Browse Source

[simulator] upgrade SDL2.0 to 2.0.20

Meco Man 3 years ago
parent
commit
3cacdf6ddb
100 changed files with 14952 additions and 9562 deletions
  1. 0 133
      bsp/simulator/SDL2-2.0.7/include/SDL.h
  2. 0 825
      bsp/simulator/SDL2-2.0.7/include/SDL_audio.h
  3. 0 120
      bsp/simulator/SDL2-2.0.7/include/SDL_blendmode.h
  4. 0 176
      bsp/simulator/SDL2-2.0.7/include/SDL_cpuinfo.h
  5. 0 76
      bsp/simulator/SDL2-2.0.7/include/SDL_error.h
  6. 0 136
      bsp/simulator/SDL2-2.0.7/include/SDL_filesystem.h
  7. 0 362
      bsp/simulator/SDL2-2.0.7/include/SDL_gamecontroller.h
  8. 0 959
      bsp/simulator/SDL2-2.0.7/include/SDL_hints.h
  9. 0 382
      bsp/simulator/SDL2-2.0.7/include/SDL_joystick.h
  10. 0 217
      bsp/simulator/SDL2-2.0.7/include/SDL_keyboard.h
  11. 0 211
      bsp/simulator/SDL2-2.0.7/include/SDL_log.h
  12. 0 161
      bsp/simulator/SDL2-2.0.7/include/SDL_main.h
  13. 0 144
      bsp/simulator/SDL2-2.0.7/include/SDL_messagebox.h
  14. 0 302
      bsp/simulator/SDL2-2.0.7/include/SDL_mouse.h
  15. 0 251
      bsp/simulator/SDL2-2.0.7/include/SDL_mutex.h
  16. 0 148
      bsp/simulator/SDL2-2.0.7/include/SDL_rect.h
  17. 0 910
      bsp/simulator/SDL2-2.0.7/include/SDL_render.h
  18. 0 2
      bsp/simulator/SDL2-2.0.7/include/SDL_revision.h
  19. 0 254
      bsp/simulator/SDL2-2.0.7/include/SDL_rwops.h
  20. 0 521
      bsp/simulator/SDL2-2.0.7/include/SDL_surface.h
  21. 0 216
      bsp/simulator/SDL2-2.0.7/include/SDL_system.h
  22. 0 308
      bsp/simulator/SDL2-2.0.7/include/SDL_thread.h
  23. 0 115
      bsp/simulator/SDL2-2.0.7/include/SDL_timer.h
  24. 0 86
      bsp/simulator/SDL2-2.0.7/include/SDL_touch.h
  25. 0 162
      bsp/simulator/SDL2-2.0.7/include/SDL_version.h
  26. 0 1247
      bsp/simulator/SDL2-2.0.7/include/SDL_video.h
  27. 0 257
      bsp/simulator/SDL2-2.0.7/include/SDL_vulkan.h
  28. BIN
      bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.dll
  29. BIN
      bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.lib
  30. BIN
      bsp/simulator/SDL2-2.0.7/lib/x86/SDL2main.lib
  31. BIN
      bsp/simulator/SDL2-2.0.7/lib/x86/SDL2test.lib
  32. 20 0
      bsp/simulator/SDL2/COPYING.txt
  33. 13 0
      bsp/simulator/SDL2/README-SDL.txt
  34. 9 0
      bsp/simulator/SDL2/README.md
  35. 21 0
      bsp/simulator/SDL2/README.txt
  36. BIN
      bsp/simulator/SDL2/figures/SDL2.png
  37. BIN
      bsp/simulator/SDL2/figures/SDL_download.png
  38. 232 0
      bsp/simulator/SDL2/include/SDL.h
  39. 82 49
      bsp/simulator/SDL2/include/SDL_assert.h
  40. 157 36
      bsp/simulator/SDL2/include/SDL_atomic.h
  41. 1464 0
      bsp/simulator/SDL2/include/SDL_audio.h
  42. 20 6
      bsp/simulator/SDL2/include/SDL_bits.h
  43. 200 0
      bsp/simulator/SDL2/include/SDL_blendmode.h
  44. 30 7
      bsp/simulator/SDL2/include/SDL_clipboard.h
  45. 97 26
      bsp/simulator/SDL2/include/SDL_config.h
  46. 0 0
      bsp/simulator/SDL2/include/SDL_config.h.cmake
  47. 0 0
      bsp/simulator/SDL2/include/SDL_config.h.in
  48. 0 0
      bsp/simulator/SDL2/include/SDL_config_android.h
  49. 0 0
      bsp/simulator/SDL2/include/SDL_config_iphoneos.h
  50. 0 0
      bsp/simulator/SDL2/include/SDL_config_macosx.h
  51. 0 0
      bsp/simulator/SDL2/include/SDL_config_minimal.h
  52. 0 0
      bsp/simulator/SDL2/include/SDL_config_pandora.h
  53. 0 0
      bsp/simulator/SDL2/include/SDL_config_psp.h
  54. 0 0
      bsp/simulator/SDL2/include/SDL_config_windows.h
  55. 0 0
      bsp/simulator/SDL2/include/SDL_config_winrt.h
  56. 0 0
      bsp/simulator/SDL2/include/SDL_config_wiz.h
  57. 0 0
      bsp/simulator/SDL2/include/SDL_copying.h
  58. 559 0
      bsp/simulator/SDL2/include/SDL_cpuinfo.h
  59. 380 266
      bsp/simulator/SDL2/include/SDL_egl.h
  60. 106 49
      bsp/simulator/SDL2/include/SDL_endian.h
  61. 163 0
      bsp/simulator/SDL2/include/SDL_error.h
  62. 485 104
      bsp/simulator/SDL2/include/SDL_events.h
  63. 145 0
      bsp/simulator/SDL2/include/SDL_filesystem.h
  64. 1001 0
      bsp/simulator/SDL2/include/SDL_gamecontroller.h
  65. 36 6
      bsp/simulator/SDL2/include/SDL_gesture.h
  66. 327 213
      bsp/simulator/SDL2/include/SDL_haptic.h
  67. 451 0
      bsp/simulator/SDL2/include/SDL_hidapi.h
  68. 1967 0
      bsp/simulator/SDL2/include/SDL_hints.h
  69. 946 0
      bsp/simulator/SDL2/include/SDL_joystick.h
  70. 316 0
      bsp/simulator/SDL2/include/SDL_keyboard.h
  71. 15 11
      bsp/simulator/SDL2/include/SDL_keycode.h
  72. 42 8
      bsp/simulator/SDL2/include/SDL_loadso.h
  73. 103 0
      bsp/simulator/SDL2/include/SDL_locale.h
  74. 404 0
      bsp/simulator/SDL2/include/SDL_log.h
  75. 235 0
      bsp/simulator/SDL2/include/SDL_main.h
  76. 193 0
      bsp/simulator/SDL2/include/SDL_messagebox.h
  77. 112 0
      bsp/simulator/SDL2/include/SDL_metal.h
  78. 79 0
      bsp/simulator/SDL2/include/SDL_misc.h
  79. 454 0
      bsp/simulator/SDL2/include/SDL_mouse.h
  80. 471 0
      bsp/simulator/SDL2/include/SDL_mutex.h
  81. 1 1
      bsp/simulator/SDL2/include/SDL_name.h
  82. 1 1
      bsp/simulator/SDL2/include/SDL_opengl.h
  83. 3 0
      bsp/simulator/SDL2/include/SDL_opengl_glext.h
  84. 1 1
      bsp/simulator/SDL2/include/SDL_opengles.h
  85. 2 2
      bsp/simulator/SDL2/include/SDL_opengles2.h
  86. 0 0
      bsp/simulator/SDL2/include/SDL_opengles2_gl2.h
  87. 0 0
      bsp/simulator/SDL2/include/SDL_opengles2_gl2ext.h
  88. 0 0
      bsp/simulator/SDL2/include/SDL_opengles2_gl2platform.h
  89. 0 0
      bsp/simulator/SDL2/include/SDL_opengles2_khrplatform.h
  90. 228 52
      bsp/simulator/SDL2/include/SDL_pixels.h
  91. 45 3
      bsp/simulator/SDL2/include/SDL_platform.h
  92. 23 10
      bsp/simulator/SDL2/include/SDL_power.h
  93. 1 1
      bsp/simulator/SDL2/include/SDL_quit.h
  94. 224 0
      bsp/simulator/SDL2/include/SDL_rect.h
  95. 1890 0
      bsp/simulator/SDL2/include/SDL_render.h
  96. 2 0
      bsp/simulator/SDL2/include/SDL_revision.h
  97. 855 0
      bsp/simulator/SDL2/include/SDL_rwops.h
  98. 2 2
      bsp/simulator/SDL2/include/SDL_scancode.h
  99. 301 0
      bsp/simulator/SDL2/include/SDL_sensor.h
  100. 38 27
      bsp/simulator/SDL2/include/SDL_shape.h

+ 0 - 133
bsp/simulator/SDL2-2.0.7/include/SDL.h

@@ -1,133 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_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_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 \
-            )
-/* @} */
-
-/**
- *  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: */

+ 0 - 825
bsp/simulator/SDL2-2.0.7/include/SDL_audio.h

@@ -1,825 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_audio.h
- *
- *  Access to the raw audio mixing buffer for the SDL library.
