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-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c226
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/common.c56
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/common.h10
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c477
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c180
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c317
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c344
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c92
-rw-r--r--3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c129
9 files changed, 0 insertions, 1831 deletions
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c
deleted file mode 100644
index e15de3ed4ec..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/accelerometer.c
+++ /dev/null
@@ -1,226 +0,0 @@
-/*
- * accelerometer.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "math.h"
-#include "common.h"
-
-#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
-#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
-#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
-
-/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
-#ifndef SDL_IPHONE_MAX_GFORCE
-#define SDL_IPHONE_MAX_GFORCE 5.0f
-#endif
-
-static SDL_Joystick *accelerometer; /* used for controlling the ship */
-
-static struct
-{
- float x, y; /* position of ship */
- float vx, vy; /* velocity of ship (in pixels per millesecond) */
- SDL_Rect rect; /* (drawn) position and size of ship */
-} shipData;
-
-static SDL_Texture *ship = 0; /* texture for spaceship */
-static SDL_Texture *space = 0; /* texture for space (background */
-
-void
-render(SDL_Renderer *renderer, int w, int h, double deltaTime)
-{
- double deltaMilliseconds = deltaTime * 1000;
- float speed;
-
- /* get joystick (accelerometer) axis values and normalize them */
- float ax = SDL_JoystickGetAxis(accelerometer, 0);
- float ay = SDL_JoystickGetAxis(accelerometer, 1);
-
- /* ship screen constraints */
- Uint32 minx = 0.0f;
- Uint32 maxx = w - shipData.rect.w;
- Uint32 miny = 0.0f;
- Uint32 maxy = h - shipData.rect.h;
-
-#define SINT16_MAX ((float)(0x7FFF))
-
- /* update velocity from accelerometer
- the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
- SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
- */
- shipData.vx +=
- ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
- deltaMilliseconds;
- shipData.vy +=
- ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
- deltaMilliseconds;
-
- speed = sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
-
- if (speed > 0) {
- /* compensate for friction */
- float dirx = shipData.vx / speed; /* normalized x velocity */
- float diry = shipData.vy / speed; /* normalized y velocity */
-
- /* update velocity due to friction */
- if (speed - FRICTION * deltaMilliseconds > 0) {
- /* apply friction */
- shipData.vx -= dirx * FRICTION * deltaMilliseconds;
- shipData.vy -= diry * FRICTION * deltaMilliseconds;
- } else {
- /* applying friction would MORE than stop the ship, so just stop the ship */
- shipData.vx = 0.0f;
- shipData.vy = 0.0f;
- }
- }
-
- /* update ship location */
- shipData.x += shipData.vx * deltaMilliseconds;
- shipData.y += shipData.vy * deltaMilliseconds;
-
- if (shipData.x > maxx) {
- shipData.x = maxx;
- shipData.vx = -shipData.vx * DAMPING;
- } else if (shipData.x < minx) {
- shipData.x = minx;
- shipData.vx = -shipData.vx * DAMPING;
- }
- if (shipData.y > maxy) {
- shipData.y = maxy;
- shipData.vy = -shipData.vy * DAMPING;
- } else if (shipData.y < miny) {
- shipData.y = miny;
- shipData.vy = -shipData.vy * DAMPING;
- }
-
- /* draw the background */
- SDL_RenderCopy(renderer, space, NULL, NULL);
-
- /* draw the ship */
- shipData.rect.x = shipData.x;
- shipData.rect.y = shipData.y;
-
- SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
-
- /* update screen */
- SDL_RenderPresent(renderer);
-
-}
-
-void
-initializeTextures(SDL_Renderer *renderer)
-{
-
- SDL_Surface *bmp_surface;
-
- /* load the ship */
- bmp_surface = SDL_LoadBMP("ship.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not ship.bmp");
- }
- /* set blue to transparent on the ship */
- SDL_SetColorKey(bmp_surface, 1,
- SDL_MapRGB(bmp_surface->format, 0, 0, 255));
-
- /* create ship texture from surface */
- ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
- if (ship == 0) {
- fatalError("could not create ship texture");
- }
- SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
-
- /* set the width and height of the ship from the surface dimensions */
- shipData.rect.w = bmp_surface->w;
- shipData.rect.h = bmp_surface->h;
-
- SDL_FreeSurface(bmp_surface);
-
- /* load the space background */
- bmp_surface = SDL_LoadBMP("space.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not load space.bmp");
- }
- /* create space texture from surface */
- space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
- if (space == 0) {
- fatalError("could not create space texture");
- }
- SDL_FreeSurface(bmp_surface);
-
-}
-
-
-
-int
-main(int argc, char *argv[])
-{
-
- SDL_Window *window; /* main window */
- SDL_Renderer *renderer;
- int done; /* should we clean up and exit? */
- int w, h;
-
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
- fatalError("Could not initialize SDL");
- }
-
- /* create main window and renderer */
- window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
- renderer = SDL_CreateRenderer(window, 0, 0);
-
- SDL_GetWindowSize(window, &w, &h);
- SDL_RenderSetLogicalSize(renderer, w, h);
-
- /* print out some info about joysticks and try to open accelerometer for use */
- printf("There are %d joysticks available\n", SDL_NumJoysticks());
- printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
- accelerometer = SDL_JoystickOpen(0);
- if (accelerometer == NULL) {
- fatalError("Could not open joystick (accelerometer)");
- }
- printf("joystick number of axis = %d\n",
- SDL_JoystickNumAxes(accelerometer));
- printf("joystick number of hats = %d\n",
- SDL_JoystickNumHats(accelerometer));
- printf("joystick number of balls = %d\n",
- SDL_JoystickNumBalls(accelerometer));
- printf("joystick number of buttons = %d\n",
- SDL_JoystickNumButtons(accelerometer));
-
- /* load graphics */
- initializeTextures(renderer);
-
- /* setup ship */
- shipData.x = (w - shipData.rect.w) / 2;
- shipData.y = (h - shipData.rect.h) / 2;
- shipData.vx = 0.0f;
- shipData.vy = 0.0f;
-
- done = 0;
- /* enter main loop */
- while (!done) {
- double deltaTime = updateDeltaTime();
- SDL_Event event;
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- done = 1;
