/docs/README-android.md b/Client/ThirdParty/SDL2/docs/README-android.md new file mode 100644 index 0000000..fb835a5 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-android.md @@ -0,0 +1,472 @@ +Android +================================================================================ + +Matt Styles wrote a tutorial on building SDL for Android with Visual Studio: +http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html + +The rest of this README covers the Android gradle style build process. + +If you are using the older ant build process, it is no longer officially +supported, but you can use the "android-project-ant" directory as a template. + + +Requirements +================================================================================ + +Android SDK (version 26 or later) +https://developer.android.com/sdk/index.html + +Android NDK r15c or later +https://developer.android.com/tools/sdk/ndk/index.html + +Minimum API level supported by SDL: 16 (Android 4.1) + + +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/app/src/main/java/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 + + +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>/app/jni" directory +3. Edit "<project>/app/jni/src/Android.mk" to include your source files + +4a. If you want to use Android Studio, simply open your <project> directory and start building. + +4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device + + +If you already have a project that uses CMake, the instructions change somewhat: + +1. Do points 1 and 2 from the instruction above. +2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build + and uncomment the cmake sections. Add arguments to the CMake invocation as needed. +3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to + adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static + as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)" + in your CMakeLists.txt file. Also be aware that you should use add_library() instead of + add_executable() for the target containing your "main" function. + +If you wish to use Android Studio, you can skip the last step. + +4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any + connected Android device + +Here's an explanation of the files in the Android project, so you can customize them: + + android-project/app + build.gradle - build info including the application version and SDK + src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application. + jni/ - directory holding native code + jni/Application.mk - Application JNI settings, including target platform and STL library + jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories + jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject + 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 + jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references + src/main/assets/ - directory holding asset files for your application + src/main/res/ - directory holding resources for your application + src/main/res/mipmap-* - directories holding icons for different phone hardware + src/main/res/values/strings.xml - strings used in your application, including the application name + src/main/java/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. You should instead subclass this for your application. + + +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 several directories +for different screen sizes. + + +Loading assets +================================================================================ + +Any files you put in the "app/src/main/assets" directory of your 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_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (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 (SDL_RENDER_DEVICE_RESET) and restore your textures +manually or quit the app. + +You should not use the SDL renderer API while the app going in background: +- SDL_APP_WILLENTERBACKGROUND: + after you read this message, GL context gets backed-up and you should not + use the SDL renderer API. + +- SDL_APP_DIDENTERFOREGROUND: + GL context is restored, and the SDL renderer API is available (unless you + receive SDL_RENDER_DEVICE_RESET). + +Mouse / Touch events +================================================================================ + +In some case, SDL generates synthetic mouse (resp. touch) events for touch +(resp. mouse) devices. +To enable/disable this behavior, see SDL_hints.h: +- SDL_HINT_TOUCH_MOUSE_EVENTS +- SDL_HINT_MOUSE_TOUCH_EVENTS + +Misc +================================================================================ + +For some device, it appears to works better setting explicitly GL attributes +before creating a window: + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + +Threads and the Java VM +================================================================================ + +For a quick tour on how Linux native threads interoperate with the Java VM, take +a look here: https://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. + + +If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"), +it won't be able to find your java class and method because of the java class loader +which is different for native threads, than for java threads (eg your "main()"). + +the work-around is to find class/method, in you "main()" thread, and to use them +in your native thread. + +see: +https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class + +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 := c++_shared + +For more information go here: + https://developer.android.com/ndk/guides/cpp-support + + +Using the emulator +================================================================================ + +There are some good tips and tricks for getting the most out of the +emulator here: https://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 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 ndk-stack to get a symbolic stack trace: + https://developer.android.com/ndk/guides/ndk-stack + +If you want to go through the process manually, 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 "" + + +Graphics debugging +================================================================================ + +If you are developing on a compatible Tegra-based tablet, NVidia provides +Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL +and GLES libraries, you must follow their instructions for installing the +interposer library on a rooted device. The non-rooted instructions are not +compatible with applications that use SDL2 for video. + +The Tegra Graphics Debugger is available from NVidia here: +https://developer.nvidia.com/tegra-graphics-debugger + + +Why is API level 16 the minimum required? +================================================================================ + +The latest NDK toolchain doesn't support targeting earlier than API level 16. +As of this writing, according to https://developer.android.com/about/dashboards/index.html +about 99% of the Android devices accessing Google Play support API level 16 or +higher (January 2018). + + +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 + + +Ending your application +================================================================================ + +Two legitimate ways: + +- return from your main() function. Java side will automatically terminate the +Activity by calling Activity.finish(). + +- Android OS can decide to terminate your application by calling onDestroy() +(see Activity life cycle). Your application will receive a SDL_QUIT event you +can handle to save things and quit. + +Don't call exit() as it stops the activity badly. + +NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode +SDLK_AC_BACK, for any purpose. + +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. + diff --git a/Client/ThirdParty/SDL2/docs/README-cmake.md b/Client/ThirdParty/SDL2/docs/README-cmake.md new file mode 100644 index 0000000..0eeb6d7 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-cmake.md @@ -0,0 +1,84 @@ +CMake +================================================================================ +(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 +* macOS, iOS, and tvOS, 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. + + +================================================================================ +Usage, iOS/tvOS +================================================================================ + +CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built +using Xcode or Make, possibly among other build-systems. + +When using a recent version of CMake (3.14+), it should be possible to: + +- build SDL for iOS, both static and dynamic +- build SDL test apps (as iOS/tvOS .app bundles) +- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) + +To use, set the following CMake variables when running CMake's configuration stage: + +- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`) +- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`, + `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.) +- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64") + + +### Examples (for iOS/tvOS): + +- for iOS-Simulator, using the latest, installed SDK: + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64` + +- for iOS-Device, using the latest, installed SDK, 64-bit only + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64` + +- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"` + +- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64` + +- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): + + `cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64` + +- for tvOS-Simulator, using the latest, installed SDK: + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64` + +- for tvOS-Device, using the latest, installed SDK: + + `cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` diff --git a/Client/ThirdParty/SDL2/docs/README-directfb.md b/Client/ThirdParty/SDL2/docs/README-directfb.md new file mode 100644 index 0000000..67b64fb --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-directfb.md @@ -0,0 +1,107 @@ +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 + diff --git a/Client/ThirdParty/SDL2/docs/README-dynapi.md b/Client/ThirdParty/SDL2/docs/README-dynapi.md new file mode 100644 index 0000000..7827458 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-dynapi.md @@ -0,0 +1,138 @@ +# Dynamic API + +Originally posted on Ryan's Google+ account. + +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: + +```c +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: + +```c +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: + +```bash +export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 +./MyGameThatIsStaticallyLinkedToSDL2 +``` + +And now, this game that is statically 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: + +```c +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. diff --git a/Client/ThirdParty/SDL2/docs/README-emscripten.md b/Client/ThirdParty/SDL2/docs/README-emscripten.md new file mode 100644 index 0000000..9712084 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-emscripten.md @@ -0,0 +1,35 @@ +Emscripten +================================================================================ + +Build: + + $ mkdir build + $ cd build + $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2" + $ emmake make + +Or with cmake: + + $ mkdir build + $ cd build + $ emcmake cmake .. + $ emmake make + +To build one of the tests: + + $ cd test/ + $ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html + +Uses GLES2 renderer or software + +Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere): + +SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/): + + $ EMCONFIGURE_JS=1 emconfigure ../configure + build as usual... + +SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx): + + $ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx + build as usual... diff --git a/Client/ThirdParty/SDL2/docs/README-gesture.md b/Client/ThirdParty/SDL2/docs/README-gesture.md new file mode 100644 index 0000000..451afae --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-gesture.md @@ -0,0 +1,71 @@ +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: + jim.tla+sdl_touch@gmail.com diff --git a/Client/ThirdParty/SDL2/docs/README-git.md b/Client/ThirdParty/SDL2/docs/README-git.md new file mode 100644 index 0000000..3f03488 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-git.md @@ -0,0 +1,19 @@ +git +========= + +The latest development version of SDL is available via git. +Git allows you to get up-to-the-minute fixes and enhancements; +as a developer works on a source tree, you can use "git" to mirror that +source tree instead of waiting for an official release. Please look +at the Git website ( https://git-scm.com/ ) for more +information on using git, where you can also download software for +macOS, Windows, and Unix systems. + + git clone https://github.com/libsdl-org/SDL + +If you are building SDL via configure, you will need to run autogen.sh +before running configure. + +There is a web interface to the Git repository at: + http://github.com/libsdl-org/SDL/ + diff --git a/Client/ThirdParty/SDL2/docs/README-hg.md b/Client/ThirdParty/SDL2/docs/README-hg.md new file mode 100644 index 0000000..4e35683 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-hg.md @@ -0,0 +1,4 @@ +We are no longer hosted in Mercurial. Please see README-git.md for details. + +Thanks! + diff --git a/Client/ThirdParty/SDL2/docs/README-ios.md b/Client/ThirdParty/SDL2/docs/README-ios.md new file mode 100644 index 0000000..cab3af4 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-ios.md @@ -0,0 +1,295 @@ +iOS +====== + +Building the Simple DirectMedia Layer for iOS 5.1+ +============================================================================== + +Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK. + +Instructions: + +1. Open SDL.xcodeproj (located in Xcode/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 library (libSDL2.a) and the iPhone SDL Application template. +2. 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. +3. 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 iOS view based application. +2. Build the SDL static library (libSDL2.a) for iOS 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 iOS and in the iOS Simulator. +3. Include the SDL header files in your project. +4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS 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 -- Retina / High-DPI and window sizes +============================================================================== + +Window and display mode sizes in SDL are in "screen coordinates" (or "points", +in Apple's terminology) rather than in pixels. On iOS this means that a window +created on an iPhone 6 will have a size in screen coordinates of 375 x 667, +rather than a size in pixels of 750 x 1334. All iOS apps are expected to +size their content based on screen coordinates / points rather than pixels, +as this allows different iOS devices to have different pixel densities +(Retina versus non-Retina screens, etc.) without apps caring too much. + +By default SDL will not use the full pixel density of the screen on +Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when +creating your window to enable high-dpi support. + +When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes +will still be in "screen coordinates" rather than pixels, but the window will +have a much greater pixel density when the device supports it, and the +SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on +whether raw OpenGL or the SDL_Render API is used) can be queried to determine +the size in pixels of the drawable screen framebuffer. + +Some OpenGL ES functions such as glViewport expect sizes in pixels rather than +sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an +orthographic projection matrix using the size in screen coordinates +(SDL_GetWindowSize()) can be used in order to display content at the same scale +no matter whether a Retina device is used or not. + + +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 iOS uses OpenGL ES for video by default. + +OpenGL ES for iOS 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 0. + +OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this: + +- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called. +- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called. +- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called. + +The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h). + + +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 iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h. + + +Notes -- CoreBluetooth.framework +============================================================================== + +SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot +more game controller devices, but it requires permission from the user before +your app will be able to talk to the Bluetooth hardware. "Made For iOS" +branded controllers do not need this as we don't have to speak to them +directly with raw bluetooth, so many apps can live without this. + +You'll need to link with CoreBluetooth.framework and add something like this +to your Info.plist: + +<key>NSBluetoothPeripheralUsageDescription</key> +<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string> + + +Game Center +============================================================================== + +Game Center integration might require 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; + } + + +Deploying to older versions of iOS +============================================================================== + +SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1 + +In order to do that you need to download an older version of Xcode: +https://developer.apple.com/download/more/?name=Xcode + +Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport + +Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES + +Open your project and set your deployment target to the desired version of iOS + +Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController diff --git a/Client/ThirdParty/SDL2/docs/README-kmsbsd.md b/Client/ThirdParty/SDL2/docs/README-kmsbsd.md new file mode 100644 index 0000000..01db5e8 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-kmsbsd.md @@ -0,0 +1,27 @@ +KMSDRM on *BSD +================================================== + +KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen. + +WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance. + +OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices. + + +SDL2 