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Merges .go-sdl2-libs as part of the repository (#392)
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This fixes static and/or cross-platform build when using the new Go
Module system as it doesn't fetch the (previously) sub-module
go-sdl2-libs.

Signed-off-by: Lilis Iskandar <lilis@veand.co>
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veeableful committed Mar 3, 2019
1 parent 174578a commit d969945
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Showing 185 changed files with 39,653 additions and 7 deletions.
6 changes: 0 additions & 6 deletions .gitmodules

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1 change: 0 additions & 1 deletion .go-sdl2-libs
Submodule .go-sdl2-libs deleted from acefe9
135 changes: 135 additions & 0 deletions .go-sdl2-libs/include/SDL2/SDL.h
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

/**
* \file SDL.h
*
* Main include header for the SDL library
*/


#ifndef SDL_h_
#define SDL_h_

#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_shape.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/* As of version 0.5, SDL is loaded dynamically into the application */

/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */

/**
* This function initializes the subsystems specified by \c flags
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);

/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);

/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);

/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);

/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_h_ */

/* vi: set ts=4 sw=4 expandtab: */
100 changes: 100 additions & 0 deletions .go-sdl2-libs/include/SDL2/SDL2_framerate.h
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/*
SDL2_framerate.h: framerate manager
Copyright (C) 2012-2014 Andreas Schiffler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Andreas Schiffler -- aschiffler at ferzkopp dot net
*/

#ifndef _SDL2_framerate_h
#define _SDL2_framerate_h

/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* --- */

#include "SDL.h"

/* --------- Definitions */

/*!
\brief Highest possible rate supported by framerate controller in Hz (1/s).
*/
#define FPS_UPPER_LIMIT 200

/*!
\brief Lowest possible rate supported by framerate controller in Hz (1/s).
*/
#define FPS_LOWER_LIMIT 1

/*!
\brief Default rate of framerate controller in Hz (1/s).
*/
#define FPS_DEFAULT 30

/*!
\brief Structure holding the state and timing information of the framerate controller.
*/
typedef struct {
Uint32 framecount;
float rateticks;
Uint32 baseticks;
Uint32 lastticks;
Uint32 rate;
} FPSmanager;

/* ---- Function Prototypes */

#ifdef _MSC_VER
# if defined(DLL_EXPORT) && !defined(LIBSDL2_GFX_DLL_IMPORT)
# define SDL2_FRAMERATE_SCOPE __declspec(dllexport)
# else
# ifdef LIBSDL2_GFX_DLL_IMPORT
# define SDL2_FRAMERATE_SCOPE __declspec(dllimport)
# endif
# endif
#endif
#ifndef SDL2_FRAMERATE_SCOPE
# define SDL2_FRAMERATE_SCOPE extern
#endif

/* Functions return 0 or value for sucess and -1 for error */

SDL2_FRAMERATE_SCOPE void SDL_initFramerate(FPSmanager * manager);
SDL2_FRAMERATE_SCOPE int SDL_setFramerate(FPSmanager * manager, Uint32 rate);
SDL2_FRAMERATE_SCOPE int SDL_getFramerate(FPSmanager * manager);
SDL2_FRAMERATE_SCOPE int SDL_getFramecount(FPSmanager * manager);
SDL2_FRAMERATE_SCOPE Uint32 SDL_framerateDelay(FPSmanager * manager);

/* --- */

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif

#endif /* _SDL2_framerate_h */
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