- }
- }
- render(renderer, w, h, deltaTime);
- SDL_Delay(1);
- }
-
- /* delete textures */
- SDL_DestroyTexture(ship);
- SDL_DestroyTexture(space);
-
- /* shutdown SDL */
- SDL_Quit();
-
- return 0;
-
-}
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/common.c
deleted file mode 100644
index 0a1485ae926..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.c
+++ /dev/null
@@ -1,56 +0,0 @@
-/*
- * common.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "common.h"
-#include "SDL.h"
-#include <stdlib.h>
-
-/*
- Produces a random int x, min <= x <= max
- following a uniform distribution
-*/
-int
-randomInt(int min, int max)
-{
- return min + rand() % (max - min + 1);
-}
-
-/*
- Produces a random float x, min <= x <= max
- following a uniform distribution
- */
-float
-randomFloat(float min, float max)
-{
- return rand() / (float) RAND_MAX *(max - min) + min;
-}
-
-void
-fatalError(const char *string)
-{
- printf("%s: %s\n", string, SDL_GetError());
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, string, SDL_GetError(), NULL);
- exit(1);
-}
-
-static Uint64 prevTime = 0;
-
-double
-updateDeltaTime()
-{
- Uint64 curTime;
- double deltaTime;
-
- if (prevTime == 0) {
- prevTime = SDL_GetPerformanceCounter();
- }
-
- curTime = SDL_GetPerformanceCounter();
- deltaTime = (double) (curTime - prevTime) / (double) SDL_GetPerformanceFrequency();
- prevTime = curTime;
-
- return deltaTime;
-}
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.h b/3rdparty/SDL2/Xcode-iOS/Demos/src/common.h
deleted file mode 100644
index 96b2c964a0f..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/common.h
+++ /dev/null
@@ -1,10 +0,0 @@
-/*
- * common.h
- * written by Holmes Futrell
- * use however you want
- */
-
-extern int randomInt(int min, int max);
-extern float randomFloat(float min, float max);
-extern void fatalError(const char *string);
-extern double updateDeltaTime();
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c
deleted file mode 100644
index dbbd738113c..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/fireworks.c
+++ /dev/null
@@ -1,477 +0,0 @@
-/*
- * fireworks.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "SDL_opengles.h"
-#include "common.h"
-#include <math.h>
-#include <time.h>
-
-#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */
-#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */
-#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */
-
-static GLuint particleTextureID; /* OpenGL particle texture id */
-static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */
-static float pointSizeScale;
-/*
- used to describe what type of particle a given struct particle is.
- emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
- trail - shoots off, following emitter particle
- dust - radiates outwards from emitter explosion
-*/
-enum particleType
-{
- emitter = 0,
- trail,
- dust
-};
-/*
- struct particle is used to describe each particle displayed on screen
-*/
-struct particle
-{
- GLfloat x; /* x position of particle */
- GLfloat y; /* y position of particle */
- GLubyte color[4]; /* rgba color of particle */
- GLfloat size; /* size of particle in pixels */
- GLfloat xvel; /* x velocity of particle in pixels per milesecond */
- GLfloat yvel; /* y velocity of particle in pixels per millescond */
- int isActive; /* if not active, then particle is overwritten */
- enum particleType type; /* see enum particleType */
-} particles[MAX_PARTICLES]; /* this array holds all our particles */
-
-static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */
-static int screen_w, screen_h;
-
-/* function declarations */
-void spawnTrailFromEmitter(struct particle *emitter);
-void spawnEmitterParticle(GLfloat x, GLfloat y);
-void explodeEmitter(struct particle *emitter);
-void initializeParticles(void);
-void initializeTexture();
-int nextPowerOfTwo(int x);
-void drawParticles();
-void stepParticles(double deltaTime);
-
-/* helper function (used in texture loading)
- returns next power of two greater than or equal to x
-*/
-int
-nextPowerOfTwo(int x)
-{
- int val = 1;
- while (val < x) {
- val *= 2;
- }
- return val;
-}
-
-/*
- steps each active particle by timestep deltaTime
-*/
-void
-stepParticles(double deltaTime)
-{
- float deltaMilliseconds = deltaTime * 1000;
- int i;
- struct particle *slot = particles;
- struct particle *curr = particles;
- for (i = 0; i < num_active_particles; i++) {
- /* is the particle actually active, or is it marked for deletion? */
- if (curr->isActive) {
- /* is the particle off the screen? */
- if (curr->y > screen_h)
- curr->isActive = 0;
- else if (curr->y < 0)
- curr->isActive = 0;
- if (curr->x > screen_w)
- curr->isActive = 0;
- else if (curr->x < 0)
- curr->isActive = 0;
-
- /* step velocity, then step position */
- curr->yvel += ACCEL * deltaMilliseconds;
- curr->xvel += 0.0f;
- curr->y += curr->yvel * deltaMilliseconds;
- curr->x += curr->xvel * deltaMilliseconds;
-
- /* particle behavior */
- if (curr->type == emitter) {
- /* if we're an emitter, spawn a trail */
- spawnTrailFromEmitter(curr);
- /* if we've reached our peak, explode */
- if (curr->yvel > 0.0) {
- explodeEmitter(curr);
- }
- } else {
- float speed =
- sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
- /* if wind resistance is not powerful enough to stop us completely,
- then apply winde resistance, otherwise just stop us completely */
- if (WIND_RESISTANCE * deltaMilliseconds < speed) {
- float normx = curr->xvel / speed;
- float normy = curr->yvel / speed;
- curr->xvel -=
- normx * WIND_RESISTANCE * deltaMilliseconds;
- curr->yvel -=
- normy * WIND_RESISTANCE * deltaMilliseconds;
- } else {
- curr->xvel = curr->yvel = 0; /* stop particle */
- }
-
- if (curr->color[3] <= deltaMilliseconds * 0.1275f) {
- /* if this next step will cause us to fade out completely
- then just mark for deletion */
- curr->isActive = 0;
- } else {
- /* otherwise, let's fade a bit more */
- curr->color[3] -= deltaMilliseconds * 0.1275f;
- }
-
- /* if we're a dust particle, shrink our size */
- if (curr->type == dust)
- curr->size -= deltaMilliseconds * 0.010f;
-
- }
-
- /* if we're still active, pack ourselves in the array next
- to the last active guy (pack the array tightly) */
- if (curr->isActive)
- *(slot++) = *curr;
- } /* endif (curr->isActive) */
- curr++;
- }
- /* the number of active particles is computed as the difference between
- old number of active particles, where slot points, and the
- new size of the array, where particles points */
- num_active_particles = (int) (slot - particles);
-}
-
-/*