WSCONS input backend features +=================================================== +1. It is keymap-aware; it will work properly with different keymaps. +2. It has mouse support. +3. Accent input is supported. +4. Compose keys are supported. +5. AltGr and Meta Shift keys work as intended. + +Partially working or no input on OpenBSD/NetBSD. +================================================== + +The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work. + +Partially working or no input on FreeBSD. +================================================== + +The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices. diff --git a/Client/ThirdParty/SDL2/docs/README-linux.md b/Client/ThirdParty/SDL2/docs/README-linux.md new file mode 100644 index 0000000..9734941 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-linux.md @@ -0,0 +1,83 @@ +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 20.04, all available features enabled: + + sudo apt-get install build-essential git make cmake autoconf automake \ + libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \ + libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev \ + libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \ + libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \ + fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \ + libxkbcommon-dev libdrm-dev libgbm-dev + +NOTES: +- This includes all the audio targets except arts and esd, because Ubuntu + (and/or Debian) pulled their packages, but in theory SDL still supports them. +- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime + for higher-quality audio resampling. SDL will work without it if the library + is missing, so it's safe to build in support even if the end user doesn't + have this library installed. +- 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" + diff --git a/Client/ThirdParty/SDL2/docs/README-macosx.md b/Client/ThirdParty/SDL2/docs/README-macosx.md new file mode 100644 index 0000000..2cb8001 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-macosx.md @@ -0,0 +1,240 @@ +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. + +Command Line Build +================== + +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 gcc-fat.sh script in build-scripts: + + mkdir mybuild + cd mybuild + CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure + make + sudo make 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. + +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.ac 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.txt". diff --git a/Client/ThirdParty/SDL2/docs/README-nacl.md b/Client/ThirdParty/SDL2/docs/README-nacl.md new file mode 100644 index 0000000..4c9432b --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-nacl.md @@ -0,0 +1,103 @@ +Native Client +================================================================================ + +Requirements: + +* Native Client SDK (https://developer.chrome.com/native-client), + (tested with Pepper version 33 or higher). + +The SDL backend for Chrome's Native Client has been tested only with the PNaCl +toolchain, which generates binaries designed to run on ARM and x86_32/64 +platforms. This does not mean it won't work with the other toolchains! + +================================================================================ +Building SDL for NaCl +================================================================================ + +Set up the right environment variables (see naclbuild.sh), then configure SDL with: + + configure --host=pnacl --prefix some/install/destination + +Then "make". + +As an example of how to create a deployable app a Makefile project is provided +in test/nacl/Makefile, which includes some monkey patching of the common.mk file +provided by NaCl, without which linking properly to SDL won't work (the search +path can't be modified externally, so the linker won't find SDL's binaries unless +you dump them into the SDK path, which is inconvenient). +Also provided in test/nacl is the required support file, such as index.html, +manifest.json, etc. +SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. +This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), +hiding the asynchronous nature of the browser behind the scenes...which is not the +same as making it disappear! + + +================================================================================ +Running tests +================================================================================ + +Due to the nature of NaCl programs, building and running SDL tests is not as +straightforward as one would hope. The script naclbuild.sh in build-scripts +automates the process and should serve as a guide for users of SDL trying to build +their own applications. + +Basic usage: + + ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) + +This will build testgles2.c by default. + +If you want to build a different test, for example testrendercopyex.c: + + SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 + +Once the build finishes, you have to serve the contents with a web server (the +script will give you instructions on how to do that with Python). + +================================================================================ +RWops and nacl_io +================================================================================ + +SDL_RWops work transparently with nacl_io. Two functions control the mount points: + + int mount(const char* source, const char* target, + const char* filesystemtype, + unsigned long mountflags, const void *data); + int umount(const char *target); + + For convenience, SDL will by default mount an httpfs tree at / before calling +the app's main function. Such setting can be overridden by calling: + + umount("/"); + +And then mounting a different filesystem at / + +It's important to consider that the asynchronous nature of file operations on a +browser is hidden from the application, effectively providing the developer with +a set of blocking file operations just like you get in a regular desktop +environment, which eases the job of porting to Native Client, but also introduces +a set of challenges of its own, in particular when big file sizes and slow +connections are involved. + +For more information on how nacl_io and mount points work, see: + + https://developer.chrome.com/native-client/devguide/coding/nacl_io + https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h + +To be able to save into the directory "/save/" (like backup of game) : + + mount("", "/save", "html5fs", 0, "type=PERSISTENT"); + +And add to manifest.json : + + "permissions": [ + "unlimitedStorage" + ] + +================================================================================ +TODO - Known Issues +================================================================================ +* Testing of all systems with a real application (something other than SDL's tests) +* Key events don't seem to work properly + diff --git a/Client/ThirdParty/SDL2/docs/README-os2.md b/Client/ThirdParty/SDL2/docs/README-os2.md new file mode 100644 index 0000000..2b7bb2b --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-os2.md @@ -0,0 +1,54 @@ +Simple DirectMedia Layer 2 for OS/2 & eComStation +================================================================================ +SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016 + + +OpenGL, joystick and audio capture not supported by this port. + +Additional environment variables (optional) for OS/2 version: + +SDL_AUDIO_SHARE + Values: 0 or 1, default is 0 + Initializes the device as shareable or exclusively acquired. + +SDL_VIDEODRIVER + Values: DIVE or VMAN, default is DIVE + Use video subsystem: Direct interface video extensions (DIVE) or + Video Manager (VMAN). + +You may significantly increase video output speed with OS4 kernel and patched +files vman.dll and dive.dll or with latest versions of ACPI support and video +driver Panorama. + +Latest versions of OS/4 kernel: + http://gus.biysk.ru/os4/ + (Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4) + +Patched files vman.dll and dive.dll: + http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR + + +Compiling: +---------- + +Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see: +https://github.com/open-watcom/ and https://open-watcom.github.io +WATCOM ervironment variable must to be set to the Open Watcom install +directory. To compile, run: wmake -f Makefile.os2 + + +Installing: +----------- + +- eComStation: + + If you have previously installed SDL2, make a Backup copy of SDL2.dll + located in D:\ecs\dll (where D: is disk on which installed eComStation). + Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll + +- OS/2: + + Copy SDL2.dll to any directory on your LIBPATH. If you have a previous + version installed, close all SDL2 applications before replacing the old + copy. Also make sure that any other older versions of DLLs are removed + from your system. diff --git a/Client/ThirdParty/SDL2/docs/README-pandora.md b/Client/ThirdParty/SDL2/docs/README-pandora.md new file mode 100644 index 0000000..511a054 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-pandora.md @@ -0,0 +1,17 @@ +Pandora +===================================================================== + +( 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) +cpasjuste@gmail.com diff --git a/Client/ThirdParty/SDL2/docs/README-platforms.md b/Client/ThirdParty/SDL2/docs/README-platforms.md new file mode 100644 index 0000000..14454ec --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-platforms.md @@ -0,0 +1,8 @@ +Platforms +========= + +We maintain the list of supported platforms on our wiki now, and how to +build and install SDL for those platforms: + + https://wiki.libsdl.org/Installation + diff --git a/Client/ThirdParty/SDL2/docs/README-porting.md b/Client/ThirdParty/SDL2/docs/README-porting.md new file mode 100644 index 0000000..82f35c6 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-porting.md @@ -0,0 +1,68 @@ +Porting +======= + +* 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.ac, + take a look at the large section labelled: + + "Set up the configuration based on the host 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_minimal.h 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/render/software/*.c + src/stdlib/*.c + src/thread/*.c + src/timer/*.c + src/video/*.c + src/audio/disk/*.c + src/audio/dummy/*.c + src/filesystem/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 (slouken@libsdl.org) + diff --git a/Client/ThirdParty/SDL2/docs/README-psp.md b/Client/ThirdParty/SDL2/docs/README-psp.md new file mode 100644 index 0000000..0acc93d --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-psp.md @@ -0,0 +1,19 @@ +PSP +====== +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 diff --git a/Client/ThirdParty/SDL2/docs/README-raspberrypi.md b/Client/ThirdParty/SDL2/docs/README-raspberrypi.md new file mode 100644 index 0000000..2c95e06 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-raspberrypi.md @@ -0,0 +1,188 @@ +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 + + +================================================================================ + NEON +================================================================================ + +If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so +that SDL will select some otherwise-disabled highly-optimized code. The +original Pi units don't have NEON, the Pi2 probably does, and the Pi3 +definitely does. + +================================================================================ + 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 Raspbian 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 + LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$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 + +================================================================================ + OpenGL problems +================================================================================ + +If you have desktop OpenGL headers installed at build time in your RPi or cross +compilation environment, support for it will be built in. However, the chipset +does not actually have support for it, which causes issues in certain SDL apps +since the presence of OpenGL support supersedes the ES/ES2 variants. +The workaround is to disable OpenGL at configuration time: + + ./configure --disable-video-opengl + +Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER +environment variable: + + export SDL_RENDER_DRIVER=opengles2 + +================================================================================ + 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. + + diff --git a/Client/ThirdParty/SDL2/docs/README-touch.md b/Client/ThirdParty/SDL2/docs/README-touch.md new file mode 100644 index 0000000..b6745ac --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-touch.md @@ -0,0 +1,86 @@ +Touch +=========================================================================== +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 jim.tla+sdl_touch@gmail.com 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 jim.tla+sdl_touch@gmail.com + +=========================================================================== +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 SDL_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(int index). +This returns a SDL_TouchID. +IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() 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(SDL_TouchID touchID, int 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: + 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: + jim.tla+sdl_touch@gmail.com + (original author, API was changed since) diff --git a/Client/ThirdParty/SDL2/docs/README-visualc.md b/Client/ThirdParty/SDL2/docs/README-visualc.md new file mode 100644 index 0000000..ea2bc18 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-visualc.md @@ -0,0 +1,114 @@ +Using SDL with Microsoft Visual C++ +=================================== + +### by [Lion Kimbro](mailto:snowlion@sprynet.com) with additions by [James Turk](mailto:james@conceptofzero.net) + +You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL +yourself. + +### Building SDL + +0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from +the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web). +_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_ + +1. Open the Visual Studio solution file at `./VisualC/SDL.sln`. + +2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog, +all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with +the `Platform Toolset`. + +If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`. + +3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_ +panel in the _FileView_ tab), and selecting `Build`. + +You may get a few warnings, but you should not get any errors. + +Later, we will refer to the following `.lib` and `.dll` files that have just been generated: + +- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll` +- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib` +- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib` + +_Note for the `x64` versions, just replace `Win32` in the path with `x64`_ + +### Creating a Project with SDL + +- Create a project as a `Win32 Application`. + +- Create a C++ file for your project. + +- Set the C runtime to `Multi-threaded DLL` in the menu: +`Project|Settings|C/C++ tab|Code Generation|Runtime Library `. + +- Add the SDL `include` directory to your list of includes in the menu: +`Project|Settings|C/C++ tab|Preprocessor|Additional include directories ` + +*VC7 Specific: Instead of doing this, I find it easier to add the +include and library directories to the list that VC7 keeps. Do this by +selecting Tools|Options|Projects|VC++ Directories and under the "Show +Directories For:" dropbox select "Include Files", and click the "New +Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you +installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the +dropbox selection to "Library Files" and add [SDLROOT]\\lib.* + +The "include directory" I am referring to is the `./include` folder. + +Now we're going to use the files that we had created earlier in the *Build SDL* step. + +Copy the following file into your Project directory: + +- `SDL2.dll` + +Add the following files to your project (It is not necessary to copy them to your project directory): + +- `SDL2.lib` +- `SDL2main.lib` + +To add them to your project, right click on your project, and select +`Add files to project`. + +**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line +and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration +(e.g. Release,Debug).** + +### Hello SDL2 + +Here's a sample SDL snippet to verify everything is setup in your IDE: + +``` + #include "SDL.h" + + int main( int argc, char* argv[] ) + { + const int WIDTH = 640; + const int HEIGHT = 480; + SDL_Window* window = NULL; + SDL_Renderer* renderer = NULL; + + SDL_Init(SDL_INIT_VIDEO); + window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); + renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + return 0; + } + ``` + +### That's it! + +I hope that this document has helped you get through the most difficult part of using the SDL: installing it. +Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues). + +### Credits + +Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port. + +This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org). + +Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com). + +Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net) diff --git a/Client/ThirdParty/SDL2/docs/README-vita.md b/Client/ThirdParty/SDL2/docs/README-vita.md new file mode 100644 index 0000000..4996e5c --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-vita.md @@ -0,0 +1,25 @@ +PS Vita
+=======
+SDL port for the Sony Playstation Vita and Sony Playstation TV
+
+Credit to
+* xerpi and rsn8887 for initial (vita2d) port
+* vitasdk/dolcesdk devs
+* CBPS discord (Namely Graphene and SonicMastr)
+
+Building
+--------
+To build for the PSVita, make sure you have vitasdk and cmake installed and run:
+```
+ cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
+ cmake --build build
+ cmake --install build
+```
+
+
+Notes
+-----
+* gles2 support is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
+* By default SDL emits mouse events for touch events on every touchscreen.
+ Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
+* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
\ No newline at end of file diff --git a/Client/ThirdParty/SDL2/docs/README-wince.md b/Client/ThirdParty/SDL2/docs/README-wince.md new file mode 100644 index 0000000..9fc6454 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-wince.md @@ -0,0 +1,10 @@ +WinCE +===== + +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. + diff --git a/Client/ThirdParty/SDL2/docs/README-windows.md b/Client/ThirdParty/SDL2/docs/README-windows.md new file mode 100644 index 0000000..71f968e --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-windows.md @@ -0,0 +1,45 @@ +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. + +Vulkan Surface Support +============== + +Support for creating Vulkan surfaces is configured on by default. To disable it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to use Vulkan graphics in your application. diff --git a/Client/ThirdParty/SDL2/docs/README-winrt.md b/Client/ThirdParty/SDL2/docs/README-winrt.md new file mode 100644 index 0000000..87052ff --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README-winrt.md @@ -0,0 +1,550 @@ +WinRT +===== + +This port allows SDL applications to run on Microsoft's platforms that require +use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases, +refer to them as either "Windows Store", or for Windows 10, "UWP" apps. + +Some of the operating systems that include WinRT, are: + +* Windows 10, via its Universal Windows Platform (UWP) APIs +* Windows 8.x +* Windows RT 8.x (aka. Windows 8.x for ARM processors) +* Windows Phone 8.x + + +Requirements +------------ + +* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012 + - Free, "Community" or "Express" editions may be used, so long as they + include support for either "Windows Store" or "Windows Phone" apps. + "Express" versions marked as supporting "Windows Desktop" development + typically do not include support for creating WinRT apps, to note. + (The "Community" editions of Visual C++ do, however, support both + desktop/Win32 and WinRT development). + - Visual Studio 2017 can be used, however it is recommended that you install + the Visual C++ 2015 build tools. These build tools can be installed + using VS 2017's installer. Be sure to also install the workload for + "Universal Windows Platform development", its optional component, the + "C++ Universal Windows Platform tools", and for UWP / Windows 10 + development, the "Windows 10 SDK (10.0.10240.0)". Please note that + targeting UWP / Windows 10 apps from development machine(s) running + earlier versions of Windows, such as Windows 7, is not always supported + by Visual Studio, and you may get error(s) when attempting to do so. + - Visual C++ 2012 can only build apps that target versions 8.0 of Windows, + or Windows Phone. 8.0-targeted apps will run on devices running 8.1 + editions of Windows, however they will not be able to take advantage of + 8.1-specific features. + - Visual C++ 2013 cannot create app projects that target Windows 8.0. + Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0, + Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional + Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8", + allows Visual C++ 2013 to load and build Windows 8.0 projects that were + created with Visual C++ 2012, so long as Visual C++ 2012 is installed + on the same machine. More details on targeting different versions of + Windows can found at the following web pages: + - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx) + - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools) +* A valid Microsoft account - This requirement is not imposed by SDL, but + rather by Microsoft's Visual C++ toolchain. This is required to launch or + debug apps. + + +Status +------ + +Here is a rough list of what works, and what doesn't: + +* What works: + * compilation via Visual C++ 2012 through 2015 + * compile-time platform detection for SDL programs. The C/C++ #define, + `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. + * GPU-accelerated 2D rendering, via SDL_Renderer. + * OpenGL ES 2, via the ANGLE library (included separately from SDL) + * software rendering, via either SDL_Surface (optionally in conjunction with + SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the + SDL_Renderer APIs + * threads + * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), + SDL_GetPerformanceFrequency(), etc.) + * file I/O via SDL_RWops + * mouse input (unsupported on Windows Phone) + * audio, via SDL's WASAPI backend (if you want to record, your app must + have "Microphone" capabilities enabled in its manifest, and the user must + not have blocked access. Otherwise, capture devices will fail to work, + presenting as a device disconnect shortly after opening it.) + * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading + anything outside of the app is not supported. + * system path retrieval via SDL's filesystem APIs + * game controllers. Support is provided via the SDL_Joystick and + SDL_GameController APIs, and is backed by Microsoft's XInput API. Please + note, however, that Windows limits game-controller support in UWP apps to, + "Xbox compatible controllers" (many controllers that work in Win32 apps, + do not work in UWP, due to restrictions in UWP itself.) + * multi-touch input + * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as + appropriate. + * window events + * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can + choose to render content directly via Direct3D, using SDL to manage the + internal WinRT window, as well as input and audio. (Use + SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into + IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) + +* What partially works: + * keyboard input. Most of WinRT's documented virtual keys are supported, as + well as many keys with documented hardware scancodes. Converting + SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs + (MapVirtualKey()) in Microsoft's Windows Store / UWP APIs. + * SDLmain. WinRT uses a different signature for each app's main() function. + SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp + (in `SDL\src\main\winrt\`) directly in order for their C-style main() + functions to be called. + +* What doesn't work: + * compilation with anything other than Visual C++ + * programmatically-created custom cursors. These don't appear to be supported + by WinRT. Different OS-provided cursors can, however, be created via + SDL_CreateSystemCursor() (unsupported on Windows Phone) + * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently + supported by WinRT itself. + * joysticks and game controllers that either are not supported by + Microsoft's XInput API, or are not supported within UWP apps (many + controllers that work in Win32, do not work in UWP, due to restrictions in + UWP itself). + * turning off VSync when rendering on Windows Phone. Attempts to turn VSync + off on Windows Phone result either in Direct3D not drawing anything, or it + forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get + turned-on on Windows Phone. This limitation is not present in non-Phone + WinRT (such as Windows 8.x), where turning off VSync appears to work. + * probably anything else that's not listed as supported + + + +Upgrade Notes +------------- + +#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 + +SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). +The fixes may affect older, SDL 2.0.3-based apps' save data. Please note +that these changes only apply to SDL-based WinRT apps, and not to apps for +any other platform. + +1. SDL_GetPrefPath() would return an invalid path, one in which the path's + directory had not been created. Attempts to create files there + (via fopen(), for example), would fail, unless that directory was + explicitly created beforehand. + +2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside + a WinRT 'Roaming' folder, the contents of which get automatically + synchronized across multiple devices. This process can occur while an + application runs, and can cause existing save-data to be overwritten + at unexpected times, with data from other devices. (Windows Phone apps + written with SDL 2.0.3 did not utilize a Roaming folder, due to API + restrictions in Windows Phone 8.0). + + +SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: + +1. making sure that SDL_GetPrefPath() returns a directory in which data + can be written to immediately, without first needing to create directories. + +2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the + contents of which do not automatically get synchronized across devices + (and which require less work to use safely, in terms of data integrity). + +Apps that wish to get their Roaming folder's path can do so either by using +SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a +UCS-2/wide-char string), or directly through the WinRT class, +Windows.Storage.ApplicationData. + + + +Setup, High-Level Steps +----------------------- + +The steps for setting up a project for an SDL/WinRT app looks like the +following, at a high-level: + +1. create a new Visual C++ project using Microsoft's template for a, + "Direct3D App". +2. remove most of the files from the project. +3. make your app's project directly reference SDL/WinRT's own Visual C++ + project file, via use of Visual C++'s "References" dialog. This will setup + the linker, and will copy SDL's .dll files to your app's final output. +4. adjust your app's build settings, at minimum, telling it where to find SDL's + header files. +5. add files that contains a WinRT-appropriate main function, along with some + data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) + work properly. +6. add SDL-specific app code. +7. build and run your app. + + +Setup, Detailed Steps +--------------------- + +### 1. Create a new project ### + +Create a new project using one of Visual C++'s templates for a plain, non-XAML, +"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you +don't see one of these templates, in Visual C++'s 'New Project' dialog, try +using the textbox titled, 'Search Installed Templates' to look for one. + + +### 2. Remove unneeded files from the project ### + +In the new project, delete any file that has one of the following extensions: + +- .cpp +- .h +- .hlsl + +When you are done, you should be left with a few files, each of which will be a +necessary part of your app's project. These files will consist of: + +- an .appxmanifest file, which contains metadata on your WinRT app. This is + similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. +- a few .png files, one of which is a splash screen (displayed when your app + launches), others are app icons. +- a .pfx file, used for code signing purposes. + + +### 3. Add references to SDL's project files ### + +SDL/WinRT can be built in multiple variations, spanning across three different +CPU architectures (x86, x64, and ARM) and two different configurations +(Debug and Release). WinRT and Visual C++ do not currently provide a means +for combining multiple variations of one library into a single file. +Furthermore, it does not provide an easy means for copying pre-built .dll files +into your app's final output (via Post-Build steps, for example). It does, +however, provide a system whereby an app can reference the MSVC projects of +libraries such that, when the app is built: + +1. each library gets built for the appropriate CPU architecture(s) and WinRT + platform(s). +2. each library's output, such as .dll files, get copied to the app's build + output. + +To set this up for SDL/WinRT, you'll need to run through the following steps: + +1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then + "Solution Explorer") +2. right click on your app's solution. +3. navigate to "Add", then to "Existing Project..." +4. find SDL/WinRT's Visual C++ project file and open it. Different project + files exist for different WinRT platforms. All of them are in SDL's + source distribution, in the following directories: + * `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps + * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps + * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps + * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps +5. once the project has been added, right-click on your app's project and + select, "References..." +6. click on the button titled, "Add New Reference..." +7. check the box next to SDL +8. click OK to close the dialog +9. SDL will now show up in the list of references. Click OK to close that + dialog. + +Your project is now linked to SDL's project, insofar that when the app is +built, SDL will be built as well, with its build output getting included with +your app. + + +### 4. Adjust Your App's Build Settings ### + +Some build settings need to be changed in your app's project. This guide will +outline the following: + +- making sure that the compiler knows where to find SDL's header files +- **Optional for C++, but NECESSARY for compiling C code:** telling the + compiler not to use Microsoft's C++ extensions for WinRT development. +- **Optional:** telling the compiler not generate errors due to missing + precompiled header files. + +To change these settings: + +1. right-click on the project +2. choose "Properties" +3. in the drop-down box next to "Configuration", choose, "All Configurations" +4. in the drop-down box next to "Platform", choose, "All Platforms" +5. in the left-hand list, expand the "C/C++" section +6. select "General" +7. edit the "Additional Include Directories" setting, and add a path to SDL's + "include" directory +8. **Optional: to enable compilation of C code:** change the setting for + "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're + working with a completely C++ based project, this step can usually be + omitted. +9. **Optional: to disable precompiled headers (which can produce + 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand + list, select "Precompiled Headers", then change the setting for "Precompiled + Header" from "Use (/Yu)" to "Not Using Precompiled Headers". +10. close the dialog, saving settings, by clicking the "OK" button + + +### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### + +A few files should be included directly in your app's MSVC project, specifically: +1. a WinRT-appropriate main function (which is different than main() functions on + other platforms) +2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor + (if and when the app needs to do so). *If this cursor resource is not + included, mouse-position reporting may fail if and when the cursor is + hidden, due to possible bugs/design-oddities in Windows itself.