- */
-
-#ifndef SDL_audio_h_
-#define SDL_audio_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_endian.h"
-#include "SDL_mutex.h"
-#include "SDL_thread.h"
-#include "SDL_rwops.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief Audio format flags.
- *
- *  These are what the 16 bits in SDL_AudioFormat currently mean...
- *  (Unspecified bits are always zero).
- *
- *  \verbatim
-    ++-----------------------sample is signed if set
-    ||
-    ||       ++-----------sample is bigendian if set
-    ||       ||
-    ||       ||          ++---sample is float if set
-    ||       ||          ||
-    ||       ||          || +---sample bit size---+
-    ||       ||          || |                     |
-    15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
-    \endverbatim
- *
- *  There are macros in SDL 2.0 and later to query these bits.
- */
-typedef Uint16 SDL_AudioFormat;
-
-/**
- *  \name Audio flags
- */
-/* @{ */
-
-#define SDL_AUDIO_MASK_BITSIZE       (0xFF)
-#define SDL_AUDIO_MASK_DATATYPE      (1<<8)
-#define SDL_AUDIO_MASK_ENDIAN        (1<<12)
-#define SDL_AUDIO_MASK_SIGNED        (1<<15)
-#define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE)
-#define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE)
-#define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN)
-#define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED)
-#define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
-#define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
-#define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
-
-/**
- *  \name Audio format flags
- *
- *  Defaults to LSB byte order.
- */
-/* @{ */
-#define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
-#define AUDIO_S8        0x8008  /**< Signed 8-bit samples */
-#define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */
-#define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */
-#define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */
-#define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */
-#define AUDIO_U16       AUDIO_U16LSB
-#define AUDIO_S16       AUDIO_S16LSB
-/* @} */
-
-/**
- *  \name int32 support
- */
-/* @{ */
-#define AUDIO_S32LSB    0x8020  /**< 32-bit integer samples */
-#define AUDIO_S32MSB    0x9020  /**< As above, but big-endian byte order */
-#define AUDIO_S32       AUDIO_S32LSB
-/* @} */
-
-/**
- *  \name float32 support
- */
-/* @{ */
-#define AUDIO_F32LSB    0x8120  /**< 32-bit floating point samples */
-#define AUDIO_F32MSB    0x9120  /**< As above, but big-endian byte order */
-#define AUDIO_F32       AUDIO_F32LSB
-/* @} */
-
-/**
- *  \name Native audio byte ordering
- */
-/* @{ */
-#if SDL_BYTEORDER == SDL_LIL_ENDIAN
-#define AUDIO_U16SYS    AUDIO_U16LSB
-#define AUDIO_S16SYS    AUDIO_S16LSB
-#define AUDIO_S32SYS    AUDIO_S32LSB
-#define AUDIO_F32SYS    AUDIO_F32LSB
-#else
-#define AUDIO_U16SYS    AUDIO_U16MSB
-#define AUDIO_S16SYS    AUDIO_S16MSB
-#define AUDIO_S32SYS    AUDIO_S32MSB
-#define AUDIO_F32SYS    AUDIO_F32MSB
-#endif
-/* @} */
-
-/**
- *  \name Allow change flags
- *
- *  Which audio format changes are allowed when opening a device.
- */
-/* @{ */
-#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE    0x00000001
-#define SDL_AUDIO_ALLOW_FORMAT_CHANGE       0x00000002
-#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE     0x00000004
-#define SDL_AUDIO_ALLOW_ANY_CHANGE          (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
-/* @} */
-
-/* @} *//* Audio flags */
-
-/**
- *  This function is called when the audio device needs more data.
- *
- *  \param userdata An application-specific parameter saved in
- *                  the SDL_AudioSpec structure
- *  \param stream A pointer to the audio data buffer.
- *  \param len    The length of that buffer in bytes.
- *
- *  Once the callback returns, the buffer will no longer be valid.
- *  Stereo samples are stored in a LRLRLR ordering.
- *
- *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
- *  you like. Just open your audio device with a NULL callback.
- */
-typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
-                                            int len);
-
-/**
- *  The calculated values in this structure are calculated by SDL_OpenAudio().
- *
- *  For multi-channel audio, the default SDL channel mapping is:
- *  2:  FL FR                       (stereo)
- *  3:  FL FR LFE                   (2.1 surround)
- *  4:  FL FR BL BR                 (quad)
- *  5:  FL FR FC BL BR              (quad + center)
- *  6:  FL FR FC LFE SL SR          (5.1 surround - last two can also be BL BR)
- *  7:  FL FR FC LFE BC SL SR       (6.1 surround)
- *  8:  FL FR FC LFE BL BR SL SR    (7.1 surround)
- */
-typedef struct SDL_AudioSpec
-{
-    int freq;                   /**< DSP frequency -- samples per second */
-    SDL_AudioFormat format;     /**< Audio data format */
-    Uint8 channels;             /**< Number of channels: 1 mono, 2 stereo */
-    Uint8 silence;              /**< Audio buffer silence value (calculated) */
-    Uint16 samples;             /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
-    Uint16 padding;             /**< Necessary for some compile environments */
-    Uint32 size;                /**< Audio buffer size in bytes (calculated) */
-    SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
-    void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */
-} SDL_AudioSpec;
-
-
-struct SDL_AudioCVT;
-typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
-                                          SDL_AudioFormat format);
-
-/**
- *  \brief Upper limit of filters in SDL_AudioCVT
- *
- *  The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
- *  currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
- *  one of which is the terminating NULL pointer.
- */
-#define SDL_AUDIOCVT_MAX_FILTERS 9
-
-/**
- *  \struct SDL_AudioCVT
- *  \brief A structure to hold a set of audio conversion filters and buffers.
- *
- *  Note that various parts of the conversion pipeline can take advantage
- *  of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
- *  you to pass it aligned data, but can possibly run much faster if you
- *  set both its (buf) field to a pointer that is aligned to 16 bytes, and its
- *  (len) field to something that's a multiple of 16, if possible.
- */
-#ifdef __GNUC__
-/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
-   pad it out to 88 bytes to guarantee ABI compatibility between compilers.
-   vvv
-   The next time we rev the ABI, make sure to size the ints and add padding.
-*/
-#define SDL_AUDIOCVT_PACKED __attribute__((packed))
-#else
-#define SDL_AUDIOCVT_PACKED
-#endif
-/* */
-typedef struct SDL_AudioCVT
-{
-    int needed;                 /**< Set to 1 if conversion possible */
-    SDL_AudioFormat src_format; /**< Source audio format */
-    SDL_AudioFormat dst_format; /**< Target audio format */
-    double rate_incr;           /**< Rate conversion increment */
-    Uint8 *buf;                 /**< Buffer to hold entire audio data */
-    int len;                    /**< Length of original audio buffer */
-    int len_cvt;                /**< Length of converted audio buffer */
-    int len_mult;               /**< buffer must be len*len_mult big */
-    double len_ratio;           /**< Given len, final size is len*len_ratio */
-    SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
-    int filter_index;           /**< Current audio conversion function */
-} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
-
-
-/* Function prototypes */
-
-/**
- *  \name Driver discovery functions
- *
- *  These functions return the list of built in audio drivers, in the
- *  order that they are normally initialized by default.
- */
-/* @{ */
-extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
-extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
-/* @} */
-
-/**
- *  \name Initialization and cleanup
- *
- *  \internal These functions are used internally, and should not be used unless
- *            you have a specific need to specify the audio driver you want to
- *            use.  You should normally use SDL_Init() or SDL_InitSubSystem().
- */
-/* @{ */
-extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
-extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
-/* @} */
-
-/**
- *  This function returns the name of the current audio driver, or NULL
- *  if no driver has been initialized.
- */
-extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
-
-/**
- *  This function opens the audio device with the desired parameters, and
- *  returns 0 if successful, placing the actual hardware parameters in the
- *  structure pointed to by \c obtained.  If \c obtained is NULL, the audio
- *  data passed to the callback function will be guaranteed to be in the
- *  requested format, and will be automatically converted to the hardware
- *  audio format if necessary.  This function returns -1 if it failed
- *  to open the audio device, or couldn't set up the audio thread.
- *
- *  When filling in the desired audio spec structure,
- *    - \c desired->freq should be the desired audio frequency in samples-per-
- *      second.
- *    - \c desired->format should be the desired audio format.