- This draws all the particles shown on screen
-*/
-void
-drawParticles()
-{
-
- /* draw the background */
- glClear(GL_COLOR_BUFFER_BIT);
-
- /* set up the position and color pointers */
- glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
- particles[0].color);
-
- if (pointSizeExtensionSupported) {
- /* pass in our array of point sizes */
- glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
- &(particles[0].size));
- }
-
- /* draw our particles! */
- glDrawArrays(GL_POINTS, 0, num_active_particles);
-
-}
-
-/*
- This causes an emitter to explode in a circular bloom of dust particles
-*/
-void
-explodeEmitter(struct particle *emitter)
-{
- /* first off, we're done with this particle, so turn active off */
- emitter->isActive = 0;
- int i;
- for (i = 0; i < 200; i++) {
-
- if (num_active_particles >= MAX_PARTICLES)
- return;
-
- /* come up with a random angle and speed for new particle */
- float theta = randomFloat(0, 2.0f * 3.141592);
- float exponent = 3.0f;
- float speed = randomFloat(0.00, powf(0.17, exponent));
- speed = powf(speed, 1.0f / exponent);
-
- /* select the particle at the end of our array */
- struct particle *p = &particles[num_active_particles];
-
- /* set the particles properties */
- p->xvel = speed * cos(theta);
- p->yvel = speed * sin(theta);
- p->x = emitter->x + emitter->xvel;
- p->y = emitter->y + emitter->yvel;
- p->isActive = 1;
- p->type = dust;
- p->size = 15 * pointSizeScale;
- /* inherit emitter's color */
- p->color[0] = emitter->color[0];
- p->color[1] = emitter->color[1];
- p->color[2] = emitter->color[2];
- p->color[3] = 255;
- /* our array has expanded at the end */
- num_active_particles++;
- }
-
-}
-
-/*
- This spawns a trail particle from an emitter
-*/
-void
-spawnTrailFromEmitter(struct particle *emitter)
-{
-
- if (num_active_particles >= MAX_PARTICLES)
- return;
-
- /* select the particle at the slot at the end of our array */
- struct particle *p = &particles[num_active_particles];
-
- /* set position and velocity to roughly that of the emitter */
- p->x = emitter->x + randomFloat(-3.0, 3.0);
- p->y = emitter->y + emitter->size / 2.0f;
- p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
- p->yvel = emitter->yvel + 0.1;
-
- /* set the color to a random-ish orangy type color */
- p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
- p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
- p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
- p->color[3] = (0.7f) * 255;
-
- /* set other attributes */
- p->size = 10 * pointSizeScale;
- p->type = trail;
- p->isActive = 1;
-
- /* our array has expanded at the end */
- num_active_particles++;
-
-}
-
-/*
- spawns a new emitter particle at the bottom of the screen
- destined for the point (x,y).
-*/
-void
-spawnEmitterParticle(GLfloat x, GLfloat y)
-{
-
- if (num_active_particles >= MAX_PARTICLES)
- return;
-
- /* find particle at endpoint of array */
- struct particle *p = &particles[num_active_particles];
-
- /* set the color randomly */
- switch (rand() % 4) {
- case 0:
- p->color[0] = 255;
- p->color[1] = 100;
- p->color[2] = 100;
- break;
- case 1:
- p->color[0] = 100;
- p->color[1] = 255;
- p->color[2] = 100;
- break;
- case 2:
- p->color[0] = 100;
- p->color[1] = 100;
- p->color[2] = 255;
- break;
- case 3:
- p->color[0] = 255;
- p->color[1] = 150;
- p->color[2] = 50;
- break;
- }
- p->color[3] = 255;
- /* set position to (x, screen_h) */
- p->x = x;
- p->y = screen_h;
- /* set velocity so that terminal point is (x,y) */
- p->xvel = 0;
- p->yvel = -sqrt(2 * ACCEL * (screen_h - y));
- /* set other attributes */
- p->size = 10 * pointSizeScale;
- p->type = emitter;
- p->isActive = 1;
- /* our array has expanded at the end */
- num_active_particles++;
-}
-
-/* just sets the endpoint of the particle array to element zero */
-void
-initializeParticles(void)
-{
- num_active_particles = 0;
-}
-
-/*
- loads the particle texture
- */
-void
-initializeTexture()
-{
-
- int bpp; /* texture bits per pixel */
- Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */
- SDL_Surface *bmp_surface; /* the bmp is loaded here */
- SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP
- to format passed into OpenGL */
-
- bmp_surface = SDL_LoadBMP("stroke.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not load stroke.bmp");
- }
-
- /* Grab info about format that will be passed into OpenGL */
- SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
- &Bmask, &Amask);
- /* Create surface that will hold pixels passed into OpenGL */
- bmp_surface_rgba8888 =
- SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
- Gmask, Bmask, Amask);
- /* Blit to this surface, effectively converting the format */
- SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
-
- glGenTextures(1, &particleTextureID);
- glBindTexture(GL_TEXTURE_2D, particleTextureID);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
- nextPowerOfTwo(bmp_surface->w),
- nextPowerOfTwo(bmp_surface->h),
- 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- /* this is where we actually pass in the pixel data */
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
-
- /* free bmp surface and converted bmp surface */
- SDL_FreeSurface(bmp_surface);
- SDL_FreeSurface(bmp_surface_rgba8888);
-
-}
-
-int
-main(int argc, char *argv[])
-{
- SDL_Window *window; /* main window */
- SDL_GLContext context;
- int drawableW, drawableH;
- Uint32 startFrame; /* time frame began to process */
- Uint32 endFrame; /* time frame ended processing */
- Uint32 delay; /* time to pause waiting to draw next frame */
- int done; /* should we clean up and exit? */
-
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- fatalError("Could not initialize SDL");
- }
- /* seed the random number generator */
- srand(time(NULL));
- /*
- request some OpenGL parameters
- that may speed drawing
- */
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
- SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
-
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
-
- /* create main window and renderer */
- window = SDL_CreateWindow(NULL, 0, 0, 320, 480,
- SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
- context = SDL_GL_CreateContext(window);
-
- /* The window size and drawable size may be different when highdpi is enabled,
- * due to the increased pixel density of the drawable. */
- SDL_GetWindowSize(window, &screen_w, &screen_h);
- SDL_GL_GetDrawableSize(window, &drawableW, &drawableH);
-
- /* In OpenGL, point sizes are always in pixels. We don't want them looking
- * tiny on a retina screen. */
- pointSizeScale = (float) drawableH / (float) screen_h;