* + +To include these files for C/C++ projects: + +1. right-click on your project (again, in Visual C++'s Solution Explorer), + navigate to "Add", then choose "Existing Item...". +2. navigate to the directory containing SDL's source code, then into its + subdirectory, 'src/main/winrt/'. Select, then add, the following files: + - `SDL_winrt_main_NonXAML.cpp` + - `SDL2-WinRTResources.rc` + - `SDL2-WinRTResource_BlankCursor.cur` +3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your + project), then click on "Properties...". +4. in the drop-down box next to "Configuration", choose, "All Configurations" +5. in the drop-down box next to "Platform", choose, "All Platforms" +6. in the left-hand list, click on "C/C++" +7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". +8. click the OK button. This will close the dialog. + +**NOTE: C++/CX compilation is currently required in at least one file of your +app's project. This is to make sure that Visual C++'s linker builds a 'Windows +Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** + +For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's +main function, and generate SDL2-WinRTResources.res manually by using `rc` via +the Developer Command Prompt and including it as a <Win32Resource> within the +first <PropertyGroup> block in your Visual Studio project file. + +### 6. Add app code and assets ### + +At this point, you can add in SDL-specific source code. Be sure to include a +C-style main function (ie: `int main(int argc, char *argv[])`). From there you +should be able to create a single `SDL_Window` (WinRT apps can only have one +window, at present), as well as an `SDL_Renderer`. Direct3D will be used to +draw content. Events are received via SDL's usual event functions +(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, +you can start adding them to the project now. If not, or if you would like to +make sure that you're setup correctly, some short and simple sample code is +provided below. + + +#### 6.A. ... when creating a new app #### + +If you are creating a new app (rather than porting an existing SDL-based app), +or if you would just like a simple app to test SDL/WinRT with before trying to +get existing code working, some working SDL/WinRT code is provided below. To +set this up: + +1. right click on your app's project +2. select Add, then New Item. An "Add New Item" dialog will show up. +3. from the left-hand list, choose "Visual C++" +4. from the middle/main list, choose "C++ File (.cpp)" +5. near the bottom of the dialog, next to "Name:", type in a name for your +source file, such as, "main.cpp". +6. click on the Add button. This will close the dialog, add the new file to +your project, and open the file in Visual C++'s text editor. +7. Copy and paste the following code into the new file, then save it. + +```c +#include <SDL.h> + +int main(int argc, char **argv) +{ + SDL_DisplayMode mode; + SDL_Window * window = NULL; + SDL_Renderer * renderer = NULL; + SDL_Event evt; + SDL_bool keep_going = SDL_TRUE; + + if (SDL_Init(SDL_INIT_VIDEO) != 0) { + return 1; + } else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { + return 1; + } else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { + return 1; + } + + while (keep_going) { + while (SDL_PollEvent(&evt)) { + if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) { + keep_going = SDL_FALSE; + } + } + + SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); + SDL_RenderClear(renderer); + SDL_RenderPresent(renderer); + } + + SDL_Quit(); + return 0; +} +``` + +#### 6.B. Adding code and assets #### + +If you have existing code and assets that you'd like to add, you should be able +to add them now. The process for adding a set of files is as such. + +1. right click on the app's project +2. select Add, then click on "New Item..." +3. open any source, header, or asset files as appropriate. Support for C and +C++ is available. + +Do note that WinRT only supports a subset of the APIs that are available to +Win32-based apps. Many portions of the Win32 API and the C runtime are not +available. + +A list of unsupported C APIs can be found at +<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx> + +General information on using the C runtime in WinRT can be found at +<https://msdn.microsoft.com/en-us/library/hh972425.aspx> + +A list of supported Win32 APIs for WinRT apps can be found at +<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note, +the list of supported Win32 APIs for Windows Phone 8.0 is different. +That list can be found at +<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx> + + +### 7. Build and run your app ### + +Your app project should now be setup, and you should be ready to build your app. +To run it on the local machine, open the Debug menu and choose "Start +Debugging". This will build your app, then run your app full-screen. To switch +out of your app, press the Windows key. Alternatively, you can choose to run +your app in a window. To do this, before building and running your app, find +the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand +this by clicking on the arrow on the right side of the list, then click on +Simulator. Once you do that, any time you build and run the app, the app will +launch in window, rather than full-screen. + + +#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### + +**These instructions do not include Windows Phone, despite Windows Phone +typically running on ARM processors.** They are specifically for devices +that use the "Windows RT" operating system, which was a modified version of +Windows 8.x that ran primarily on ARM-based tablet computers. + +To build and run the app on ARM-based, "Windows RT" devices, you'll need to: + +- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and + debugs ARM-based apps via IP networks. +- change a few options on the development machine, both to make sure it builds + for ARM (rather than x86 or x64), and to make sure it knows how to find the + Windows RT device (on the network). + +Microsoft's Remote Debugger can be found at +<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note +that separate versions of this debugger exist for different versions of Visual +C++, one each for MSVC 2015, 2013, and 2012. + +To setup Visual C++ to launch your app on an ARM device: + +1. make sure the Remote Debugger is running on your ARM device, and that it's on + the same IP network as your development machine. +2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click + it, then change the value to "ARM". +3. make sure Visual C++ knows the hostname or IP address of the ARM device. To + do this: + 1. open the app project's properties + 2. select "Debugging" + 3. next to "Machine Name", enter the hostname or IP address of the ARM + device + 4. if, and only if, you've turned off authentication in the Remote Debugger, + then change the setting for "Require Authentication" to No + 5. click "OK" +4. build and run the app (from Visual C++). The first time you do this, a + prompt will show up on the ARM device, asking for a Microsoft Account. You + do, unfortunately, need to log in here, and will need to follow the + subsequent registration steps in order to launch the app. After you do so, + if the app didn't already launch, try relaunching it again from within Visual + C++. + + +Troubleshooting +--------------- + +#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" + +Try adding the following to your linker flags. In MSVC, this can be done by +right-clicking on the app project, navigating to Configuration Properties -> +Linker -> Command Line, then adding them to the Additional Options +section. + +* For Release builds / MSVC-Configurations, add: + + /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib + +* For Debug builds / MSVC-Configurations, add: + + /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib + + +#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values + +This may be caused by a bug in Windows itself, whereby hiding the mouse +cursor can cause mouse-position reporting to fail. + +SDL provides a workaround for this, but it requires that an app links to a +set of Win32-style cursor image-resource files. A copy of suitable resource +files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ +project file should be sufficient to get the app to use them. + + +#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified." + +This can be caused for any one of a few reasons, which Visual Studio can +report, but won't always do so in an up-front manner. + +To help determine why this error comes up: + +1. open a copy of Visual Studio without opening a project file. This can be + accomplished via Windows' Start Menu, among other means. +2. show Visual Studio's Output window. This can be done by going to VS' + menu bar, then to View, and then to Output. +3. try opening the SDL project file directly by going to VS' menu bar, then + to File, then to Open, then to Project/Solution. When a File-Open dialog + appears, open the SDL project (such as the one in SDL's source code, in its + directory, VisualC-WinRT/UWP_VS2015/). +4. after attempting to open SDL's Visual Studio project file, additional error + information will be output to the Output window. + +If Visual Studio reports (via its Output window) that the project: + +"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections: +Microsoft.VisualStudio.ComponentGroup.UWP.VC" + +... then you will need to re-launch Visual Studio's installer, and make sure that +the workflow for "Universal Windows Platform development" is checked, and that its +optional component, "C++ Universal Windows Platform tools" is also checked. While +you are there, if you are planning on targeting UWP / Windows 10, also make sure +that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After +making sure these items are checked as-appropriate, install them. + +Once you install these components, try re-launching Visual Studio, and re-opening +the SDL project file. If you still get the error dialog, try using the Output +window, again, seeing what Visual Studio says about it. + + +#### Game controllers / joysticks aren't working! + +Windows only permits certain game controllers and joysticks to work within +WinRT / UWP apps. Even if a game controller or joystick works in a Win32 +app, that device is not guaranteed to work inside a WinRT / UWP app. + +According to Microsoft, "Xbox compatible controllers" should work inside +UWP apps, potentially with more working in the future. This includes, but +may not be limited to, Microsoft-made Xbox controllers and USB adapters. +(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop) + + diff --git a/Client/ThirdParty/SDL2/docs/README.md b/Client/ThirdParty/SDL2/docs/README.md new file mode 100644 index 0000000..4591fcf --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/README.md @@ -0,0 +1,65 @@ +Simple DirectMedia Layer {#mainpage} +======================== + + (SDL) + + Version 2.0 + +--- +http://www.libsdl.org/ + +Simple DirectMedia Layer is a cross-platform development library designed +to provide low level access to audio, keyboard, mouse, joystick, and graphics +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 "LICENSE.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 [the wiki](http://wiki.libsdl.org/) + +- [Android](README-android.md) +- [CMake](README-cmake.md) +- [DirectFB](README-directfb.md) +- [DynAPI](README-dynapi.md) +- [Emscripten](README-emscripten.md) +- [Gesture](README-gesture.md) +- [Git](README-git.md) +- [iOS](README-ios.md) +- [Linux](README-linux.md) +- [OS X](README-macosx.md) +- [Native Client](README-nacl.md) +- [Pandora](README-pandora.md) +- [Supported Platforms](README-platforms.md) +- [Porting information](README-porting.md) +- [PSP](README-psp.md) +- [Raspberry Pi](README-raspberrypi.md) +- [Touch](README-touch.md) +- [WinCE](README-wince.md) +- [Windows](README-windows.md) +- [WinRT](README-winrt.md) +- [PSVita](README-vita.md) + +If you need help with the library, or just want to discuss SDL related +issues, you can join the [SDL Discourse](https://discourse.libsdl.org/), +which can be used as a web forum or a mailing list, at your preference. + +If you want to report bugs or contribute patches, please submit them to +[our bug tracker](https://github.com/libsdl-org/SDL/issues) + +Enjoy! + + +Sam Lantinga <mailto:slouken@libsdl.org> + diff --git a/Client/ThirdParty/SDL2/docs/doxyfile b/Client/ThirdParty/SDL2/docs/doxyfile new file mode 100644 index 0000000..baf1c98 --- /dev/null +++ b/Client/ThirdParty/SDL2/docs/doxyfile @@ -0,0 +1,1560 @@ +# Doxyfile 1.5.9 + +# This file describes the settings to be used by the documentation system +# doxygen (www.doxygen.org) for a project +# +# All text after a hash (#) is considered a comment and will be ignored +# The format is: +# TAG = value [value, ...] +# For lists items can also be appended using: +# TAG += value [value, ...] +# Values that contain spaces should be placed between quotes (" ") + +#--------------------------------------------------------------------------- +# Project related configuration options +#--------------------------------------------------------------------------- + +# This tag specifies the encoding used for all characters in the config file +# that follow. The default is UTF-8 which is also the encoding used for all +# text before the first occurrence of this tag. Doxygen uses libiconv (or the +# iconv built into libc) for the transcoding. See +# http://www.gnu.org/software/libiconv for the list of possible encodings. + +DOXYFILE_ENCODING = UTF-8 + +# The PROJECT_NAME tag is a single word (or a sequence of words surrounded +# by quotes) that should identify the project. + +PROJECT_NAME = SDL + +# The PROJECT_NUMBER tag can be used to enter a project or revision number. +# This could be handy for archiving the generated documentation or +# if some version control system is used. + +PROJECT_NUMBER = 2.0 + +# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) +# base path where the generated documentation will be put. +# If a relative path is entered, it will be relative to the location +# where doxygen was started. If left blank the current directory will be used. + +OUTPUT_DIRECTORY = ./output + +# If the CREATE_SUBDIRS tag is set to YES, then doxygen will create +# 4096 sub-directories (in 2 levels) under the output directory of each output +# format and will distribute the generated files over these directories. +# Enabling this option can be useful when feeding doxygen a huge amount of +# source files, where putting all generated files in the same directory would +# otherwise cause performance problems for the file system. + +CREATE_SUBDIRS = YES + +# The OUTPUT_LANGUAGE tag is used to specify the language in which all +# documentation generated by doxygen is written. Doxygen will use this +# information to generate all constant output in the proper language. +# The default language is English, other supported languages are: +# Afrikaans, Arabic, Brazilian, Catalan, Chinese, Chinese-Traditional, +# Croatian, Czech, Danish, Dutch, Esperanto, Farsi, Finnish, French, German, +# Greek, Hungarian, Italian, Japanese, Japanese-en (Japanese with English +# messages), Korean, Korean-en, Lithuanian, Norwegian, Macedonian, Persian, +# Polish, Portuguese, Romanian, Russian, Serbian, Serbian-Cyrilic, Slovak, +# Slovene, Spanish, Swedish, Ukrainian, and Vietnamese. + +OUTPUT_LANGUAGE = English + +# If the BRIEF_MEMBER_DESC tag is set to YES (the default) Doxygen will +# include brief member descriptions after the members that are listed in +# the file and class documentation (similar to JavaDoc). +# Set to NO to disable this. + +BRIEF_MEMBER_DESC = YES + +# If the REPEAT_BRIEF tag is set to YES (the default) Doxygen will prepend +# the brief description of a member or function before the detailed description. +# Note: if both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the +# brief descriptions will be completely suppressed. + +REPEAT_BRIEF = YES + +# This tag implements a quasi-intelligent brief description abbreviator +# that is used to form the text in various listings. Each string +# in this list, if found as the leading text of the brief description, will be +# stripped from the text and the result after processing the whole list, is +# used as the annotated text. Otherwise, the brief description is used as-is. +# If left blank, the following values are used ("$name" is automatically +# replaced with the name of the entity): "The $name class" "The $name widget" +# "The $name file" "is" "provides" "specifies" "contains" +# "represents" "a" "an" "the" + +ABBREVIATE_BRIEF = "The $name class" \ + "The $name widget" \ + "The $name file" \ + is \ + provides \ + specifies \ + contains \ + represents \ + a \ + an \ + the + +# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then +# Doxygen will generate a detailed section even if there is only a brief +# description. + +ALWAYS_DETAILED_SEC = YES + +# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all +# inherited members of a class in the documentation of that class as if those +# members were ordinary class members. Constructors, destructors and assignment +# operators of the base classes will not be shown. + +INLINE_INHERITED_MEMB = NO + +# If the FULL_PATH_NAMES tag is set to YES then Doxygen will prepend the full +# path before files name in the file list and in the header files. If set +# to NO the shortest path that makes the file name unique will be used. + +FULL_PATH_NAMES = YES + +# If the FULL_PATH_NAMES tag is set to YES then the STRIP_FROM_PATH tag +# can be used to strip a user-defined part of the path. Stripping is +# only done if one of the specified strings matches the left-hand part of +# the path. The tag can be used to show relative paths in the file list. +# If left blank the directory from which doxygen is run is used as the +# path to strip. + +STRIP_FROM_PATH = + +# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of +# the path mentioned in the documentation of a class, which tells +# the reader which header file to include in order to use a class. +# If left blank only the name of the header file containing the class +# definition is used. Otherwise one should specify the include paths that +# are normally passed to the compiler using the -I flag. + +STRIP_FROM_INC_PATH = + +# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter +# (but less readable) file names. This can be useful is your file systems +# doesn't support long names like on DOS, Mac, or CD-ROM. + +SHORT_NAMES = NO + +# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen +# will interpret the first line (until the first dot) of a JavaDoc-style +# comment as the brief description. If set to NO, the JavaDoc +# comments will behave just like regular Qt-style comments +# (thus requiring an explicit @brief command for a brief description.) + +JAVADOC_AUTOBRIEF = NO + +# If the QT_AUTOBRIEF tag is set to YES then Doxygen will +# interpret the first line (until the first dot) of a Qt-style +# comment as the brief description. If set to NO, the comments +# will behave just like regular Qt-style comments (thus requiring +# an explicit \brief command for a brief description.) + +QT_AUTOBRIEF = NO + +# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen +# treat a multi-line C++ special comment block (i.e. a block of //! or /// +# comments) as a brief description. This used to be the default behaviour. +# The new default is to treat a multi-line C++ comment block as a detailed +# description. Set this tag to YES if you prefer the old behaviour instead. + +MULTILINE_CPP_IS_BRIEF = NO + +# If the INHERIT_DOCS tag is set to YES (the default) then an undocumented +# member inherits the documentation from any documented member that it +# re-implements. + +INHERIT_DOCS = YES + +# If the SEPARATE_MEMBER_PAGES tag is set to YES, then doxygen will produce +# a new page for each member. If set to NO, the documentation of a member will +# be part of the file/class/namespace that contains it. + +SEPARATE_MEMBER_PAGES = NO + +# The TAB_SIZE tag can be used to set the number of spaces in a tab. +# Doxygen uses this value to replace tabs by spaces in code fragments. + +TAB_SIZE = 8 + +# This tag can be used to specify a number of aliases that acts +# as commands in the documentation. An alias has the form "name=value". +# For example adding "sideeffect=\par Side Effects:\n" will allow you to +# put the command \sideeffect (or @sideeffect) in the documentation, which +# will result in a user-defined paragraph with heading "Side Effects:". +# You can put \n's in the value part of an alias to insert newlines. + +ALIASES = "defined=\"\def\"" \ + "discussion=\"\par Discussion:\n\"" + +# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C +# sources only. Doxygen will then generate output that is more tailored for C. +# For instance, some of the names that are used will be different. The list +# of all members will be omitted, etc. + +OPTIMIZE_OUTPUT_FOR_C = YES + +# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java +# sources only. Doxygen will then generate output that is more tailored for +# Java. For instance, namespaces will be presented as packages, qualified +# scopes will look different, etc. + +OPTIMIZE_OUTPUT_JAVA = NO + +# Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran +# sources only. Doxygen will then generate output that is more tailored for +# Fortran. + +OPTIMIZE_FOR_FORTRAN = NO + +# Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL +# sources. Doxygen will then generate output that is tailored for +# VHDL. + +OPTIMIZE_OUTPUT_VHDL = NO + +# Doxygen selects the parser to use depending on the extension of the files it parses. +# With this tag you can assign which parser to use for a given extension. +# Doxygen has a built-in mapping, but you can override or extend it using this tag. +# The format is ext=language, where ext is a file extension, and language is one of +# the parsers supported by doxygen: IDL, Java, Javascript, C#, C, C++, D, PHP, +# Objective-C, Python, Fortran, VHDL, C, C++. For instance to make doxygen treat +# .inc files as Fortran files (default is PHP), and .f files as C (default is Fortran), +# use: inc=Fortran f=C. Note that for custom extensions you also need to set +# FILE_PATTERNS otherwise the files are not read by doxygen. + +EXTENSION_MAPPING = + +# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want +# to include (a tag file for) the STL sources as input, then you should +# set this tag to YES in order to let doxygen match functions declarations and +# definitions whose arguments contain STL classes (e.g. func(std::string); v.s. +# func(std::string) {}). This also make the inheritance and collaboration +# diagrams that involve STL classes more complete and accurate. + +BUILTIN_STL_SUPPORT = YES + +# If you use Microsoft's C++/CLI language, you should set this option to YES to +# enable parsing support. + +CPP_CLI_SUPPORT = NO + +# Set the SIP_SUPPORT tag to YES if your project consists of sip sources only. +# Doxygen will parse them like normal C++ but will assume all classes use public +# instead of private inheritance when no explicit protection keyword is present. + +SIP_SUPPORT = NO + +# For Microsoft's IDL there are propget and propput attributes to indicate getter +# and setter methods for a property. Setting this option to YES (the default) +# will make doxygen to replace the get and set methods by a property in the +# documentation. This will only work if the methods are indeed getting or +# setting a simple type. If this is not the case, or you want to show the +# methods anyway, you should set this option to NO. + +IDL_PROPERTY_SUPPORT = YES + +# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC +# tag is set to YES, then doxygen will reuse the documentation of the first +# member in the group (if any) for the other members of the group. By default +# all members of a group must be documented explicitly. + +DISTRIBUTE_GROUP_DOC = NO + +# Set the SUBGROUPING tag to YES (the default) to allow class member groups of +# the same type (for instance a group of public functions) to be put as a +# subgroup of that type (e.g. under the Public Functions section). Set it to +# NO to prevent subgrouping. Alternatively, this can be done per class using +# the \nosubgrouping command. + +SUBGROUPING = YES + +# When TYPEDEF_HIDES_STRUCT is enabled, a typedef of a struct, union, or enum +# is documented as struct, union, or enum with the name of the typedef. So +# typedef struct TypeS {} TypeT, will appear in the documentation as a struct +# with name TypeT. When disabled the typedef will appear as a member of a file, +# namespace, or class. And the struct will be named TypeS. This can typically +# be useful for C code in case the coding convention dictates that all compound +# types are typedef'ed and only the typedef is referenced, never the tag name. + +TYPEDEF_HIDES_STRUCT = YES + +# The SYMBOL_CACHE_SIZE determines the size of the internal cache use to +# determine which symbols to keep in memory and which to flush to disk. +# When the cache is full, less often used symbols will be written to disk. +# For small to medium size projects (<1000 input files) the default value is +# probably good enough. For larger projects a too small cache size can cause +# doxygen to be busy swapping symbols to and from disk most of the time +# causing a significant performance penality. +# If the system has enough physical memory increasing the cache will improve the +# performance by keeping more symbols in memory. Note that the value works on +# a logarithmic scale so increasing the size by one will rougly double the +# memory usage. The cache size is given by this formula: +# 2^(16+SYMBOL_CACHE_SIZE). The valid range is 0..9, the default is 0, +# corresponding to a cache size of 2^16 = 65536 symbols + +SYMBOL_CACHE_SIZE = 0 + +#--------------------------------------------------------------------------- +# Build related configuration options +#--------------------------------------------------------------------------- + +# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in +# documentation are documented, even if no documentation was available. +# Private class members and static file members will be hidden unless +# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES + +EXTRACT_ALL = YES + +# If the EXTRACT_PRIVATE tag is set to YES all private members of a class +# will be included in the documentation. + +EXTRACT_PRIVATE = YES + +# If the EXTRACT_STATIC tag is set to YES all static members of a file +# will be included in the documentation. + +EXTRACT_STATIC = YES + +# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) +# defined locally in source files will be included in the documentation. +# If set to NO only classes defined in header files are included. + +EXTRACT_LOCAL_CLASSES = YES + +# This flag is only useful for Objective-C code. When set to YES local +# methods, which are defined in the implementation section but not in +# the interface are included in the documentation. +# If set to NO (the default) only methods in the interface are included. + +EXTRACT_LOCAL_METHODS = YES + +# If this flag is set to YES, the members of anonymous namespaces will be +# extracted and appear in the documentation as a namespace called +# 'anonymous_namespace{file}', where file will be replaced with the base +# name of the file that contains the anonymous namespace. By default +# anonymous namespace are hidden. + +EXTRACT_ANON_NSPACES = YES + +# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all +# undocumented members of documented classes, files or namespaces. +# If set to NO (the default) these members will be included in the +# various overviews, but no documentation section is generated. +# This option has no effect if EXTRACT_ALL is enabled. + +HIDE_UNDOC_MEMBERS = NO + +# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all +# undocumented classes that are normally visible in the class hierarchy. +# If set to NO (the default) these classes will be included in the various +# overviews. This option has no effect if EXTRACT_ALL is enabled. + +HIDE_UNDOC_CLASSES = NO + +# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all +# friend (class|struct|union) declarations. +# If set to NO (the default) these declarations will be included in the +# documentation. + +HIDE_FRIEND_COMPOUNDS = NO + +# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any +# documentation blocks found inside the body of a function. +# If set to NO (the default) these blocks will be appended to the +# function's detailed documentation block. + +HIDE_IN_BODY_DOCS = NO + +# The INTERNAL_DOCS tag determines if documentation +# that is typed after a \internal command is included. If the tag is set +# to NO (the default) then the documentation will be excluded. +# Set it to YES to include the internal documentation. + +INTERNAL_DOCS = YES + +# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate +# file names in lower-case letters. If set to YES upper-case letters are also +# allowed. This is useful if you have classes or files whose names only differ +# in case and if your file system supports case sensitive file names. Windows +# and Mac users are advised to set this option to NO. + +CASE_SENSE_NAMES = NO + +# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen +# will show members with their full class and namespace scopes in the +# documentation. If set to YES the scope will be hidden. + +HIDE_SCOPE_NAMES = NO + +# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen +# will put a list of the files that are included by a file in the documentation +# of that file. + +SHOW_INCLUDE_FILES = YES + +# If the INLINE_INFO tag is set to YES (the default) then a tag [inline] +# is inserted in the documentation for inline members. + +INLINE_INFO = YES + +# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen +# will sort the (detailed) documentation of file and class members +# alphabetically by member name. If set to NO the members will appear in +# declaration order. + +SORT_MEMBER_DOCS = YES + +# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the +# brief documentation of file, namespace and class members alphabetically +# by member name. If set to NO (the default) the members will appear in +# declaration order. + +SORT_BRIEF_DOCS = NO + +# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the +# hierarchy of group names into alphabetical order. If set to NO (the default) +# the group names will appear in their defined order. + +SORT_GROUP_NAMES = NO + +# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be +# sorted by fully-qualified names, including namespaces. If set to +# NO (the default), the class list will be sorted only by class name, +# not including the namespace part. +# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. +# Note: This option applies only to the class list, not to the +# alphabetical list. + +SORT_BY_SCOPE_NAME = NO + +# The GENERATE_TODOLIST tag can be used to enable (YES) or +# disable (NO) the todo list. This list is created by putting \todo +# commands in the documentation. + +GENERATE_TODOLIST = YES + +# The GENERATE_TESTLIST tag can be used to enable (YES) or +# disable (NO) the test list. This list is created by putting \test +# commands in the documentation. + +GENERATE_TESTLIST = YES + +# The GENERATE_BUGLIST tag can be used to enable (YES) or +# disable (NO) the bug list. This list is created by putting \bug +# commands in the documentation. + +GENERATE_BUGLIST = YES + +# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or +# disable (NO) the deprecated list. This list is created by putting +# \deprecated commands in the documentation. + +GENERATE_DEPRECATEDLIST= YES + +# The ENABLED_SECTIONS tag can be used to enable conditional +# documentation sections, marked by \if sectionname ... \endif. + +ENABLED_SECTIONS = + +# The MAX_INITIALIZER_LINES tag determines the maximum number of lines +# the initial value of a variable or define consists of for it to appear in +# the documentation. If the initializer consists of more lines than specified +# here it will be hidden. Use a value of 0 to hide initializers completely. +# The appearance of the initializer of individual variables and defines in the +# documentation can be controlled using \showinitializer or \hideinitializer +# command in the documentation regardless of this setting. + +MAX_INITIALIZER_LINES = 30 + +# If the sources in your project are distributed over multiple directories +# then setting the SHOW_DIRECTORIES tag to YES will show the directory hierarchy +# in the documentation. The default is NO. + +SHOW_DIRECTORIES = YES + +# Set the SHOW_FILES tag to NO to disable the generation of the Files page. +# This will remove the Files entry from the Quick Index and from the +# Folder Tree View (if specified). The default is YES. + +SHOW_FILES = YES + +# Set the SHOW_NAMESPACES tag to NO to disable the generation of the +# Namespaces page. This will remove the Namespaces entry from the Quick Index +# and from the Folder Tree View (if specified). The default is YES. + +SHOW_NAMESPACES = YES + +# The FILE_VERSION_FILTER tag can be used to specify a program or script that +# doxygen should invoke to get the current version for each file (typically from +# the version control system). Doxygen will invoke the program by executing (via +# popen()) the command <command> <input-file>, where <command> is the value of +# the FILE_VERSION_FILTER tag, and <input-file> is the name of an input file +# provided by doxygen. Whatever the program writes to standard output +# is used as the file version. See the manual for examples. + +FILE_VERSION_FILTER = + +# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed by +# doxygen. The layout file controls the global structure of the generated output files +# in an output format independent way. The create the layout file that represents +# doxygen's defaults, run doxygen with the -l option. You can optionally specify a +# file name after the option, if omitted DoxygenLayout.xml will be used as the name +# of the layout file. + +LAYOUT_FILE = + +#--------------------------------------------------------------------------- +# configuration options related to warning and progress messages +#--------------------------------------------------------------------------- + +# The QUIET tag can be used to turn on/off the messages that are generated +# by doxygen. Possible values are YES and NO. If left blank NO is used. + +QUIET = NO + +# The WARNINGS tag can be used to turn on/off the warning messages that are +# generated by doxygen. Possible values are YES and NO. If left blank +# NO is used. + +WARNINGS = YES + +# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings +# for undocumented members. If EXTRACT_ALL is set to YES then this flag will +# automatically be disabled. + +WARN_IF_UNDOCUMENTED = YES + +# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for +# potential errors in the documentation, such as not documenting some +# parameters in a documented function, or documenting parameters that +# don't exist or using markup commands wrongly. + +WARN_IF_DOC_ERROR = YES + +# This WARN_NO_PARAMDOC option can be abled to get warnings for +# functions that are documented, but have no documentation for their parameters +# or return value. If set to NO (the default) doxygen will only warn about +# wrong or incomplete parameter documentation, but not about the absence of +# documentation. + +WARN_NO_PARAMDOC = YES + +# The WARN_FORMAT tag determines the format of the warning messages that +# doxygen can produce. The string should contain the $file, $line, and $text +# tags, which will be replaced by the file and line number from which the +# warning originated and the warning text. Optionally the format may contain +# $version, which will be replaced by the version of the file (if it could +# be obtained via FILE_VERSION_FILTER) + +WARN_FORMAT = "$file:$line: $text" + +# The WARN_LOGFILE tag can be used to specify a file to which warning +# and error messages should be written. If left blank the output is written +# to stderr. + +WARN_LOGFILE = ./doxygen_warn.txt + +#--------------------------------------------------------------------------- +# configuration options related to the input files +#--------------------------------------------------------------------------- + +# The INPUT tag can be used to specify the files and/or directories that contain +# documented source files. You may enter file names like "myfile.cpp" or +# directories like "/usr/src/myproject". Separate the files or directories +# with spaces. + +INPUT = . ../include + +# This tag can be used to specify the character encoding of the source files +# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is +# also the default input encoding. Doxygen uses libiconv (or the iconv built +# into libc) for the transcoding. See http://www.gnu.org/software/libiconv for +# the list of possible encodings. + +INPUT_ENCODING = UTF-8 + +# If the value of the INPUT tag contains directories, you can use the +# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp +# and *.h) to filter out the source-files in the directories. If left +# blank the following patterns are tested: +# *.c *.cc *.cxx *.cpp *.c++ *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh *.hxx +# *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.py *.f90 + +FILE_PATTERNS = *.c \ + *.cc \ + *.cxx \ + *.cpp \ + *.c++ \ + *.d \ + *.java \ + *.ii \ + *.ixx \ + *.ipp \ + *.i++ \ + *.inl \ + *.h \ + *.hh \ + *.hxx \ + *.hpp \ + *.h++ \ + *.idl \ + *.odl \ + *.cs \ + *.php \ + *.php3 \ + *.inc \ + *.m \ + *.mm \ + *.dox \ + *.py \ + *.f90 \ + *.f \ + *.vhd \ + *.vhdl \ + *.h.in \ + *.h.default \ + *.md + +# The RECURSIVE tag can be used to turn specify whether or not subdirectories +# should be searched for input files as well. Possible values are YES and NO. +# If left blank NO is used. + +RECURSIVE = YES + +# The EXCLUDE tag can be used to specify files and/or directories that should +# excluded from the INPUT source files. This way you can easily exclude a +# subdirectory from a directory tree whose root is specified with the INPUT tag. + +EXCLUDE = ../include/SDL_opengles2_gl2ext.h \ + ../include/SDL_opengles2_gl2platform.h \ + ../include/SDL_opengles2_khrplatform.h \ + ../include/SDL_opengl_glext.h \ + ../include/SDL_opengles2_gl2.h \ + ../include/SDL_opengles2.h \ + ../include/SDL_opengles.h \ + ../include/SDL_opengl.h \ + ../include/SDL_egl.h \ + + +# The EXCLUDE_SYMLINKS tag can be used select whether or not files or +# directories that are symbolic links (a Unix filesystem feature) are excluded +# from the input. + +EXCLUDE_SYMLINKS = NO + +# If the value of the INPUT tag contains directories, you can use the +# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude +# certain files from those directories. Note that the wildcards are matched +# against the file with absolute path, so to exclude all test directories +# for example use the pattern */test/* + +EXCLUDE_PATTERNS = + +# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names +# (namespaces, classes, functions, etc.) that should be excluded from the +# output. The symbol name can be a fully qualified name, a word, or if the +# wildcard * is used, a substring. Examples: ANamespace, AClass, +# AClass::ANamespace, ANamespace::*Test + +EXCLUDE_SYMBOLS = + +# The EXAMPLE_PATH tag can be used to specify one or more files or +# directories that contain example code fragments that are included (see +# the \include command). + +EXAMPLE_PATH = + +# If the value of the EXAMPLE_PATH tag contains directories, you can use the +# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp +# and *.h) to filter out the source-files in the directories. If left +# blank all files are included. + +EXAMPLE_PATTERNS = * + +# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be +# searched for input files to be used with the \include or \dontinclude +# commands irrespective of the value of the RECURSIVE tag. +# Possible values are YES and NO. If left blank NO is used. + +EXAMPLE_RECURSIVE = YES + +# The IMAGE_PATH tag can be used to specify one or more files or +# directories that contain image that are included in the documentation (see +# the \image command). + +IMAGE_PATH = + +# The INPUT_FILTER tag can be used to specify a program that doxygen should +# invoke to filter for each input file. Doxygen will invoke the filter program +# by executing (via popen()) the command <filter> <input-file>, where <filter> +# is the value of the INPUT_FILTER tag, and <input-file> is the name of an +# input file. Doxygen will then use the output that the filter program writes +# to standard output. If FILTER_PATTERNS is specified, this tag will be +# ignored. + +INPUT_FILTER = + +# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern +# basis. Doxygen will compare the file name with each pattern and apply the +# filter if there is a match. The filters are a list of the form: +# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further +# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER +# is applied to all files. + +FILTER_PATTERNS = + +# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using +# INPUT_FILTER) will be used to filter the input files when producing source +# files to browse (i.e. when SOURCE_BROWSER is set to YES). + +FILTER_SOURCE_FILES = NO + +#--------------------------------------------------------------------------- +# configuration options related to source browsing +#--------------------------------------------------------------------------- + +# If the SOURCE_BROWSER tag is set to YES then a list of source files will +# be generated. Documented entities will be cross-referenced with these sources. +# Note: To get rid of all source code in the generated output, make sure also +# VERBATIM_HEADERS is set to NO. + +SOURCE_BROWSER = YES + +# Setting the INLINE_SOURCES tag to YES will include the body +# of functions and classes directly in the documentation. + +INLINE_SOURCES = YES + +# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct +# doxygen to hide any special comment blocks from generated source code +# fragments. Normal C and C++ comments will always remain visible. + +STRIP_CODE_COMMENTS = NO + +# If the REFERENCED_BY_RELATION tag is set to YES +# then for each documented function all documented +# functions referencing it will be listed. + +REFERENCED_BY_RELATION = YES + +# If the REFERENCES_RELATION tag is set to YES +# then for each documented function all documented entities +# called/used by that function will be listed. + +REFERENCES_RELATION = YES + +# If the REFERENCES_LINK_SOURCE tag is set to YES (the default) +# and SOURCE_BROWSER tag is set to YES, then the hyperlinks from +# functions in REFERENCES_RELATION and REFERENCED_BY_RELATION lists will +# link to the source code. Otherwise they will link to the documentation. + +REFERENCES_LINK_SOURCE = YES + +# If the USE_HTAGS tag is set to YES then the references to source code +# will point to the HTML generated by the htags(1) tool instead of doxygen +# built-in source browser. The htags tool is part of GNU's global source +# tagging system (see http://www.gnu.org/software/global/global.html). You +# will need version 4.8.6 or higher. + +USE_HTAGS = NO + +# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen +# will generate a verbatim copy of the header file for each class for +# which an include is specified. Set to NO to disable this. + +VERBATIM_HEADERS = YES + +#--------------------------------------------------------------------------- +# configuration options related to the alphabetical class index +#--------------------------------------------------------------------------- + +# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index +# of all compounds will be generated. Enable this if the project +# contains a lot of classes, structs, unions or interfaces. + +ALPHABETICAL_INDEX = YES + +# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then +# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns +# in which this list will be split (can be a number in the range [1..20]) + +COLS_IN_ALPHA_INDEX = 5 + +# In case all classes in a project start with a common prefix, all +# classes will be put under the same header in the alphabetical index. +# The IGNORE_PREFIX tag can be used to specify one or more prefixes that +# should be ignored while generating the index headers. + +IGNORE_PREFIX = SDL_ \ + SDL + +#--------------------------------------------------------------------------- +# configuration options related to the HTML output +#--------------------------------------------------------------------------- + +# If the GENERATE_HTML tag is set to YES (the default) Doxygen will +# generate HTML output. + +GENERATE_HTML = YES + +# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `html' will be used as the default path. + +HTML_OUTPUT = html + +# The HTML_FILE_EXTENSION tag can be used to specify the file extension for +# each generated HTML page (for example: .htm,.php,.asp). If it is left blank +# doxygen will generate files with .html extension. + +HTML_FILE_EXTENSION = .html + +# The HTML_HEADER tag can be used to specify a personal HTML header for +# each generated HTML page. If it is left blank doxygen will generate a +# standard header. + +HTML_HEADER = + +# The HTML_FOOTER tag can be used to specify a personal HTML footer for +# each generated HTML page. If it is left blank doxygen will generate a +# standard footer. + +HTML_FOOTER = + +# The HTML_STYLESHEET tag can be used to specify a user-defined cascading +# style sheet that is used by each HTML page. It can be used to +# fine-tune the look of the HTML output. If the tag is left blank doxygen +# will generate a default style sheet. Note that doxygen will try to copy +# the style sheet file to the HTML output directory, so don't put your own +# stylesheet in the HTML output directory as well, or it will be erased! + +HTML_STYLESHEET = + +# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes, +# files or namespaces will be aligned in HTML using tables. If set to +# NO a bullet list will be used. + +HTML_ALIGN_MEMBERS = YES + +# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML +# documentation will contain sections that can be hidden and shown after the +# page has loaded. For this to work a browser that supports +# JavaScript and DHTML is required (for instance Mozilla 1.0+, Firefox +# Netscape 6.0+, Internet explorer 5.0+, Konqueror, or Safari). + +HTML_DYNAMIC_SECTIONS = YES + +# If the GENERATE_DOCSET tag is set to YES, additional index files +# will be generated that can be used as input for Apple's Xcode 3 +# integrated development environment, introduced with OSX 10.5 (Leopard). +# To create a documentation set, doxygen will generate a Makefile in the +# HTML output directory. Running make will produce the docset in that +# directory and running "make install" will install the docset in +# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find +# it at startup. +# See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html for more information. + +GENERATE_DOCSET = NO + +# When GENERATE_DOCSET tag is set to YES, this tag determines the name of the +# feed. A documentation feed provides an umbrella under which multiple +# documentation sets from a single provider (such as a company or product suite) +# can be grouped. + +DOCSET_FEEDNAME = "SDL 2.0 Doxygen" + +# When GENERATE_DOCSET tag is set to YES, this tag specifies a string that +# should uniquely identify the documentation set bundle. This should be a +# reverse domain-name style string, e.g. com.mycompany.MyDocSet. Doxygen +# will append .docset to the name. + +DOCSET_BUNDLE_ID = org.libsdl.sdl20 + +# If the GENERATE_HTMLHELP tag is set to YES, additional index files +# will be generated that can be used as input for tools like the +# Microsoft HTML help workshop to generate a compiled HTML help file (.chm) +# of the generated HTML documentation. + +GENERATE_HTMLHELP = NO + +# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can +# be used to specify the file name of the resulting .chm file. You +# can add a path in front of the file if the result should not be +# written to the html output directory. + +CHM_FILE = ./sdl20.chm + +# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can +# be used to specify the location (absolute path including file name) of +# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run +# the HTML help compiler on the generated index.hhp. + +HHC_LOCATION = + +# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag +# controls if a separate .chi index file is generated (YES) or that +# it should be included in the master .chm file (NO). + +GENERATE_CHI = NO + +# If the GENERATE_HTMLHELP tag is set to YES, the CHM_INDEX_ENCODING +# is used to encode HtmlHelp index (hhk), content (hhc) and project file +# content. + +CHM_INDEX_ENCODING = + +# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag +# controls whether a binary table of contents is generated (YES) or a +# normal table of contents (NO) in the .chm file. + +BINARY_TOC = NO + +# The TOC_EXPAND flag can be set to YES to add extra items for group members +# to the contents of the HTML help documentation and to the tree view. + +TOC_EXPAND = YES + +# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and QHP_VIRTUAL_FOLDER +# are set, an additional index file will be generated that can be used as input for +# Qt's qhelpgenerator to generate a Qt Compressed Help (.qch) of the generated +# HTML documentation. + +GENERATE_QHP = NO + +# If the QHG_LOCATION tag is specified, the QCH_FILE tag can +# be used to specify the file name of the resulting .qch file. +# The path specified is relative to the HTML output folder. + +QCH_FILE = + +# The QHP_NAMESPACE tag specifies the namespace to use when generating +# Qt Help Project output. For more information please see +# http://doc.trolltech.com/qthelpproject.html#namespace + +QHP_NAMESPACE = + +# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating +# Qt Help Project output. For more information please see +# http://doc.trolltech.com/qthelpproject.html#virtual-folders + +QHP_VIRTUAL_FOLDER = doc + +# If QHP_CUST_FILTER_NAME is set, it specifies the name of a custom filter to add. +# For more information please see +# http://doc.trolltech.com/qthelpproject.html#custom-filters + +QHP_CUST_FILTER_NAME = + +# The QHP_CUST_FILT_ATTRS tag specifies the list of the attributes of the custom filter to add.For more information please see +# <a href="http://doc.trolltech.com/qthelpproject.html#custom-filters">Qt Help Project / Custom Filters</a>. + +QHP_CUST_FILTER_ATTRS = + +# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this project's +# filter section matches. +# <a href="http://doc.trolltech.com/qthelpproject.html#filter-attributes">Qt Help Project / Filter Attributes</a>. + +QHP_SECT_FILTER_ATTRS = + +# If the GENERATE_QHP tag is set to YES, the QHG_LOCATION tag can +# be used to specify the location of Qt's qhelpgenerator. +# If non-empty doxygen will try to run qhelpgenerator on the generated +# .qhp file. + +QHG_LOCATION = + +# The DISABLE_INDEX tag can be used to turn on/off the condensed index at +# top of each HTML page. The value NO (the default) enables the index and +# the value YES disables it. + +DISABLE_INDEX = NO + +# This tag can be used to set the number of enum values (range [1..20]) +# that doxygen will group on one line in the generated HTML documentation. + +ENUM_VALUES_PER_LINE = 1 + +# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index +# structure should be generated to display hierarchical information. +# If the tag value is set to FRAME, a side panel will be generated +# containing a tree-like index structure (just like the one that +# is generated for HTML Help). For this to work a browser that supports +# JavaScript, DHTML, CSS and frames is required (for instance Mozilla 1.0+, +# Netscape 6.0+, Internet explorer 5.0+, or Konqueror). Windows users are +# probably better off using the HTML help feature. Other possible values +# for this tag are: HIERARCHIES, which will generate the Groups, Directories, +# and Class Hierarchy pages using a tree view instead of an ordered list; +# ALL, which combines the behavior of FRAME and HIERARCHIES; and NONE, which +# disables this behavior completely. For backwards compatibility with previous +# releases of Doxygen, the values YES and NO are equivalent to FRAME and NONE +# respectively. + +GENERATE_TREEVIEW = ALL + +# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be +# used to set the initial width (in pixels) of the frame in which the tree +# is shown. + +TREEVIEW_WIDTH = 250 + +# Use this tag to change the font size of Latex formulas included +# as images in the HTML documentation. The default is 10. Note that +# when you change the font size after a successful doxygen run you need +# to manually remove any form_*.png images from the HTML output directory +# to force them to be regenerated. + +FORMULA_FONTSIZE = 10 + +#--------------------------------------------------------------------------- +# configuration options related to the LaTeX output +#--------------------------------------------------------------------------- + +# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will +# generate Latex output. + +GENERATE_LATEX = NO + +# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `latex' will be used as the default path. + +LATEX_OUTPUT = latex + +# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be +# invoked. If left blank `latex' will be used as the default command name. + +LATEX_CMD_NAME = latex + +# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to +# generate index for LaTeX. If left blank `makeindex' will be used as the +# default command name. + +MAKEINDEX_CMD_NAME = makeindex + +# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact +# LaTeX documents. This may be useful for small projects and may help to +# save some trees in general. + +COMPACT_LATEX = NO + +# The PAPER_TYPE tag can be used to set the paper type that is used +# by the printer. Possible values are: a4, a4wide, letter, legal and +# executive. If left blank a4wide will be used. + +PAPER_TYPE = a4wide + +# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX +# packages that should be included in the LaTeX output. + +EXTRA_PACKAGES = + +# The LATEX_HEADER tag can be used to specify a personal LaTeX header for +# the generated latex document. The header should contain everything until +# the first chapter. If it is left blank doxygen will generate a +# standard header. Notice: only use this tag if you know what you are doing! + +LATEX_HEADER = + +# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated +# is prepared for conversion to pdf (using ps2pdf). The pdf file will +# contain links (just like the HTML output) instead of page references +# This makes the output suitable for online browsing using a pdf viewer. + +PDF_HYPERLINKS = YES + +# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of +# plain latex in the generated Makefile. Set this option to YES to get a +# higher quality PDF documentation. + +USE_PDFLATEX = YES + +# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode. +# command to the generated LaTeX files. This will instruct LaTeX to keep +# running if errors occur, instead of asking the user for help. +# This option is also used when generating formulas in HTML. + +LATEX_BATCHMODE = NO + +# If LATEX_HIDE_INDICES is set to YES then doxygen will not +# include the index chapters (such as File Index, Compound Index, etc.) +# in the output. + +LATEX_HIDE_INDICES = NO + +# If LATEX_SOURCE_CODE is set to YES then doxygen will include +# source code with syntax highlighting in the LaTeX output. +# Note that which sources are shown also depends on other settings +# such as SOURCE_BROWSER. + +LATEX_SOURCE_CODE = NO + +#--------------------------------------------------------------------------- +# configuration options related to the RTF output +#--------------------------------------------------------------------------- + +# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output +# The RTF output is optimized for Word 97 and may not look very pretty with +# other RTF readers or editors. + +GENERATE_RTF = NO + +# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `rtf' will be used as the default path. + +RTF_OUTPUT = rtf + +# If the COMPACT_RTF tag is set to YES Doxygen generates more compact +# RTF documents. This may be useful for small projects and may help to +# save some trees in general. + +COMPACT_RTF = NO + +# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated +# will contain hyperlink fields. The RTF file will +# contain links (just like the HTML output) instead of page references. +# This makes the output suitable for online browsing using WORD or other +# programs which support those fields. +# Note: wordpad (write) and others do not support links. + +RTF_HYPERLINKS = NO + +# Load stylesheet definitions from file. Syntax is similar to doxygen's +# config file, i.e. a series of assignments. You only have to provide +# replacements, missing definitions are set to their default value. + +RTF_STYLESHEET_FILE = + +# Set optional variables used in the generation of an rtf document. +# Syntax is similar to doxygen's config file. + +RTF_EXTENSIONS_FILE = + +#--------------------------------------------------------------------------- +# configuration options related to the man page output +#--------------------------------------------------------------------------- + +# If the GENERATE_MAN tag is set to YES (the default) Doxygen will +# generate man pages + +GENERATE_MAN = NO + +# The MAN_OUTPUT tag is used to specify where the man pages will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `man' will be used as the default path. + +MAN_OUTPUT = man + +# The MAN_EXTENSION tag determines the extension that is added to +# the generated man pages (default is the subroutine's section .3) + +MAN_EXTENSION = .3 + +# If the MAN_LINKS tag is set to YES and Doxygen generates man output, +# then it will generate one additional man file for each entity +# documented in the real man page(s). These additional files +# only source the real man page, but without them the man command +# would be unable to find the correct page. The default is NO. + +MAN_LINKS = NO + +#--------------------------------------------------------------------------- +# configuration options related to the XML output +#--------------------------------------------------------------------------- + +# If the GENERATE_XML tag is set to YES Doxygen will +# generate an XML file that captures the structure of +# the code including all documentation. + +GENERATE_XML = NO + +# The XML_OUTPUT tag is used to specify where the XML pages will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `xml' will be used as the default path. + +XML_OUTPUT = xml + +# The XML_SCHEMA tag can be used to specify an XML schema, +# which can be used by a validating XML parser to check the +# syntax of the XML files. + +XML_SCHEMA = + +# The XML_DTD tag can be used to specify an XML DTD, +# which can be used by a validating XML parser to check the +# syntax of the XML files. + +XML_DTD = + +# If the XML_PROGRAMLISTING tag is set to YES Doxygen will +# dump the program listings (including syntax highlighting +# and cross-referencing information) to the XML output. Note that +# enabling