- *    - \c desired->samples is the desired size of the audio buffer, in
- *      samples.  This number should be a power of two, and may be adjusted by
- *      the audio driver to a value more suitable for the hardware.  Good values
- *      seem to range between 512 and 8096 inclusive, depending on the
- *      application and CPU speed.  Smaller values yield faster response time,
- *      but can lead to underflow if the application is doing heavy processing
- *      and cannot fill the audio buffer in time.  A stereo sample consists of
- *      both right and left channels in LR ordering.
- *      Note that the number of samples is directly related to time by the
- *      following formula:  \code ms = (samples*1000)/freq \endcode
- *    - \c desired->size is the size in bytes of the audio buffer, and is
- *      calculated by SDL_OpenAudio().
- *    - \c desired->silence is the value used to set the buffer to silence,
- *      and is calculated by SDL_OpenAudio().
- *    - \c desired->callback should be set to a function that will be called
- *      when the audio device is ready for more data.  It is passed a pointer
- *      to the audio buffer, and the length in bytes of the audio buffer.
- *      This function usually runs in a separate thread, and so you should
- *      protect data structures that it accesses by calling SDL_LockAudio()
- *      and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
- *      pointer here, and call SDL_QueueAudio() with some frequency, to queue
- *      more audio samples to be played (or for capture devices, call
- *      SDL_DequeueAudio() with some frequency, to obtain audio samples).
- *    - \c desired->userdata is passed as the first parameter to your callback
- *      function. If you passed a NULL callback, this value is ignored.
- *
- *  The audio device starts out playing silence when it's opened, and should
- *  be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
- *  for your audio callback function to be called.  Since the audio driver
- *  may modify the requested size of the audio buffer, you should allocate
- *  any local mixing buffers after you open the audio device.
- */
-extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
-                                          SDL_AudioSpec * obtained);
-
-/**
- *  SDL Audio Device IDs.
- *
- *  A successful call to SDL_OpenAudio() is always device id 1, and legacy
- *  SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
- *  always returns devices >= 2 on success. The legacy calls are good both
- *  for backwards compatibility and when you don't care about multiple,
- *  specific, or capture devices.
- */
-typedef Uint32 SDL_AudioDeviceID;
-
-/**
- *  Get the number of available devices exposed by the current driver.
- *  Only valid after a successfully initializing the audio subsystem.
- *  Returns -1 if an explicit list of devices can't be determined; this is
- *  not an error. For example, if SDL is set up to talk to a remote audio
- *  server, it can't list every one available on the Internet, but it will
- *  still allow a specific host to be specified to SDL_OpenAudioDevice().
- *
- *  In many common cases, when this function returns a value <= 0, it can still
- *  successfully open the default device (NULL for first argument of
- *  SDL_OpenAudioDevice()).
- */
-extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
-
-/**
- *  Get the human-readable name of a specific audio device.
- *  Must be a value between 0 and (number of audio devices-1).
- *  Only valid after a successfully initializing the audio subsystem.
- *  The values returned by this function reflect the latest call to
- *  SDL_GetNumAudioDevices(); recall that function to redetect available
- *  hardware.
- *
- *  The string returned by this function is UTF-8 encoded, read-only, and
- *  managed internally. You are not to free it. If you need to keep the
- *  string for any length of time, you should make your own copy of it, as it
- *  will be invalid next time any of several other SDL functions is called.
- */
-extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
-                                                           int iscapture);
-
-
-/**
- *  Open a specific audio device. Passing in a device name of NULL requests
- *  the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
- *
- *  The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
- *  some drivers allow arbitrary and driver-specific strings, such as a
- *  hostname/IP address for a remote audio server, or a filename in the
- *  diskaudio driver.
- *
- *  \return 0 on error, a valid device ID that is >= 2 on success.
- *
- *  SDL_OpenAudio(), unlike this function, always acts on device ID 1.
- */
-extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
-                                                              *device,
-                                                              int iscapture,
-                                                              const
-                                                              SDL_AudioSpec *
-                                                              desired,
-                                                              SDL_AudioSpec *
-                                                              obtained,
-                                                              int
-                                                              allowed_changes);
-
-
-
-/**
- *  \name Audio state
- *
- *  Get the current audio state.
- */
-/* @{ */
-typedef enum
-{
-    SDL_AUDIO_STOPPED = 0,
-    SDL_AUDIO_PLAYING,
-    SDL_AUDIO_PAUSED
-} SDL_AudioStatus;
-extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
-
-extern DECLSPEC SDL_AudioStatus SDLCALL
-SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
-/* @} *//* Audio State */
-
-/**
- *  \name Pause audio functions
- *
- *  These functions pause and unpause the audio callback processing.
- *  They should be called with a parameter of 0 after opening the audio
- *  device to start playing sound.  This is so you can safely initialize
- *  data for your callback function after opening the audio device.
- *  Silence will be written to the audio device during the pause.
- */
-/* @{ */
-extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
-extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
-                                                  int pause_on);
-/* @} *//* Pause audio functions */
-
-/**
- *  This function loads a WAVE from the data source, automatically freeing
- *  that source if \c freesrc is non-zero.  For example, to load a WAVE file,
- *  you could do:
- *  \code
- *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
- *  \endcode
- *
- *  If this function succeeds, it returns the given SDL_AudioSpec,
- *  filled with the audio data format of the wave data, and sets
- *  \c *audio_buf to a malloc()'d buffer containing the audio data,
- *  and sets \c *audio_len to the length of that audio buffer, in bytes.
- *  You need to free the audio buffer with SDL_FreeWAV() when you are
- *  done with it.
- *
- *  This function returns NULL and sets the SDL error message if the
- *  wave file cannot be opened, uses an unknown data format, or is
- *  corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
- */
-extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
-                                                      int freesrc,
-                                                      SDL_AudioSpec * spec,
-                                                      Uint8 ** audio_buf,
-                                                      Uint32 * audio_len);
-
-/**
- *  Loads a WAV from a file.
- *  Compatibility convenience function.
- */
-#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
-    SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
-
-/**
- *  This function frees data previously allocated with SDL_LoadWAV_RW()
- */
-extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
-
-/**
- *  This function takes a source format and rate and a destination format
- *  and rate, and initializes the \c cvt structure with information needed
- *  by SDL_ConvertAudio() to convert a buffer of audio data from one format
- *  to the other. An unsupported format causes an error and -1 will be returned.
- *
- *  \return 0 if no conversion is needed, 1 if the audio filter is set up,
- *  or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
-                                              SDL_AudioFormat src_format,
-                                              Uint8 src_channels,
-                                              int src_rate,
-                                              SDL_AudioFormat dst_format,
-                                              Uint8 dst_channels,
-                                              int dst_rate);
-
-/**
- *  Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
- *  created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
- *  audio data in the source format, this function will convert it in-place
- *  to the desired format.
- *
- *  The data conversion may expand the size of the audio data, so the buffer
- *  \c cvt->buf should be allocated after the \c cvt structure is initialized by
- *  SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
- *
- *  \return 0 on success or -1 if \c cvt->buf is NULL.
- */
-extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
-
-/* SDL_AudioStream is a new audio conversion interface.
-   The benefits vs SDL_AudioCVT:
-    - it can handle resampling data in chunks without generating
-      artifacts, when it doesn't have the complete buffer available.
-    - it can handle incoming data in any variable size.
-    - You push data as you have it, and pull it when you need it
- */
-/* this is opaque to the outside world. */
-struct _SDL_AudioStream;
-typedef struct _SDL_AudioStream SDL_AudioStream;
-
-/**
- *  Create a new audio stream
- *
- *  \param src_format The format of the source audio
- *  \param src_channels The number of channels of the source audio
- *  \param src_rate The sampling rate of the source audio
- *  \param dst_format The format of the desired audio output
- *  \param dst_channels The number of channels of the desired audio output
- *  \param dst_rate The sampling rate of the desired audio output
- *  \return 0 on success, or -1 on error.
- *
- *  \sa SDL_AudioStreamPut
- *  \sa SDL_AudioStreamGet
- *  \sa SDL_AudioStreamAvailable
- *  \sa SDL_AudioStreamFlush
- *  \sa SDL_AudioStreamClear
- *  \sa SDL_FreeAudioStream
- */
-extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
-                                           const Uint8 src_channels,
-                                           const int src_rate,
-                                           const SDL_AudioFormat dst_format,
-                                           const Uint8 dst_channels,
-                                           const int dst_rate);
-
-/**
- *  Add data to be converted/resampled to the stream
- *
- *  \param stream The stream the audio data is being added to
- *  \param buf A pointer to the audio data to add
- *  \param int The number of bytes to write to the stream
- *  \return 0 on success, or -1 on error.