-
- /* load the particle texture */
- initializeTexture();
-
- /* check if GL_POINT_SIZE_ARRAY_OES is supported
- this is used to give each particle its own size
- */
- pointSizeExtensionSupported =
- SDL_GL_ExtensionSupported("GL_OES_point_size_array");
-
- /* set up some OpenGL state */
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glViewport(0, 0, drawableW, drawableH);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrthof((GLfloat) 0,
- (GLfloat) screen_w,
- (GLfloat) screen_h,
- (GLfloat) 0, 0.0, 1.0);
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- glEnable(GL_POINT_SPRITE_OES);
- glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
-
- if (pointSizeExtensionSupported) {
- /* we use this to set the sizes of all the particles */
- glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
- } else {
- /* if extension not available then all particles have size 10 */
- glPointSize(10 * pointSizeScale);
- }
-
- done = 0;
- /* enter main loop */
- while (!done) {
- SDL_Event event;
- double deltaTime = updateDeltaTime();
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- done = 1;
- }
- if (event.type == SDL_MOUSEBUTTONDOWN) {
- int x, y;
- SDL_GetMouseState(&x, &y);
- spawnEmitterParticle(x, y);
- }
- }
- stepParticles(deltaTime);
- drawParticles();
- SDL_GL_SwapWindow(window);
- SDL_Delay(1);
- }
-
- /* delete textures */
- glDeleteTextures(1, &particleTextureID);
- /* shutdown SDL */
- SDL_Quit();
-
- return 0;
-}
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c
deleted file mode 100644
index 658a65f01bd..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/happy.c
+++ /dev/null
@@ -1,180 +0,0 @@
-/*
- * happy.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "common.h"
-
-#define NUM_HAPPY_FACES 100 /* number of faces to draw */
-#define HAPPY_FACE_SIZE 32 /* width and height of happyface */
-
-static SDL_Texture *texture = 0; /* reference to texture holding happyface */
-
-static struct
-{
- float x, y; /* position of happyface */
- float xvel, yvel; /* velocity of happyface */
-} faces[NUM_HAPPY_FACES];
-
-/*
- Sets initial positions and velocities of happyfaces
- units of velocity are pixels per millesecond
-*/
-void
-initializeHappyFaces(SDL_Renderer *renderer)
-{
- int i;
- int w;
- int h;
- SDL_RenderGetLogicalSize(renderer, &w, &h);
-
- for (i = 0; i < NUM_HAPPY_FACES; i++) {
- faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
- faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
- faces[i].xvel = randomFloat(-60.0f, 60.0f);
- faces[i].yvel = randomFloat(-60.0f, 60.0f);
- }
-}
-
-void
-render(SDL_Renderer *renderer, double deltaTime)
-{
- int i;
- SDL_Rect srcRect;
- SDL_Rect dstRect;
- int w;
- int h;
-
- SDL_RenderGetLogicalSize(renderer, &w, &h);
-
- /* setup boundaries for happyface bouncing */
- int maxx = w - HAPPY_FACE_SIZE;
- int maxy = h - HAPPY_FACE_SIZE;
- int minx = 0;
- int miny = 0;
-
- /* setup rects for drawing */
- srcRect.x = 0;
- srcRect.y = 0;
- srcRect.w = HAPPY_FACE_SIZE;
- srcRect.h = HAPPY_FACE_SIZE;
- dstRect.w = HAPPY_FACE_SIZE;
- dstRect.h = HAPPY_FACE_SIZE;
-
- /* fill background in with black */
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_RenderClear(renderer);
-
- /*
- loop through all the happy faces:
- - update position
- - update velocity (if boundary is hit)
- - draw
- */
- for (i = 0; i < NUM_HAPPY_FACES; i++) {
- faces[i].x += faces[i].xvel * deltaTime;
- faces[i].y += faces[i].yvel * deltaTime;
- if (faces[i].x > maxx) {
- faces[i].x = maxx;
- faces[i].xvel = -faces[i].xvel;
- } else if (faces[i].y > maxy) {
- faces[i].y = maxy;
- faces[i].yvel = -faces[i].yvel;
- }
- if (faces[i].x < minx) {
- faces[i].x = minx;
- faces[i].xvel = -faces[i].xvel;
- } else if (faces[i].y < miny) {
- faces[i].y = miny;
- faces[i].yvel = -faces[i].yvel;
- }
- dstRect.x = faces[i].x;
- dstRect.y = faces[i].y;
- SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
- }
- /* update screen */
- SDL_RenderPresent(renderer);
-
-}
-
-/*
- loads the happyface graphic into a texture
-*/
-void
-initializeTexture(SDL_Renderer *renderer)
-{
- SDL_Surface *bmp_surface;
- /* load the bmp */
- bmp_surface = SDL_LoadBMP("icon.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not load bmp");
- }
- /* set white to transparent on the happyface */
- SDL_SetColorKey(bmp_surface, 1,
- SDL_MapRGB(bmp_surface->format, 255, 255, 255));
-
- /* convert RGBA surface to texture */
- texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
- if (texture == 0) {
- fatalError("could not create texture");
- }
- SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
-
- /* free up allocated memory */
- SDL_FreeSurface(bmp_surface);
-}
-
-int
-main(int argc, char *argv[])
-{
- SDL_Window *window;
- SDL_Renderer *renderer;
- int done;
- int width;
- int height;
-
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- fatalError("Could not initialize SDL");
- }
-
- /* The specified window size doesn't matter - except for its aspect ratio,
- * which determines whether the window is in portrait or landscape on iOS
- * (if SDL_WINDOW_RESIZABLE isn't specified). */
- window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
-
- renderer = SDL_CreateRenderer(window, -1, 0);
-
- SDL_GetWindowSize(window, &width, &height);
- SDL_RenderSetLogicalSize(renderer, width, height);
-
- initializeTexture(renderer);
- initializeHappyFaces(renderer);
-
-
- /* main loop */
- done = 0;
- while (!done) {
- SDL_Event event;
- double deltaTime = updateDeltaTime();
-
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- done = 1;
- }
- }
-
- render(renderer, deltaTime);
- SDL_Delay(1);
- }
-
- /* cleanup */
- SDL_DestroyTexture(texture);
- /* shutdown SDL */
- SDL_Quit();
-
- return 0;
-
-}
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c
deleted file mode 100644
index 1932ad4a96b..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/keyboard.c
+++ /dev/null
@@ -1,317 +0,0 @@
-/*
- * keyboard.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "common.h"
-
-#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
-#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
-
-static SDL_Texture *texture; /* texture where we'll hold our font */
-
-/* function declarations */
-void cleanup(void);
-void drawBlank(int x, int y);
-
-static SDL_Renderer *renderer;
-static int numChars = 0; /* number of characters we've typed so far */
-static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */
-static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
-
-/* this structure maps a scancode to an index in our bitmap font.