this will significantly increase the size of the XML output. + +XML_PROGRAMLISTING = YES + +#--------------------------------------------------------------------------- +# configuration options for the AutoGen Definitions output +#--------------------------------------------------------------------------- + +# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will +# generate an AutoGen Definitions (see autogen.sf.net) file +# that captures the structure of the code including all +# documentation. Note that this feature is still experimental +# and incomplete at the moment. + +GENERATE_AUTOGEN_DEF = NO + +#--------------------------------------------------------------------------- +# configuration options related to the Perl module output +#--------------------------------------------------------------------------- + +# If the GENERATE_PERLMOD tag is set to YES Doxygen will +# generate a Perl module file that captures the structure of +# the code including all documentation. Note that this +# feature is still experimental and incomplete at the +# moment. + +GENERATE_PERLMOD = NO + +# If the PERLMOD_LATEX tag is set to YES Doxygen will generate +# the necessary Makefile rules, Perl scripts and LaTeX code to be able +# to generate PDF and DVI output from the Perl module output. + +PERLMOD_LATEX = NO + +# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be +# nicely formatted so it can be parsed by a human reader. This is useful +# if you want to understand what is going on. On the other hand, if this +# tag is set to NO the size of the Perl module output will be much smaller +# and Perl will parse it just the same. + +PERLMOD_PRETTY = YES + +# The names of the make variables in the generated doxyrules.make file +# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. +# This is useful so different doxyrules.make files included by the same +# Makefile don't overwrite each other's variables. + +PERLMOD_MAKEVAR_PREFIX = + +#--------------------------------------------------------------------------- +# Configuration options related to the preprocessor +#--------------------------------------------------------------------------- + +# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will +# evaluate all C-preprocessor directives found in the sources and include +# files. + +ENABLE_PREPROCESSING = YES + +# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro +# names in the source code. If set to NO (the default) only conditional +# compilation will be performed. Macro expansion can be done in a controlled +# way by setting EXPAND_ONLY_PREDEF to YES. + +MACRO_EXPANSION = YES + +# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES +# then the macro expansion is limited to the macros specified with the +# PREDEFINED and EXPAND_AS_DEFINED tags. + +EXPAND_ONLY_PREDEF = YES + +# If the SEARCH_INCLUDES tag is set to YES (the default) the includes files +# in the INCLUDE_PATH (see below) will be search if a #include is found. + +SEARCH_INCLUDES = YES + +# The INCLUDE_PATH tag can be used to specify one or more directories that +# contain include files that are not input files but should be processed by +# the preprocessor. + +INCLUDE_PATH = + +# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard +# patterns (like *.h and *.hpp) to filter out the header-files in the +# directories. If left blank, the patterns specified with FILE_PATTERNS will +# be used. + +INCLUDE_FILE_PATTERNS = + +# The PREDEFINED tag can be used to specify one or more macro names that +# are defined before the preprocessor is started (similar to the -D option of +# gcc). The argument of the tag is a list of macros of the form: name +# or name=definition (no spaces). If the definition and the = are +# omitted =1 is assumed. To prevent a macro definition from being +# undefined via #undef or recursively expanded use the := operator +# instead of the = operator. + +PREDEFINED = DOXYGEN_SHOULD_IGNORE_THIS=1 \ + DECLSPEC= \ + SDLCALL= \ + _WIN32=1 + +# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then +# this tag can be used to specify a list of macro names that should be expanded. +# The macro definition that is found in the sources will be used. +# Use the PREDEFINED tag if you want to use a different macro definition. + +EXPAND_AS_DEFINED = + +# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then +# doxygen's preprocessor will remove all function-like macros that are alone +# on a line, have an all uppercase name, and do not end with a semicolon. Such +# function macros are typically used for boiler-plate code, and will confuse +# the parser if not removed. + +SKIP_FUNCTION_MACROS = YES + +#--------------------------------------------------------------------------- +# Configuration::additions related to external references +#--------------------------------------------------------------------------- + +# The TAGFILES option can be used to specify one or more tagfiles. +# Optionally an initial location of the external documentation +# can be added for each tagfile. The format of a tag file without +# this location is as follows: +# TAGFILES = file1 file2 ... +# Adding location for the tag files is done as follows: +# TAGFILES = file1=loc1 "file2 = loc2" ... +# where "loc1" and "loc2" can be relative or absolute paths or +# URLs. If a location is present for each tag, the installdox tool +# does not have to be run to correct the links. +# Note that each tag file must have a unique name +# (where the name does NOT include the path) +# If a tag file is not located in the directory in which doxygen +# is run, you must also specify the path to the tagfile here. + +TAGFILES = + +# When a file name is specified after GENERATE_TAGFILE, doxygen will create +# a tag file that is based on the input files it reads. + +GENERATE_TAGFILE = ./SDL.tag + +# If the ALLEXTERNALS tag is set to YES all external classes will be listed +# in the class index. If set to NO only the inherited external classes +# will be listed. + +ALLEXTERNALS = NO + +# If the EXTERNAL_GROUPS tag is set to YES all external groups will be listed +# in the modules index. If set to NO, only the current project's groups will +# be listed. + +EXTERNAL_GROUPS = YES + +# The PERL_PATH should be the absolute path and name of the perl script +# interpreter (i.e. the result of `which perl'). + +PERL_PATH = c:\Perl\bin\perl.exe + +#--------------------------------------------------------------------------- +# Configuration options related to the dot tool +#--------------------------------------------------------------------------- + +# If the CLASS_DIAGRAMS tag is set to YES (the default) Doxygen will +# generate a inheritance diagram (in HTML, RTF and LaTeX) for classes with base +# or super classes. Setting the tag to NO turns the diagrams off. Note that +# this option is superseded by the HAVE_DOT option below. This is only a +# fallback. It is recommended to install and use dot, since it yields more +# powerful graphs. + +CLASS_DIAGRAMS = YES + +# You can define message sequence charts within doxygen comments using the \msc +# command. Doxygen will then run the mscgen tool (see +# http://www.mcternan.me.uk/mscgen/) to produce the chart and insert it in the +# documentation. The MSCGEN_PATH tag allows you to specify the directory where +# the mscgen tool resides. If left empty the tool is assumed to be found in the +# default search path. + +MSCGEN_PATH = + +# If set to YES, the inheritance and collaboration graphs will hide +# inheritance and usage relations if the target is undocumented +# or is not a class. + +HIDE_UNDOC_RELATIONS = YES + +# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is +# available from the path. This tool is part of Graphviz, a graph visualization +# toolkit from AT&T and Lucent Bell Labs. The other options in this section +# have no effect if this option is set to NO (the default) + +HAVE_DOT = YES + +# By default doxygen will write a font called FreeSans.ttf to the output +# directory and reference it in all dot files that doxygen generates. This +# font does not include all possible unicode characters however, so when you need +# these (or just want a differently looking font) you can specify the font name +# using DOT_FONTNAME. You need need to make sure dot is able to find the font, +# which can be done by putting it in a standard location or by setting the +# DOTFONTPATH environment variable or by setting DOT_FONTPATH to the directory +# containing the font. + +DOT_FONTNAME = FreeSans + +# The DOT_FONTSIZE tag can be used to set the size of the font of dot graphs. +# The default size is 10pt. + +DOT_FONTSIZE = 10 + +# By default doxygen will tell dot to use the output directory to look for the +# FreeSans.ttf font (which doxygen will put there itself). If you specify a +# different font using DOT_FONTNAME you can set the path where dot +# can find it using this tag. + +DOT_FONTPATH = + +# If the CLASS_GRAPH and HAVE_DOT tags are set to YES then doxygen +# will generate a graph for each documented class showing the direct and +# indirect inheritance relations. Setting this tag to YES will force the +# the CLASS_DIAGRAMS tag to NO. + +CLASS_GRAPH = YES + +# If the COLLABORATION_GRAPH and HAVE_DOT tags are set to YES then doxygen +# will generate a graph for each documented class showing the direct and +# indirect implementation dependencies (inheritance, containment, and +# class references variables) of the class with other documented classes. + +COLLABORATION_GRAPH = YES + +# If the GROUP_GRAPHS and HAVE_DOT tags are set to YES then doxygen +# will generate a graph for groups, showing the direct groups dependencies + +GROUP_GRAPHS = YES + +# If the UML_LOOK tag is set to YES doxygen will generate inheritance and +# collaboration diagrams in a style similar to the OMG's Unified Modeling +# Language. + +UML_LOOK = NO + +# If set to YES, the inheritance and collaboration graphs will show the +# relations between templates and their instances. + +TEMPLATE_RELATIONS = YES + +# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDE_GRAPH, and HAVE_DOT +# tags are set to YES then doxygen will generate a graph for each documented +# file showing the direct and indirect include dependencies of the file with +# other documented files. + +INCLUDE_GRAPH = YES + +# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDED_BY_GRAPH, and +# HAVE_DOT tags are set to YES then doxygen will generate a graph for each +# documented header file showing the documented files that directly or +# indirectly include this file. + +INCLUDED_BY_GRAPH = YES + +# If the CALL_GRAPH and HAVE_DOT options are set to YES then +# doxygen will generate a call dependency graph for every global function +# or class method. Note that enabling this option will significantly increase +# the time of a run. So in most cases it will be better to enable call graphs +# for selected functions only using the \callgraph command. + +CALL_GRAPH = NO + +# If the CALLER_GRAPH and HAVE_DOT tags are set to YES then +# doxygen will generate a caller dependency graph for every global function +# or class method. Note that enabling this option will significantly increase +# the time of a run. So in most cases it will be better to enable caller +# graphs for selected functions only using the \callergraph command. + +CALLER_GRAPH = NO + +# If the GRAPHICAL_HIERARCHY and HAVE_DOT tags are set to YES then doxygen +# will graphical hierarchy of all classes instead of a textual one. + +GRAPHICAL_HIERARCHY = YES + +# If the DIRECTORY_GRAPH, SHOW_DIRECTORIES and HAVE_DOT tags are set to YES +# then doxygen will show the dependencies a directory has on other directories +# in a graphical way. The dependency relations are determined by the #include +# relations between the files in the directories. + +DIRECTORY_GRAPH = YES + +# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images +# generated by dot. Possible values are png, jpg, or gif +# If left blank png will be used. + +DOT_IMAGE_FORMAT = png + +# The tag DOT_PATH can be used to specify the path where the dot tool can be +# found. If left blank, it is assumed the dot tool can be found in the path. + +DOT_PATH = + +# The DOTFILE_DIRS tag can be used to specify one or more directories that +# contain dot files that are included in the documentation (see the +# \dotfile command). + +DOTFILE_DIRS = + +# The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of +# nodes that will be shown in the graph. If the number of nodes in a graph +# becomes larger than this value, doxygen will truncate the graph, which is +# visualized by representing a node as a red box. Note that doxygen if the +# number of direct children of the root node in a graph is already larger than +# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note +# that the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH. + +DOT_GRAPH_MAX_NODES = 60 + +# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the +# graphs generated by dot. A depth value of 3 means that only nodes reachable +# from the root by following a path via at most 3 edges will be shown. Nodes +# that lay further from the root node will be omitted. Note that setting this +# option to 1 or 2 may greatly reduce the computation time needed for large +# code bases. Also note that the size of a graph can be further restricted by +# DOT_GRAPH_MAX_NODES. Using a depth of 0 means no depth restriction. + +MAX_DOT_GRAPH_DEPTH = 2 + +# Set the DOT_TRANSPARENT tag to YES to generate images with a transparent +# background. This is disabled by default, because dot on Windows does not +# seem to support this out of the box. Warning: Depending on the platform used, +# enabling this option may lead to badly anti-aliased labels on the edges of +# a graph (i.e. they become hard to read). + +DOT_TRANSPARENT = NO + +# Set the DOT_MULTI_TARGETS tag to YES allow dot to generate multiple output +# files in one run (i.e. multiple -o and -T options on the command line). This +# makes dot run faster, but since only newer versions of dot (>1.8.10) +# support this, this feature is disabled by default. + +DOT_MULTI_TARGETS = YES + +# If the GENERATE_LEGEND tag is set to YES (the default) Doxygen will +# generate a legend page explaining the meaning of the various boxes and +# arrows in the dot generated graphs. + +GENERATE_LEGEND = YES + +# If the DOT_CLEANUP tag is set to YES (the default) Doxygen will +# remove the intermediate dot files that are used to generate +# the various graphs. + +DOT_CLEANUP = YES + +#--------------------------------------------------------------------------- +# Options related to the search engine +#--------------------------------------------------------------------------- + +# The SEARCHENGINE tag specifies whether or not a search engine should be +# used. If set to NO the values of all tags below this one will be ignored. + +SEARCHENGINE = NO |