- *
- *  \sa SDL_NewAudioStream
- *  \sa SDL_AudioStreamGet
- *  \sa SDL_AudioStreamAvailable
- *  \sa SDL_AudioStreamFlush
- *  \sa SDL_AudioStreamClear
- *  \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
-
-/**
- *  Get converted/resampled data from the stream
- *
- *  \param stream The stream the audio is being requested from
- *  \param buf A buffer to fill with audio data
- *  \param len The maximum number of bytes to fill
- *  \return The number of bytes read from the stream, or -1 on error
- *
- *  \sa SDL_NewAudioStream
- *  \sa SDL_AudioStreamPut
- *  \sa SDL_AudioStreamAvailable
- *  \sa SDL_AudioStreamFlush
- *  \sa SDL_AudioStreamClear
- *  \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
-
-/**
- * Get the number of converted/resampled bytes available. The stream may be
- *  buffering data behind the scenes until it has enough to resample
- *  correctly, so this number might be lower than what you expect, or even
- *  be zero. Add more data or flush the stream if you need the data now.
- *
- *  \sa SDL_NewAudioStream
- *  \sa SDL_AudioStreamPut
- *  \sa SDL_AudioStreamGet
- *  \sa SDL_AudioStreamFlush
- *  \sa SDL_AudioStreamClear
- *  \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
-
-/**
- * Tell the stream that you're done sending data, and anything being buffered
- *  should be converted/resampled and made available immediately.
- *
- * It is legal to add more data to a stream after flushing, but there will
- *  be audio gaps in the output. Generally this is intended to signal the
- *  end of input, so the complete output becomes available.
- *
- *  \sa SDL_NewAudioStream
- *  \sa SDL_AudioStreamPut
- *  \sa SDL_AudioStreamGet
- *  \sa SDL_AudioStreamAvailable
- *  \sa SDL_AudioStreamClear
- *  \sa SDL_FreeAudioStream
- */
-extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
-
-/**
- *  Clear any pending data in the stream without converting it
- *
- *  \sa SDL_NewAudioStream
- *  \sa SDL_AudioStreamPut
- *  \sa SDL_AudioStreamGet
- *  \sa SDL_AudioStreamAvailable
- *  \sa SDL_AudioStreamFlush
- *  \sa SDL_FreeAudioStream
- */
-extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
-
-/**
- * Free an audio stream
- *
- *  \sa SDL_NewAudioStream
- *  \sa SDL_AudioStreamPut
- *  \sa SDL_AudioStreamGet
- *  \sa SDL_AudioStreamAvailable
- *  \sa SDL_AudioStreamFlush
- *  \sa SDL_AudioStreamClear
- */
-extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
-
-#define SDL_MIX_MAXVOLUME 128
-/**
- *  This takes two audio buffers of the playing audio format and mixes
- *  them, performing addition, volume adjustment, and overflow clipping.
- *  The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
- *  for full audio volume.  Note this does not change hardware volume.
- *  This is provided for convenience -- you can mix your own audio data.
- */
-extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
-                                          Uint32 len, int volume);
-
-/**
- *  This works like SDL_MixAudio(), but you specify the audio format instead of
- *  using the format of audio device 1. Thus it can be used when no audio
- *  device is open at all.
- */
-extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
-                                                const Uint8 * src,
-                                                SDL_AudioFormat format,
-                                                Uint32 len, int volume);
-
-/**
- *  Queue more audio on non-callback devices.
- *
- *  (If you are looking to retrieve queued audio from a non-callback capture
- *  device, you want SDL_DequeueAudio() instead. This will return -1 to
- *  signify an error if you use it with capture devices.)
- *
- *  SDL offers two ways to feed audio to the device: you can either supply a
- *  callback that SDL triggers with some frequency to obtain more audio
- *  (pull method), or you can supply no callback, and then SDL will expect
- *  you to supply data at regular intervals (push method) with this function.
- *
- *  There are no limits on the amount of data you can queue, short of
- *  exhaustion of address space. Queued data will drain to the device as
- *  necessary without further intervention from you. If the device needs
- *  audio but there is not enough queued, it will play silence to make up
- *  the difference. This means you will have skips in your audio playback
- *  if you aren't routinely queueing sufficient data.
- *
- *  This function copies the supplied data, so you are safe to free it when
- *  the function returns. This function is thread-safe, but queueing to the
- *  same device from two threads at once does not promise which buffer will
- *  be queued first.
- *
- *  You may not queue audio on a device that is using an application-supplied
- *  callback; doing so returns an error. You have to use the audio callback
- *  or queue audio with this function, but not both.
- *
- *  You should not call SDL_LockAudio() on the device before queueing; SDL
- *  handles locking internally for this function.
- *
- *  \param dev The device ID to which we will queue audio.
- *  \param data The data to queue to the device for later playback.
- *  \param len The number of bytes (not samples!) to which (data) points.
- *  \return 0 on success, or -1 on error.
- *
- *  \sa SDL_GetQueuedAudioSize
- *  \sa SDL_ClearQueuedAudio
- */
-extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
-
-/**
- *  Dequeue more audio on non-callback devices.
- *
- *  (If you are looking to queue audio for output on a non-callback playback
- *  device, you want SDL_QueueAudio() instead. This will always return 0
- *  if you use it with playback devices.)
- *
- *  SDL offers two ways to retrieve audio from a capture device: you can
- *  either supply a callback that SDL triggers with some frequency as the
- *  device records more audio data, (push method), or you can supply no
- *  callback, and then SDL will expect you to retrieve data at regular
- *  intervals (pull method) with this function.
- *
- *  There are no limits on the amount of data you can queue, short of
- *  exhaustion of address space. Data from the device will keep queuing as
- *  necessary without further intervention from you. This means you will
- *  eventually run out of memory if you aren't routinely dequeueing data.
- *
- *  Capture devices will not queue data when paused; if you are expecting
- *  to not need captured audio for some length of time, use
- *  SDL_PauseAudioDevice() to stop the capture device from queueing more
- *  data. This can be useful during, say, level loading times. When
- *  unpaused, capture devices will start queueing data from that point,
- *  having flushed any capturable data available while paused.
- *
- *  This function is thread-safe, but dequeueing from the same device from
- *  two threads at once does not promise which thread will dequeued data
- *  first.
- *
- *  You may not dequeue audio from a device that is using an
- *  application-supplied callback; doing so returns an error. You have to use
- *  the audio callback, or dequeue audio with this function, but not both.
- *
- *  You should not call SDL_LockAudio() on the device before queueing; SDL
- *  handles locking internally for this function.
- *
- *  \param dev The device ID from which we will dequeue audio.
- *  \param data A pointer into where audio data should be copied.
- *  \param len The number of bytes (not samples!) to which (data) points.
- *  \return number of bytes dequeued, which could be less than requested.
- *
- *  \sa SDL_GetQueuedAudioSize
- *  \sa SDL_ClearQueuedAudio
- */
-extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
-
-/**
- *  Get the number of bytes of still-queued audio.
- *
- *  For playback device:
- *
- *    This is the number of bytes that have been queued for playback with
- *    SDL_QueueAudio(), but have not yet been sent to the hardware. This
- *    number may shrink at any time, so this only informs of pending data.
- *
- *    Once we've sent it to the hardware, this function can not decide the
- *    exact byte boundary of what has been played. It's possible that we just
- *    gave the hardware several kilobytes right before you called this
- *    function, but it hasn't played any of it yet, or maybe half of it, etc.
- *
- *  For capture devices:
- *
- *    This is the number of bytes that have been captured by the device and
- *    are waiting for you to dequeue. This number may grow at any time, so
- *    this only informs of the lower-bound of available data.
- *
- *  You may not queue audio on a device that is using an application-supplied
- *  callback; calling this function on such a device always returns 0.
- *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
- *  the audio callback, but not both.
- *
- *  You should not call SDL_LockAudio() on the device before querying; SDL
- *  handles locking internally for this function.
- *
- *  \param dev The device ID of which we will query queued audio size.
- *  \return Number of bytes (not samples!) of queued audio.
- *
- *  \sa SDL_QueueAudio
- *  \sa SDL_ClearQueuedAudio
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
-
-/**
- *  Drop any queued audio data. For playback devices, this is any queued data
- *  still waiting to be submitted to the hardware. For capture devices, this
- *  is any data that was queued by the device that hasn't yet been dequeued by
- *  the application.
- *
- *  Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
- *  playback devices, the hardware will start playing silence if more audio
- *  isn't queued. Unpaused capture devices will start filling the queue again
- *  as soon as they have more data available (which, depending on the state
- *  of the hardware and the thread, could be before this function call
- *  returns!).
- *
- *  This will not prevent playback of queued audio that's already been sent
- *  to the hardware, as we can not undo that, so expect there to be some
- *  fraction of a second of audio that might still be heard. This can be
- *  useful if you want to, say, drop any pending music during a level change
- *  in your game.
- *
- *  You may not queue audio on a device that is using an application-supplied
- *  callback; calling this function on such a device is always a no-op.
- *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
- *  the audio callback, but not both.
- *
- *  You should not call SDL_LockAudio() on the device before clearing the
- *  queue; SDL handles locking internally for this function.
- *
- *  This function always succeeds and thus returns void.