- it also contains data about under which modifiers the mapping is valid
- (for example, we don't want shift + 1 to produce the character '1',
- but rather the character '!')
-*/
-typedef struct
-{
- SDL_Scancode scancode; /* scancode of the key we want to map */
- int allow_no_mod; /* is the map valid if the key has no modifiers? */
- SDL_Keymod mod; /* what modifiers are allowed for the mapping */
- int index; /* what index in the font does the scancode map to */
-} fontMapping;
-
-#define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */
-
-/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
- bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
- the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
- The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
- mapping is also valid if the user is holding shift.
-*/
-fontMapping map[TABLE_SIZE] = {
-
- {SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */
- {SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */
- {SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */
- {SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */
- {SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */
- {SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */
- {SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */
- {SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */
- {SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */
- {SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */
- {SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */
- {SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */
- {SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */
- {SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */
- {SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */
- {SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */
- {SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */
- {SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */
- {SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */
- {SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */
- {SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */
- {SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */
- {SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */
- {SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */
- {SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */
- {SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */
- {SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
- {SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
- {SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
- {SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
- {SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
- {SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
- {SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
- {SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
- {SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
- {SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
- {SDL_SCANCODE_SPACE, 1, 0, 0}, /* ' ' */
- {SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
- {SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */
- {SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */
- {SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */
- {SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
- {SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */
- {SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */
- {SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */
- {SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */
- {SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
- {SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */
- {SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
-
-};
-
-/*
- This function maps an SDL_KeySym to an index in the bitmap font.
- It does so by scanning through the font mapping table one entry
- at a time.
-
- If a match is found (scancode and allowed modifiers), the proper
- index is returned.
-
- If there is no entry for the key, -1 is returned
-*/
-int
-keyToIndex(SDL_Keysym key)
-{
- int i, index = -1;
- for (i = 0; i < TABLE_SIZE; i++) {
- fontMapping compare = map[i];
- if (key.scancode == compare.scancode) {
- /* if this entry is valid with no key mod and we have no keymod, or if
- the key's modifiers are allowed modifiers for that mapping */
- if ((compare.allow_no_mod && key.mod == 0)
- || (key.mod & compare.mod)) {
- index = compare.index;
- break;
- }
- }
- }
- return index;
-}
-
-/*
- This function returns and x,y position for a given character number.
- It is used for positioning each character of text
-*/
-void
-getPositionForCharNumber(int n, int *x, int *y)
-{
- int renderW, renderH;
- SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
-
- int x_padding = 16; /* padding space on left and right side of screen */
- int y_padding = 32; /* padding space at top of screen */
- /* figure out the number of characters that can fit horizontally across the screen */
- int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
- int line_separation = 5; /* pixels between each line */
- *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
- *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
- y_padding;
-}
-
-void
-drawIndex(int index)
-{
- int x, y;
- getPositionForCharNumber(numChars, &x, &y);
- SDL_Rect srcRect =
- { GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
- SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
- drawBlank(x, y);
- SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
-}
-
-/* draws the cursor icon at the current end position of the text */
-void
-drawCursor(void)
-{
- drawIndex(29); /* cursor is at index 29 in the bitmap font */
-}
-
-/* paints over a glyph sized region with the background color
- in effect it erases the area
-*/
-void
-drawBlank(int x, int y)
-{
- SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
- SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
- SDL_RenderFillRect(renderer, &rect);
-}
-
-/* moves backwards one character, erasing the last one put down */
-void
-backspace(void)
-{
- int x, y;
- if (numChars > 0) {
- getPositionForCharNumber(numChars, &x, &y);
- drawBlank(x, y);
- numChars--;
- getPositionForCharNumber(numChars, &x, &y);
- drawBlank(x, y);
- drawCursor();
- }
-}
-
-/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
-SDL_Texture*
-loadFont(void)
-{
-
- SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
-
- if (!surface) {
- printf("Error loading bitmap: %s\n", SDL_GetError());
- return 0;
- } else {
- /* set the transparent color for the bitmap font (hot pink) */
- SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
- /* now we convert the surface to our desired pixel format */
- int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
- Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
- int bpp; /* bits per pixel for desired format */
- SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
- &Amask);
- SDL_Surface *converted =
- SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
- Bmask, Amask);
- SDL_BlitSurface(surface, NULL, converted, NULL);
- /* create our texture */
- texture =
- SDL_CreateTextureFromSurface(renderer, converted);
- if (texture == 0) {
- printf("texture creation failed: %s\n", SDL_GetError());
- } else {
- /* set blend mode for our texture */
- SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
- }
- SDL_FreeSurface(surface);
- SDL_FreeSurface(converted);
- return texture;
- }
-}
-
-int
-main(int argc, char *argv[])
-{
- int index; /* index of last key we pushed in the bitmap font */
- SDL_Window *window;
- SDL_Event event; /* last event received */
- SDL_Keymod mod; /* key modifiers of last key we pushed */
- SDL_Scancode scancode; /* scancode of last key we pushed */
- int width;
- int height;
-
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- printf("Error initializing SDL: %s", SDL_GetError());
- }
- /* create window */
- window = SDL_CreateWindow("iPhone keyboard test", 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
- /* create renderer */
- renderer = SDL_CreateRenderer(window, -1, 0);
-
- SDL_GetWindowSize(window, &width, &height);
- SDL_RenderSetLogicalSize(renderer, width, height);
-
- /* load up our font */
- loadFont();
-
- /* draw the background, we'll just paint over it */
- SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
- SDL_RenderFillRect(renderer, NULL);
- SDL_RenderPresent(renderer);
-
- int done = 0;
- /* loop till we get SDL_Quit */
- while (!done && SDL_WaitEvent(&event)) {
- switch (event.type) {
- case SDL_QUIT:
- done = 1;
- break;
- case SDL_KEYDOWN:
- index = keyToIndex(event.key.keysym);
- scancode = event.key.keysym.scancode;
- mod = event.key.keysym.mod;
- if (scancode == SDL_SCANCODE_DELETE) {
- /* if user hit delete, delete the last character */
- backspace();
- lastCharWasColon = 0;
- } else if (lastCharWasColon && scancode == SDL_SCANCODE_0
- && (mod & KMOD_SHIFT)) {
- /* if our last key was a colon and this one is a close paren, the make a hoppy face */
- backspace();
- drawIndex(32); /* index for happy face */
- numChars++;
- drawCursor();
- lastCharWasColon = 0;
- } else if (index != -1) {
- /* if we aren't doing a happy face, then just draw the normal character */
- drawIndex(index);
- numChars++;
- drawCursor();
- lastCharWasColon =
- (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
- && (event.key.keysym.mod & KMOD_SHIFT));
- }
- /* check if the key was a colon */
- /* draw our updates to the screen */
- SDL_RenderPresent(renderer);
- break;
- case SDL_MOUSEBUTTONUP:
- /* mouse up toggles onscreen keyboard visibility */
- if (SDL_IsTextInputActive()) {
- SDL_StopTextInput();
- } else {
- SDL_StartTextInput();
- }
- break;
- }
- }
- cleanup();
- return 0;
-}
-
-/* clean up after ourselves like a good kiddy */
-void
-cleanup(void)
-{
- SDL_DestroyTexture(texture);
- SDL_Quit();
-}
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c
deleted file mode 100644
index 81f0166f85a..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/mixer.c
+++ /dev/null
@@ -1,344 +0,0 @@
-/*
- * mixer.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "common.h"
-
-#define NUM_CHANNELS 8 /* max number of sounds we can play at once */
-#define NUM_DRUMS 4 /* number of drums in our set */
-
-static struct
-{
- SDL_Rect rect; /* where the button is drawn */
- SDL_Color upColor; /* color when button is not active */
- SDL_Color downColor; /* color when button is active */
- int isPressed; /* is the button being pressed ? */
- int touchIndex; /* what mouse (touch) index pressed the button ? */
-} buttons[NUM_DRUMS];
-
-struct sound
-{
- Uint8 *buffer; /* audio buffer for sound file */
- Uint32 length; /* length of the buffer (in bytes) */
-};
-
-/* this array holds the audio for the drum noises */
-static struct sound drums[NUM_DRUMS];
-
-/* function declarations */
-void handleMouseButtonDown(SDL_Event * event);
-void handleMouseButtonUp(SDL_Event * event);
-int playSound(struct sound *);
-void initializeButtons(SDL_Renderer *);
-void audioCallback(void *userdata, Uint8 * stream, int len);
-void loadSound(const char *file, struct sound *s);
-
-struct
-{
- /* channel array holds information about currently playing sounds */
- struct
- {
- Uint8 *position; /* what is the current position in the buffer of this sound ? */
- Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
- Uint32 timestamp; /* when did this sound start playing ? */
- } channels[NUM_CHANNELS];
- SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
- int numSoundsPlaying; /* how many sounds are currently playing */
-} mixer;
-
-/* sets up the buttons (color, position, state) */
-void
-initializeButtons(SDL_Renderer *renderer)
-{
- int i;
- int spacing = 10; /* gap between drum buttons */
- SDL_Rect buttonRect; /* keeps track of where to position drum */
- SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
- SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
- int renderW, renderH;
-
- SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
-
- buttonRect.x = spacing;
- buttonRect.y = spacing;
- buttonRect.w = renderW - 2 * spacing;
- buttonRect.h = (renderH - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
-
- /* setup each button */
- for (i = 0; i < NUM_DRUMS; i++) {
-
- buttons[i].rect = buttonRect;
- buttons[i].isPressed = 0;
- buttons[i].upColor = upColor;
- buttons[i].downColor = downColor;
-
- buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
-
- }
-}
-
-/*
- loads a wav file (stored in 'file'), converts it to the mixer's output format,
- and stores the resulting buffer and length in the sound structure
- */
-void
-loadSound(const char *file, struct sound *s)
-{
- SDL_AudioSpec spec; /* the audio format of the .wav file */
- SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
- int result;
- if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
- fatalError("could not load .wav");
- }
- /* build the audio converter */
- result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
- mixer.outputSpec.format,
- mixer.outputSpec.channels,
- mixer.outputSpec.freq);
- if (result == -1) {
- fatalError("could not build audio CVT");
- } else if (result != 0) {
- /*
- this happens when the .wav format differs from the output format.
- we convert the .wav buffer here
- */
- cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
- cvt.len = s->length; /* set conversion buffer length */
- SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
- if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
- fatalError("could not convert .wav");
- }
- SDL_free(s->buffer); /* free the original (unconverted) buffer */
- s->buffer = cvt.buf; /* point sound buffer to converted buffer */
- s->length = cvt.len_cvt; /* set sound buffer's new length */
- }
-}
-
-/* called from main event loop */
-void
-handleMouseButtonDown(SDL_Event * event)
-{
-
- int x, y, mouseIndex, i, drumIndex;
-
- mouseIndex = 0;
- drumIndex = -1;
-
- SDL_GetMouseState(&x, &y);
- /* check if we hit any of the drum buttons */
- for (i = 0; i < NUM_DRUMS; i++) {
- if (x >= buttons[i].rect.x
- && x < buttons[i].rect.x + buttons[i].rect.w
- && y >= buttons[i].rect.y
- && y < buttons[i].rect.y + buttons[i].rect.h) {
- drumIndex = i;
- break;
- }
- }
- if (drumIndex != -1) {
- /* if we hit a button */
- buttons[drumIndex].touchIndex = mouseIndex;
- buttons[drumIndex].isPressed = 1;
- playSound(&drums[drumIndex]);
- }
-
-}
-
-/* called from main event loop */
-void
-handleMouseButtonUp(SDL_Event * event)
-{
- int i;
- int mouseIndex = 0;
- /* check if this should cause any of the buttons to become unpressed */
- for (i = 0; i < NUM_DRUMS; i++) {
- if (buttons[i].touchIndex == mouseIndex) {
- buttons[i].isPressed = 0;
- }
- }
-}
-
-/* draws buttons to screen */
-void
-render(SDL_Renderer *renderer)
-{
- int i;
- SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
- SDL_RenderClear(renderer); /* draw background (gray) */
- /* draw the drum buttons */
- for (i = 0; i < NUM_DRUMS; i++) {
- SDL_Color color =
- buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
- SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
- SDL_RenderFillRect(renderer, &buttons[i].rect);
- }
- /* update the screen */
- SDL_RenderPresent(renderer);
-}
-
-/*
- finds a sound channel in the mixer for a sound
- and sets it up to start playing
-*/
-int
-playSound(struct sound *s)
-{
- /*
- find an empty channel to play on.
- if no channel is available, use oldest channel
- */
- int i;
- int selected_channel = -1;
- int oldest_channel = 0;
-
- if (mixer.numSoundsPlaying == 0) {
- /* we're playing a sound now, so start audio callback back up */
- SDL_PauseAudio(0);
- }
-
- /* find a sound channel to play the sound on */
- for (i = 0; i < NUM_CHANNELS; i++) {
- if (mixer.channels[i].position == NULL) {
- /* if no sound on this channel, select it */
- selected_channel = i;
- break;
- }
- /* if this channel's sound is older than the oldest so far, set it to oldest */
- if (mixer.channels[i].timestamp <
- mixer.channels[oldest_channel].timestamp)
- oldest_channel = i;
- }
-
- /* no empty channels, take the oldest one */
- if (selected_channel == -1)
- selected_channel = oldest_channel;
- else
- mixer.numSoundsPlaying++;
-
- /* point channel data to wav data */
- mixer.channels[selected_channel].position = s->buffer;
- mixer.channels[selected_channel].remaining = s->length;
- mixer.channels[selected_channel].timestamp = SDL_GetTicks();
-
- return selected_channel;
-}
-
-/*
- Called from SDL's audio system. Supplies sound input with data by mixing together all
- currently playing sound effects.
-*/
-void
-audioCallback(void *userdata, Uint8 * stream, int len)
-{
- int i;
- int copy_amt;
- SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
- /* for each channel, mix in whatever is playing on that channel */
- for (i = 0; i < NUM_CHANNELS; i++) {
- if (mixer.channels[i].position == NULL) {
- /* if no sound is playing on this channel */
- continue; /* nothing to do for this channel */
- }
-
- /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
- copy_amt =
- mixer.channels[i].remaining <
- len ? mixer.channels[i].remaining : len;
-
- /* mix this sound effect with the output */
- SDL_MixAudioFormat(stream, mixer.channels[i].position,
- mixer.outputSpec.format, copy_amt, 150);
-
- /* update buffer position in sound effect and the number of bytes left */
- mixer.channels[i].position += copy_amt;
- mixer.channels[i].remaining -= copy_amt;
-
- /* did we finish playing the sound effect ? */
- if (mixer.channels[i].remaining == 0) {
- mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
- mixer.numSoundsPlaying--;
- if (mixer.numSoundsPlaying == 0) {
- /* if no sounds left playing, pause audio callback */
- SDL_PauseAudio(1);
- }
- }
- }
-}
-
-int
-main(int argc, char *argv[])
-{
- int done; /* has user tried to quit ? */
- SDL_Window *window; /* main window */
- SDL_Renderer *renderer;
- SDL_Event event;
- int i;
- int width;
- int height;
-
- if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
- fatalError("could not initialize SDL");
- }
- window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
- renderer = SDL_CreateRenderer(window, 0, 0);
-
- SDL_GetWindowSize(window, &width, &height);
- SDL_RenderSetLogicalSize(renderer, width, height);
-
- /* initialize the mixer */
- SDL_memset(&mixer, 0, sizeof(mixer));
- /* setup output format */
- mixer.outputSpec.freq = 44100;
- mixer.outputSpec.format = AUDIO_S16LSB;
- mixer.outputSpec.channels = 2;
- mixer.outputSpec.samples = 256;
- mixer.outputSpec.callback = audioCallback;
- mixer.outputSpec.userdata = NULL;
-
- /* open audio for output */
- if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
- fatalError("Opening audio failed");
- }
-
- /* load our drum noises */
- loadSound("ds_kick_big_amb.wav", &drums[3]);
- loadSound("ds_brush_snare.wav", &drums[2]);
- loadSound("ds_loose_skin_mute.wav", &drums[1]);
- loadSound("ds_china.wav", &drums[0]);
-
- /* setup positions, colors, and state of buttons */
- initializeButtons(renderer);
-
- /* enter main loop */
- done = 0;
- while (!done) {
- while (SDL_PollEvent(&event)) {
- switch (event.type) {
- case SDL_MOUSEBUTTONDOWN:
- handleMouseButtonDown(&event);
- break;