- *
- *  \param dev The device ID of which to clear the audio queue.
- *
- *  \sa SDL_QueueAudio
- *  \sa SDL_GetQueuedAudioSize
- */
-extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
-
-
-/**
- *  \name Audio lock functions
- *
- *  The lock manipulated by these functions protects the callback function.
- *  During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
- *  the callback function is not running.  Do not call these from the callback
- *  function or you will cause deadlock.
- */
-/* @{ */
-extern DECLSPEC void SDLCALL SDL_LockAudio(void);
-extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
-extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
-extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
-/* @} *//* Audio lock functions */
-
-/**
- *  This function shuts down audio processing and closes the audio device.
- */
-extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
-extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_audio_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 120
bsp/simulator/SDL2-2.0.7/include/SDL_blendmode.h

@@ -1,120 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_blendmode.h
- *
- *  Header file declaring the SDL_BlendMode enumeration
- */
-
-#ifndef SDL_blendmode_h_
-#define SDL_blendmode_h_
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief The blend mode used in SDL_RenderCopy() and drawing operations.
- */
-typedef enum
-{
-    SDL_BLENDMODE_NONE = 0x00000000,     /**< no blending
-                                              dstRGBA = srcRGBA */
-    SDL_BLENDMODE_BLEND = 0x00000001,    /**< alpha blending
-                                              dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
-                                              dstA = srcA + (dstA * (1-srcA)) */
-    SDL_BLENDMODE_ADD = 0x00000002,      /**< additive blending
-                                              dstRGB = (srcRGB * srcA) + dstRGB
-                                              dstA = dstA */
-    SDL_BLENDMODE_MOD = 0x00000004,      /**< color modulate
-                                              dstRGB = srcRGB * dstRGB
-                                              dstA = dstA */
-    SDL_BLENDMODE_INVALID = 0x7FFFFFFF
-
-    /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
-
-} SDL_BlendMode;
-
-/**
- *  \brief The blend operation used when combining source and destination pixel components
- */
-typedef enum
-{
-    SDL_BLENDOPERATION_ADD              = 0x1,  /**< dst + src: supported by all renderers */
-    SDL_BLENDOPERATION_SUBTRACT         = 0x2,  /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
-    SDL_BLENDOPERATION_REV_SUBTRACT     = 0x3,  /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
-    SDL_BLENDOPERATION_MINIMUM          = 0x4,  /**< min(dst, src) : supported by D3D11 */
-    SDL_BLENDOPERATION_MAXIMUM          = 0x5   /**< max(dst, src) : supported by D3D11 */
-
-} SDL_BlendOperation;
-
-/**
- *  \brief The normalized factor used to multiply pixel components
- */
-typedef enum
-{
-    SDL_BLENDFACTOR_ZERO                = 0x1,  /**< 0, 0, 0, 0 */
-    SDL_BLENDFACTOR_ONE                 = 0x2,  /**< 1, 1, 1, 1 */
-    SDL_BLENDFACTOR_SRC_COLOR           = 0x3,  /**< srcR, srcG, srcB, srcA */
-    SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4,  /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
-    SDL_BLENDFACTOR_SRC_ALPHA           = 0x5,  /**< srcA, srcA, srcA, srcA */
-    SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6,  /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
-    SDL_BLENDFACTOR_DST_COLOR           = 0x7,  /**< dstR, dstG, dstB, dstA */
-    SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8,  /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
-    SDL_BLENDFACTOR_DST_ALPHA           = 0x9,  /**< dstA, dstA, dstA, dstA */
-    SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA   /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
-
-} SDL_BlendFactor;
-
-/**
- *  \brief Create a custom blend mode, which may or may not be supported by a given renderer
- *
- *  \param srcColorFactor
- *  \param dstColorFactor
- *  \param colorOperation
- *  \param srcAlphaFactor
- *  \param dstAlphaFactor
- *  \param alphaOperation
- *
- *  The result of the blend mode operation will be:
- *      dstRGB = dstRGB * dstColorFactor colorOperation srcRGB * srcColorFactor
- *  and
- *      dstA = dstA * dstAlphaFactor alphaOperation srcA * srcAlphaFactor
- */
-extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
-                                                                 SDL_BlendFactor dstColorFactor,
-                                                                 SDL_BlendOperation colorOperation,
-                                                                 SDL_BlendFactor srcAlphaFactor,
-                                                                 SDL_BlendFactor dstAlphaFactor,
-                                                                 SDL_BlendOperation alphaOperation);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_blendmode_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 176
bsp/simulator/SDL2-2.0.7/include/SDL_cpuinfo.h

@@ -1,176 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_cpuinfo.h
- *
- *  CPU feature detection for SDL.
- */
-
-#ifndef SDL_cpuinfo_h_
-#define SDL_cpuinfo_h_
-
-#include "SDL_stdinc.h"
-
-/* Need to do this here because intrin.h has C++ code in it */
-/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
-#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
-#ifdef __clang__
-/* Many of the intrinsics SDL uses are not implemented by clang with Visual Studio */
-#undef __MMX__
-#undef __SSE__
-#undef __SSE2__
-#else
-#include <intrin.h>
-#ifndef _WIN64
-#define __MMX__
-#define __3dNOW__
-#endif
-#define __SSE__
-#define __SSE2__
-#endif /* __clang__ */
-#elif defined(__MINGW64_VERSION_MAJOR)
-#include <intrin.h>
-#else
-#ifdef __ALTIVEC__
-#if HAVE_ALTIVEC_H && !defined(__APPLE_ALTIVEC__)
-#include <altivec.h>
-#undef pixel
-#endif
-#endif
-#ifdef __MMX__
-#include <mmintrin.h>
-#endif
-#ifdef __3dNOW__
-#include <mm3dnow.h>
-#endif
-#ifdef __SSE__
-#include <xmmintrin.h>
-#endif
-#ifdef __SSE2__
-#include <emmintrin.h>
-#endif
-#ifdef __SSE3__
-#include <pmmintrin.h>
-#endif
-#endif
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* This is a guess for the cacheline size used for padding.
- * Most x86 processors have a 64 byte cache line.
- * The 64-bit PowerPC processors have a 128 byte cache line.
- * We'll use the larger value to be generally safe.
- */
-#define SDL_CACHELINE_SIZE  128
-
-/**
- *  This function returns the number of CPU cores available.
- */
-extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
-
-/**
- *  This function returns the L1 cache line size of the CPU
- *
- *  This is useful for determining multi-threaded structure padding
- *  or SIMD prefetch sizes.
- */
-extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
-
-/**
- *  This function returns true if the CPU has the RDTSC instruction.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
-
-/**
- *  This function returns true if the CPU has AltiVec features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
-
-/**
- *  This function returns true if the CPU has MMX features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
-
-/**
- *  This function returns true if the CPU has 3DNow! features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
-
-/**
- *  This function returns true if the CPU has SSE features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
-
-/**
- *  This function returns true if the CPU has SSE2 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
-
-/**
- *  This function returns true if the CPU has SSE3 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
-
-/**
- *  This function returns true if the CPU has SSE4.1 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
-
-/**
- *  This function returns true if the CPU has SSE4.2 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
-
-/**
- *  This function returns true if the CPU has AVX features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
-
-/**
- *  This function returns true if the CPU has AVX2 features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
-
-/**
- *  This function returns true if the CPU has NEON (ARM SIMD) features.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
-
-/**
- *  This function returns the amount of RAM configured in the system, in MB.
- */
-extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_cpuinfo_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 76
bsp/simulator/SDL2-2.0.7/include/SDL_error.h

@@ -1,76 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_error.h
- *
- *  Simple error message routines for SDL.
- */
-
-#ifndef SDL_error_h_
-#define SDL_error_h_
-
-#include "SDL_stdinc.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* Public functions */
-/* SDL_SetError() unconditionally returns -1. */
-extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
-extern DECLSPEC const char *SDLCALL SDL_GetError(void);
-extern DECLSPEC void SDLCALL SDL_ClearError(void);
-
-/**
- *  \name Internal error functions
- *
- *  \internal
- *  Private error reporting function - used internally.
- */
-/* @{ */
-#define SDL_OutOfMemory()   SDL_Error(SDL_ENOMEM)
-#define SDL_Unsupported()   SDL_Error(SDL_UNSUPPORTED)
-#define SDL_InvalidParamError(param)    SDL_SetError("Parameter '%s' is invalid", (param))
-typedef enum
-{
-    SDL_ENOMEM,
-    SDL_EFREAD,
-    SDL_EFWRITE,
-    SDL_EFSEEK,
-    SDL_UNSUPPORTED,
-    SDL_LASTERROR
-} SDL_errorcode;
-/* SDL_Error() unconditionally returns -1. */
-extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
-/* @} *//* Internal error functions */
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_error_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 136
bsp/simulator/SDL2-2.0.7/include/SDL_filesystem.h

@@ -1,136 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_filesystem.h
- *
- *  \brief Include file for filesystem SDL API functions
- */
-
-#ifndef SDL_filesystem_h_
-#define SDL_filesystem_h_
-
-#include "SDL_stdinc.h"
-
-#include "begin_code.h"
-
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief Get the path where the application resides.