- case SDL_MOUSEBUTTONUP:
- handleMouseButtonUp(&event);
- break;
- case SDL_QUIT:
- done = 1;
- break;
- }
- }
- render(renderer); /* draw buttons */
-
- SDL_Delay(1);
- }
-
- /* cleanup code, let's free up those sound buffers */
- for (i = 0; i < NUM_DRUMS; i++) {
- SDL_free(drums[i].buffer);
- }
- /* let SDL do its exit code */
- SDL_Quit();
-
- return 0;
-}
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c
deleted file mode 100644
index 10f9f851b3f..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/rectangles.c
+++ /dev/null
@@ -1,92 +0,0 @@
-/*
- * rectangles.c
- * written by Holmes Futrell
- * use however you want
-*/
-
-#include "SDL.h"
-#include <time.h>
-#include "common.h"
-
-void
-render(SDL_Renderer *renderer)
-{
- Uint8 r, g, b;
- int renderW;
- int renderH;
-
- SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
-
- /* Come up with a random rectangle */
- SDL_Rect rect;
- rect.w = randomInt(64, 128);
- rect.h = randomInt(64, 128);
- rect.x = randomInt(0, renderW);
- rect.y = randomInt(0, renderH);
-
- /* Come up with a random color */
- r = randomInt(50, 255);
- g = randomInt(50, 255);
- b = randomInt(50, 255);
-
- /* Fill the rectangle in the color */
- SDL_SetRenderDrawColor(renderer, r, g, b, 255);
- SDL_RenderFillRect(renderer, &rect);
-
- /* update screen */
- SDL_RenderPresent(renderer);
-}
-
-int
-main(int argc, char *argv[])
-{
-
- SDL_Window *window;
- SDL_Renderer *renderer;
- int done;
- SDL_Event event;
- int windowW;
- int windowH;
-
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- fatalError("Could not initialize SDL");
- }
-
- /* seed random number generator */
- srand(time(NULL));
-
- /* create window and renderer */
- window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
- if (window == 0) {
- fatalError("Could not initialize Window");
- }
- renderer = SDL_CreateRenderer(window, -1, 0);
- if (!renderer) {
- fatalError("Could not create renderer");
- }
-
- SDL_GetWindowSize(window, &windowW, &windowH);
- SDL_RenderSetLogicalSize(renderer, windowW, windowH);
-
- /* Fill screen with black */
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_RenderClear(renderer);
-
- /* Enter render loop, waiting for user to quit */
- done = 0;
- while (!done) {
- while (SDL_PollEvent(&event)) {
- if (event.type == SDL_QUIT) {
- done = 1;
- }
- }
- render(renderer);
- SDL_Delay(1);
- }
-
- /* shutdown SDL */
- SDL_Quit();
-
- return 0;
-}
diff --git a/3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c b/3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c
deleted file mode 100644
index 32e6cea1125..00000000000
--- a/3rdparty/SDL2/Xcode-iOS/Demos/src/touch.c
+++ /dev/null
@@ -1,129 +0,0 @@
-/*
- * touch.c
- * written by Holmes Futrell
- * use however you want
- */
-
-#include "SDL.h"
-#include "math.h"
-#include "common.h"
-
-#define BRUSH_SIZE 32 /* width and height of the brush */
-#define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */
-
-static SDL_Texture *brush = 0; /* texture for the brush */
-
-/*
- draws a line from (startx, starty) to (startx + dx, starty + dy)
- this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
-*/
-void
-drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
-{
-
- float distance = sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */
- int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */
- float dx_prime = dx / iterations; /* x-shift per iteration */
- float dy_prime = dy / iterations; /* y-shift per iteration */
- SDL_Rect dstRect; /* rect to draw brush sprite into */
- float x;
- float y;
- int i;
-
- dstRect.w = BRUSH_SIZE;
- dstRect.h = BRUSH_SIZE;
-
- /* setup x and y for the location of the first sprite */
- x = startx - BRUSH_SIZE / 2.0f;
- y = starty - BRUSH_SIZE / 2.0f;
-
- /* draw a series of blots to form the line */
- for (i = 0; i < iterations; i++) {
- dstRect.x = x;
- dstRect.y = y;
- /* shift x and y for next sprite location */
- x += dx_prime;
- y += dy_prime;
- /* draw brush blot */
- SDL_RenderCopy(renderer, brush, NULL, &dstRect);
- }
-}
-
-/*
- loads the brush texture
-*/
-void
-initializeTexture(SDL_Renderer *renderer)
-{
- SDL_Surface *bmp_surface;
- bmp_surface = SDL_LoadBMP("stroke.bmp");
- if (bmp_surface == NULL) {
- fatalError("could not load stroke.bmp");
- }
- brush =
- SDL_CreateTextureFromSurface(renderer, bmp_surface);
- SDL_FreeSurface(bmp_surface);
- if (brush == 0) {
- fatalError("could not create brush texture");
- }
- /* additive blending -- laying strokes on top of eachother makes them brighter */
- SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
- /* set brush color (red) */
- SDL_SetTextureColorMod(brush, 255, 100, 100);
-}
-
-int
-main(int argc, char *argv[])
-{
-
- int x, y, dx, dy; /* mouse location */
- Uint8 state; /* mouse (touch) state */
- SDL_Event event;
- SDL_Window *window; /* main window */
- SDL_Renderer *renderer;
- int done; /* does user want to quit? */
- int w, h;
-
- /* initialize SDL */
- if (SDL_Init(SDL_INIT_VIDEO) < 0) {
- fatalError("Could not initialize SDL");
- }
-
- /* create main window and renderer */
- window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
- renderer = SDL_CreateRenderer(window, 0, 0);
-
- SDL_GetWindowSize(window, &w, &h);
- SDL_RenderSetLogicalSize(renderer, w, h);
-
- /* load brush texture */
- initializeTexture(renderer);
-
- /* fill canvass initially with all black */
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
- SDL_RenderClear(renderer);
- SDL_RenderPresent(renderer);
-
- done = 0;
- while (!done && SDL_WaitEvent(&event)) {
- switch (event.type) {
- case SDL_QUIT:
- done = 1;
- break;
- case SDL_MOUSEMOTION:
- state = SDL_GetMouseState(&x, &y); /* get its location */
- SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
- if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */
- drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */
- SDL_RenderPresent(renderer);
- }
- break;
- }
- }
-
- /* cleanup */
- SDL_DestroyTexture(brush);
- SDL_Quit();
-
- return 0;
-}