- *
- * Get the "base path". This is the directory where the application was run
- *  from, which is probably the installation directory, and may or may not
- *  be the process's current working directory.
- *
- * This returns an absolute path in UTF-8 encoding, and is guaranteed to
- *  end with a path separator ('\\' on Windows, '/' most other places).
- *
- * The pointer returned by this function is owned by you. Please call
- *  SDL_free() on the pointer when you are done with it, or it will be a
- *  memory leak. This is not necessarily a fast call, though, so you should
- *  call this once near startup and save the string if you need it.
- *
- * Some platforms can't determine the application's path, and on other
- *  platforms, this might be meaningless. In such cases, this function will
- *  return NULL.
- *
- *  \return String of base dir in UTF-8 encoding, or NULL on error.
- *
- * \sa SDL_GetPrefPath
- */
-extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
-
-/**
- * \brief Get the user-and-app-specific path where files can be written.
- *
- * Get the "pref dir". This is meant to be where users can write personal
- *  files (preferences and save games, etc) that are specific to your
- *  application. This directory is unique per user, per application.
- *
- * This function will decide the appropriate location in the native filesystem,
- *  create the directory if necessary, and return a string of the absolute
- *  path to the directory in UTF-8 encoding.
- *
- * On Windows, the string might look like:
- *  "C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\"
- *
- * On Linux, the string might look like:
- *  "/home/bob/.local/share/My Program Name/"
- *
- * On Mac OS X, the string might look like:
- *  "/Users/bob/Library/Application Support/My Program Name/"
- *
- * (etc.)
- *
- * You specify the name of your organization (if it's not a real organization,
- *  your name or an Internet domain you own might do) and the name of your
- *  application. These should be untranslated proper names.
- *
- * Both the org and app strings may become part of a directory name, so
- *  please follow these rules:
- *
- *    - Try to use the same org string (including case-sensitivity) for
- *      all your applications that use this function.
- *    - Always use a unique app string for each one, and make sure it never
- *      changes for an app once you've decided on it.
- *    - Unicode characters are legal, as long as it's UTF-8 encoded, but...
- *    - ...only use letters, numbers, and spaces. Avoid punctuation like
- *      "Game Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
- *
- * This returns an absolute path in UTF-8 encoding, and is guaranteed to
- *  end with a path separator ('\\' on Windows, '/' most other places).
- *
- * The pointer returned by this function is owned by you. Please call
- *  SDL_free() on the pointer when you are done with it, or it will be a
- *  memory leak. This is not necessarily a fast call, though, so you should
- *  call this once near startup and save the string if you need it.
- *
- * You should assume the path returned by this function is the only safe
- *  place to write files (and that SDL_GetBasePath(), while it might be
- *  writable, or even the parent of the returned path, aren't where you
- *  should be writing things).
- *
- * Some platforms can't determine the pref path, and on other
- *  platforms, this might be meaningless. In such cases, this function will
- *  return NULL.
- *
- *   \param org The name of your organization.
- *   \param app The name of your application.
- *  \return UTF-8 string of user dir in platform-dependent notation. NULL
- *          if there's a problem (creating directory failed, etc).
- *
- * \sa SDL_GetBasePath
- */
-extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_filesystem_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 362
bsp/simulator/SDL2-2.0.7/include/SDL_gamecontroller.h

@@ -1,362 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_gamecontroller.h
- *
- *  Include file for SDL game controller event handling
- */
-
-#ifndef SDL_gamecontroller_h_
-#define SDL_gamecontroller_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_rwops.h"
-#include "SDL_joystick.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \file SDL_gamecontroller.h
- *
- *  In order to use these functions, SDL_Init() must have been called
- *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
- *  for game controllers, and load appropriate drivers.
- *
- *  If you would like to receive controller updates while the application
- *  is in the background, you should set the following hint before calling
- *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
- */
-
-/**
- * The gamecontroller structure used to identify an SDL game controller
- */
-struct _SDL_GameController;
-typedef struct _SDL_GameController SDL_GameController;
-
-
-typedef enum
-{
-    SDL_CONTROLLER_BINDTYPE_NONE = 0,
-    SDL_CONTROLLER_BINDTYPE_BUTTON,
-    SDL_CONTROLLER_BINDTYPE_AXIS,
-    SDL_CONTROLLER_BINDTYPE_HAT
-} SDL_GameControllerBindType;
-
-/**
- *  Get the SDL joystick layer binding for this controller button/axis mapping
- */
-typedef struct SDL_GameControllerButtonBind
-{
-    SDL_GameControllerBindType bindType;
-    union
-    {
-        int button;
-        int axis;
-        struct {
-            int hat;
-            int hat_mask;
-        } hat;
-    } value;
-
-} SDL_GameControllerButtonBind;
-
-
-/**
- *  To count the number of game controllers in the system for the following:
- *  int nJoysticks = SDL_NumJoysticks();
- *  int nGameControllers = 0;
- *  for (int i = 0; i < nJoysticks; i++) {
- *      if (SDL_IsGameController(i)) {
- *          nGameControllers++;
- *      }
- *  }
- *
- *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
- *  guid,name,mappings
- *
- *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
- *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
- *  The mapping format for joystick is:
- *      bX - a joystick button, index X
- *      hX.Y - hat X with value Y
- *      aX - axis X of the joystick
- *  Buttons can be used as a controller axis and vice versa.
- *
- *  This string shows an example of a valid mapping for a controller
- *  "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
- *
- */
-
-/**
- *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
- *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
- *
- *  If \c freerw is non-zero, the stream will be closed after being read.
- *
- * \return number of mappings added, -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
-
-/**
- *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
- *
- *  Convenience macro.
- */
-#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
-
-/**
- *  Add or update an existing mapping configuration
- *
- * \return 1 if mapping is added, 0 if updated, -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
-
-/**
- *  Get the number of mappings installed
- *
- *  \return the number of mappings
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
-
-/**
- *  Get the mapping at a particular index.
- *
- *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range.
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
-
-/**
- *  Get a mapping string for a GUID
- *
- *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
-
-/**
- *  Get a mapping string for an open GameController
- *
- *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
- */
-extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController * gamecontroller);
-
-/**
- *  Is the joystick on this index supported by the game controller interface?
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
-
-/**
- *  Get the implementation dependent name of a game controller.
- *  This can be called before any controllers are opened.
- *  If no name can be found, this function returns NULL.
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
-
-/**
- *  Open a game controller for use.
- *  The index passed as an argument refers to the N'th game controller on the system.
- *  This index is not the value which will identify this controller in future
- *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
- *  used there instead.
- *
- *  \return A controller identifier, or NULL if an error occurred.
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
-
-/**
- * Return the SDL_GameController associated with an instance id.
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
-
-/**
- *  Return the name for this currently opened controller
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
-
-/**
- *  Get the USB vendor ID of an opened controller, if available.
- *  If the vendor ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController * gamecontroller);
-
-/**
- *  Get the USB product ID of an opened controller, if available.
- *  If the product ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController * gamecontroller);
-
-/**
- *  Get the product version of an opened controller, if available.
- *  If the product version isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController * gamecontroller);
-
-/**
- *  Returns SDL_TRUE if the controller has been opened and currently connected,
- *  or SDL_FALSE if it has not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
-
-/**
- *  Get the underlying joystick object used by a controller
- */
-extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
-
-/**
- *  Enable/disable controller event polling.
- *
- *  If controller events are disabled, you must call SDL_GameControllerUpdate()
- *  yourself and check the state of the controller when you want controller
- *  information.
- *
- *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
- */
-extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
-
-/**
- *  Update the current state of the open game controllers.
- *
- *  This is called automatically by the event loop if any game controller
- *  events are enabled.
- */
-extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
-
-
-/**
- *  The list of axes available from a controller
- *
- *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
- *  and are centered within ~8000 of zero, though advanced UI will allow users to set
- *  or autodetect the dead zone, which varies between controllers.
- *
- *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
- */
-typedef enum
-{
-    SDL_CONTROLLER_AXIS_INVALID = -1,
-    SDL_CONTROLLER_AXIS_LEFTX,
-    SDL_CONTROLLER_AXIS_LEFTY,
-    SDL_CONTROLLER_AXIS_RIGHTX,
-    SDL_CONTROLLER_AXIS_RIGHTY,
-    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
-    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
-    SDL_CONTROLLER_AXIS_MAX
-} SDL_GameControllerAxis;
-
-/**
- *  turn this string into a axis mapping
- */
-extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);
-
-/**
- *  turn this axis enum into a string mapping
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
-
-/**
- *  Get the SDL joystick layer binding for this controller button mapping
- */
-extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
-SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
-                                 SDL_GameControllerAxis axis);
-
-/**
- *  Get the current state of an axis control on a game controller.
- *
- *  The state is a value ranging from -32768 to 32767 (except for the triggers,
- *  which range from 0 to 32767).
- *
- *  The axis indices start at index 0.
- */
-extern DECLSPEC Sint16 SDLCALL
-SDL_GameControllerGetAxis(SDL_GameController *gamecontroller,
-                          SDL_GameControllerAxis axis);
-
-/**
- *  The list of buttons available from a controller
- */
-typedef enum
-{
-    SDL_CONTROLLER_BUTTON_INVALID = -1,
-    SDL_CONTROLLER_BUTTON_A,
-    SDL_CONTROLLER_BUTTON_B,
-    SDL_CONTROLLER_BUTTON_X,
-    SDL_CONTROLLER_BUTTON_Y,
-    SDL_CONTROLLER_BUTTON_BACK,
-    SDL_CONTROLLER_BUTTON_GUIDE,
-    SDL_CONTROLLER_BUTTON_START,
-    SDL_CONTROLLER_BUTTON_LEFTSTICK,
-    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
-    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
-    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
-    SDL_CONTROLLER_BUTTON_DPAD_UP,
-    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
-    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
-    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
-    SDL_CONTROLLER_BUTTON_MAX
-} SDL_GameControllerButton;
-
-/**
- *  turn this string into a button mapping
- */
-extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);
-
-/**
- *  turn this button enum into a string mapping
- */
-extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
-
-/**
- *  Get the SDL joystick layer binding for this controller button mapping
- */
-extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
-SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
-                                   SDL_GameControllerButton button);
-
-
-/**
- *  Get the current state of a button on a game controller.
- *
- *  The button indices start at index 0.
- */
-extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
-                                                          SDL_GameControllerButton button);
-
-/**
- *  Close a controller previously opened with SDL_GameControllerOpen().
- */
-extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_gamecontroller_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 959
bsp/simulator/SDL2-2.0.7/include/SDL_hints.h

@@ -1,959 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_hints.h
- *
- *  Official documentation for SDL configuration variables
- *
- *  This file contains functions to set and get configuration hints,
- *  as well as listing each of them alphabetically.
- *
- *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
- *  the environment variable that can be used to override the default.
- *
- *  In general these hints are just that - they may or may not be
- *  supported or applicable on any given platform, but they provide
- *  a way for an application or user to give the library a hint as
- *  to how they would like the library to work.
- */
-
-#ifndef SDL_hints_h_
-#define SDL_hints_h_
-
-#include "SDL_stdinc.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
- *
- *  SDL can try to accelerate the SDL screen surface by using streaming
- *  textures with a 3D rendering engine.  This variable controls whether and
- *  how this is done.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable 3D acceleration
- *    "1"       - Enable 3D acceleration, using the default renderer.
- *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
- *
- *  By default SDL tries to make a best guess for each platform whether
- *  to use acceleration or not.
- */
-#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
-
-/**
- *  \brief  A variable specifying which render driver to use.
- *
- *  If the application doesn't pick a specific renderer to use, this variable
- *  specifies the name of the preferred renderer.  If the preferred renderer
- *  can't be initialized, the normal default renderer is used.
- *
- *  This variable is case insensitive and can be set to the following values:
- *    "direct3d"
- *    "opengl"
- *    "opengles2"
- *    "opengles"
- *    "software"
- *
- *  The default varies by platform, but it's the first one in the list that
- *  is available on the current platform.
- */
-#define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
-
-/**
- *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable shaders
- *    "1"       - Enable shaders
- *
- *  By default shaders are used if OpenGL supports them.
- */
-#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
-
-/**
- *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
- *
- *  This variable can be set to the following values:
- *    "0"       - Thread-safety is not enabled (faster)
- *    "1"       - Thread-safety is enabled
- *
- *  By default the Direct3D device is created with thread-safety disabled.
- */
-#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
-
-/**
- *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
- *
- *  This variable does not have any effect on the Direct3D 9 based renderer.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable Debug Layer use
- *    "1"       - Enable Debug Layer use
- *
- *  By default, SDL does not use Direct3D Debug Layer.
- */
-#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
-
-/**
- *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
- *
- *  This variable can be set to the following values:
- *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
- *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
- *
- *  By default letterbox is used
- */
-#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
-
-/**
- *  \brief  A variable controlling the scaling quality
- *
- *  This variable can be set to the following values:
- *    "0" or "nearest" - Nearest pixel sampling
- *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
- *    "2" or "best"    - Currently this is the same as "linear"
- *
- *  By default nearest pixel sampling is used
- */
-#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
-
-/**
- *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable vsync
- *    "1"       - Enable vsync
- *
- *  By default SDL does not sync screen surface updates with vertical refresh.
- */
-#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
-
-/**
- *  \brief  A variable controlling whether the screensaver is enabled.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable screensaver
- *    "1"       - Enable screensaver
- *
- *  By default SDL will disable the screensaver.
- */
-#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
-
-/**
- *  \brief  A variable controlling whether the X11 VidMode extension should be used.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable XVidMode
- *    "1"       - Enable XVidMode
- *
- *  By default SDL will use XVidMode if it is available.
- */
-#define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
-
-/**
- *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable Xinerama
- *    "1"       - Enable Xinerama
- *
- *  By default SDL will use Xinerama if it is available.
- */
-#define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
-
-/**
- *  \brief  A variable controlling whether the X11 XRandR extension should be used.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable XRandR
- *    "1"       - Enable XRandR
- *
- *  By default SDL will not use XRandR because of window manager issues.
- */
-#define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
-
-/**
- *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
- *
- *  This variable can be set to the following values:
- *    "0"       - Disable _NET_WM_PING
- *    "1"       - Enable _NET_WM_PING
- *
- *  By default SDL will use _NET_WM_PING, but for applications that know they
- *  will not always be able to respond to ping requests in a timely manner they can
- *  turn it off to avoid the window manager thinking the app is hung.
- *  The hint is checked in CreateWindow.
- */
-#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
-
-/**
- *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
- *
- *  This variable can be set to the following values:
- *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
- *    "1"       - The window frame is interactive when the cursor is hidden
- *
- *  By default SDL will allow interaction with the window frame when the cursor is hidden
- */
-#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
-
-/**
- * \brief A variable to specify custom icon resource id from RC file on Windows platform
- */
-#define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
-#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
-
-/**
- *  \brief  A variable controlling whether the windows message loop is processed by SDL
- *
- *  This variable can be set to the following values:
- *    "0"       - The window message loop is not run
- *    "1"       - The window message loop is processed in SDL_PumpEvents()
- *
- *  By default SDL will process the windows message loop
- */
-#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
-
-/**
- *  \brief  A variable controlling whether grabbing input grabs the keyboard
- *
- *  This variable can be set to the following values:
- *    "0"       - Grab will affect only the mouse
- *    "1"       - Grab will affect mouse and keyboard
- *
- *  By default SDL will not grab the keyboard so system shortcuts still work.
- */
-#define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
-
-/**
- *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
- */
-#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
-
-/**
- *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
- */
-#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
-
-/**
- *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
- *
- *  This variable can be set to the following values:
- *    "0"       - Relative mouse mode uses raw input
- *    "1"       - Relative mouse mode uses mouse warping
- *
- *  By default SDL will use raw input for relative mouse mode
- */
-#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
-
-/**
- *  \brief Allow mouse click events when clicking to focus an SDL window
- *
- *  This variable can be set to the following values:
- *    "0"       - Ignore mouse clicks that activate a window
- *    "1"       - Generate events for mouse clicks that activate a window
- *
- *  By default SDL will ignore mouse clicks that activate a window
- */
-#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
-
-/**
- *  \brief  A variable controlling whether touch events should generate synthetic mouse events
- *
- *  This variable can be set to the following values:
- *    "0"       - Touch events will not generate mouse events
- *    "1"       - Touch events will generate mouse events
- *
- *  By default SDL will generate mouse events for touch events
- */
-#define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
-
-/**
- *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to true.
- *
- */
-#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
-
-/**
- *  \brief  A variable controlling whether the idle timer is disabled on iOS.
- *
- *  When an iOS app does not receive touches for some time, the screen is
- *  dimmed automatically. For games where the accelerometer is the only input
- *  this is problematic. This functionality can be disabled by setting this
- *  hint.
- *
- *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
- *  accomplish the same thing on iOS. They should be preferred over this hint.
- *
- *  This variable can be set to the following values:
- *    "0"       - Enable idle timer
- *    "1"       - Disable idle timer
- */
-#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
-
-/**
- *  \brief  A variable controlling which orientations are allowed on iOS.
- *
- *  In some circumstances it is necessary to be able to explicitly control
- *  which UI orientations are allowed.
- *
- *  This variable is a space delimited list of the following values:
- *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
- */
-#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
-
-/**
- *  \brief  A variable controlling whether controllers used with the Apple TV
- *  generate UI events.
- *
- * When UI events are generated by controller input, the app will be
- * backgrounded when the Apple TV remote's menu button is pressed, and when the
- * pause or B buttons on gamepads are pressed.
- *
- * More information about properly making use of controllers for the Apple TV
- * can be found here:
- * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
- *
- *  This variable can be set to the following values:
- *    "0"       - Controller input does not generate UI events (the default).
- *    "1"       - Controller input generates UI events.
- */
-#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
-
-/**
- * \brief  A variable controlling whether the Apple TV remote's joystick axes
- *         will automatically match the rotation of the remote.
- *
- *  This variable can be set to the following values:
- *    "0"       - Remote orientation does not affect joystick axes (the default).
- *    "1"       - Joystick axes are based on the orientation of the remote.
- */
-#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
-
-/**
- *  \brief  A variable controlling whether the Android / iOS built-in
- *  accelerometer should be listed as a joystick device, rather than listing
- *  actual joysticks only.
- *
- *  This variable can be set to the following values:
- *    "0"       - List only real joysticks and accept input from them
- *    "1"       - List real joysticks along with the accelerometer as if it were a 3 axis joystick (the default).
- */
-#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
-
-/**
- *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
- *
- *  The variable can be set to the following values:
- *    "0"       - Disable XInput detection (only uses direct input)
- *    "1"       - Enable XInput detection (the default)
- */
-#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
-
-/**
- *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
- *
- *  This hint is for backwards compatibility only and will be removed in SDL 2.1
- *
- *  The default value is "0".  This hint must be set before SDL_Init()
- */
-#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
-
-/**
- *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
- *
- *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
- *
- *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
- *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
- */
-#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
-
-/**
- *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
- *
- *  The format of the string is a comma separated list of USB VID/PID pairs
- *  in hexadecimal form, e.g.
- *
- *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- *  The variable can also take the form of @file, in which case the named
- *  file will be loaded and interpreted as the value of the variable.
- */
-#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
-
-/**
- *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
- *
- *  The format of the string is a comma separated list of USB VID/PID pairs
- *  in hexadecimal form, e.g.
- *
- *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
- *
- *  The variable can also take the form of @file, in which case the named
- *  file will be loaded and interpreted as the value of the variable.
- */
-#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
-
-/**
- *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
- *
- *  The variable can be set to the following values:
- *    "0"       - Disable joystick & gamecontroller input events when the
- *                application is in the background.
- *    "1"       - Enable joystick & gamecontroller input events when the
- *                application is in the background.
- *
- *  The default value is "0".  This hint may be set at any time.
- */
-#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
-
-/**
- *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
- *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
- *
- *  This variable can be set to the following values:
- *    "0"       - don't allow topmost
- *    "1"       - allow topmost
- */
-#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
-
-/**
- *  \brief A variable that controls the timer resolution, in milliseconds.
- *
- *  The higher resolution the timer, the more frequently the CPU services
- *  timer interrupts, and the more precise delays are, but this takes up
- *  power and CPU time.  This hint is only used on Windows 7 and earlier.
- *
- *  See this blog post for more information:
- *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
- *
- *  If this variable is set to "0", the system timer resolution is not set.
- *
- *  The default value is "1". This hint may be set at any time.
- */
-#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
-
-
-/**
- *  \brief  A variable describing the content orientation on QtWayland-based platforms.
- *
- *  On QtWayland platforms, windows are rotated client-side to allow for custom
- *  transitions. In order to correctly position overlays (e.g. volume bar) and
- *  gestures (e.g. events view, close/minimize gestures), the system needs to
- *  know in which orientation the application is currently drawing its contents.
- *
- *  This does not cause the window to be rotated or resized, the application
- *  needs to take care of drawing the content in the right orientation (the
- *  framebuffer is always in portrait mode).
- *
- *  This variable can be one of the following values:
- *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
- */
-#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
-
-/**
- *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
- *
- *  On QtWayland platforms, this hint controls the flags to set on the windows.
- *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
- *
- *  This variable is a space-separated list of the following values (empty = no flags):
- *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
- */
-#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
-
-/**
-*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
-*
-*  Use this hint in case you need to set SDL's threads stack size to other than the default.
-*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
-*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
-*  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
-*/
-#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
-
-/**
- *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
- */
-#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
-
-/**
- *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
- *
- *  If present, holding ctrl while left clicking will generate a right click
- *  event when on Mac.
- */
-#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
-
-/**
-*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
-*
-*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
-*  can use two different sets of binaries, those compiled by the user from source
-*  or those provided by the Chrome browser. In the later case, these binaries require
-*  that SDL loads a DLL providing the shader compiler.
-*
-*  This variable can be set to the following values:
-*    "d3dcompiler_46.dll" - default, best for Vista or later.
-*    "d3dcompiler_43.dll" - for XP support.
-*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
-*
-*/
-#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
-
-/**
-*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
-*
-*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
-*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
-*  created SDL_Window:
-*
-*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
-*  needed for example when sharing an OpenGL context across multiple windows.
-*
-*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
-*  OpenGL rendering.
-*
-*  This variable can be set to the following values:
-*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
-*    share a pixel format with.
-*/
-#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
-
-/**
- *  \brief A URL to a WinRT app's privacy policy
- *
- *  All network-enabled WinRT apps must make a privacy policy available to its
- *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
- *  be available in the Windows Settings charm, as accessed from within the app.
- *  SDL provides code to add a URL-based link there, which can point to the app's
- *  privacy policy.
- *
- *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
- *  before calling any SDL_Init() functions.  The contents of the hint should
- *  be a valid URL.  For example, "http://www.example.com".
- *
- *  The default value is "", which will prevent SDL from adding a privacy policy
- *  link to the Settings charm.  This hint should only be set during app init.
- *
- *  The label text of an app's "Privacy Policy" link may be customized via another
- *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- *  Please note that on Windows Phone, Microsoft does not provide standard UI
- *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
- *  will not get used on that platform.  Network-enabled phone apps should display
- *  their privacy policy through some other, in-app means.
- */
-#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
-
-/** \brief Label text for a WinRT app's privacy policy link
- *
- *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
- *  Microsoft mandates that this policy be available via the Windows Settings charm.
- *  SDL provides code to add a link there, with its label text being set via the
- *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
- *
- *  Please note that a privacy policy's contents are not set via this hint.  A separate
- *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
- *  policy.
- *
- *  The contents of this hint should be encoded as a UTF8 string.
- *
- *  The default value is "Privacy Policy".  This hint should only be set during app
- *  initialization, preferably before any calls to SDL_Init().
- *
- *  For additional information on linking to a privacy policy, see the documentation for
- *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
- */
-#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
-
-/** \brief Allows back-button-press events on Windows Phone to be marked as handled
- *
- *  Windows Phone devices typically feature a Back button.  When pressed,
- *  the OS will emit back-button-press events, which apps are expected to
- *  handle in an appropriate manner.  If apps do not explicitly mark these
- *  events as 'Handled', then the OS will invoke its default behavior for
- *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
- *  terminate the app (and attempt to switch to the previous app, or to the
- *  device's home screen).
- *
- *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
- *  to mark back-button-press events as Handled, if and when one is sent to
- *  the app.
- *
- *  Internally, Windows Phone sends back button events as parameters to
- *  special back-button-press callback functions.  Apps that need to respond
- *  to back-button-press events are expected to register one or more
- *  callback functions for such, shortly after being launched (during the
- *  app's initialization phase).  After the back button is pressed, the OS
- *  will invoke these callbacks.  If the app's callback(s) do not explicitly
- *  mark the event as handled by the time they return, or if the app never
- *  registers one of these callback, the OS will consider the event
- *  un-handled, and it will apply its default back button behavior (terminate
- *  the app).
- *
- *  SDL registers its own back-button-press callback with the Windows Phone
- *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
- *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
- *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
- *  If the hint's value is set to "1", the back button event's Handled
- *  property will get set to 'true'.  If the hint's value is set to something
- *  else, or if it is unset, SDL will leave the event's Handled property
- *  alone.  (By default, the OS sets this property to 'false', to note.)
- *
- *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
- *  back button is pressed, or can set it in direct-response to a back button
- *  being pressed.
- *
- *  In order to get notified when a back button is pressed, SDL apps should
- *  register a callback function with SDL_AddEventWatch(), and have it listen
- *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
- *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
- *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
- *  set by such a callback, will be applied to the OS' current
- *  back-button-press event.
- *
- *  More details on back button behavior in Windows Phone apps can be found
- *  at the following page, on Microsoft's developer site:
- *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
- */
-#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
-
-/**
- *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
- *
- *  This hint only applies to Mac OS X.
- *
- *  The variable can be set to the following values:
- *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
- *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
- *                button on their titlebars).
- *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
- *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
- *                button on their titlebars).
- *
- *  The default value is "1". Spaces are disabled regardless of this hint if
- *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
- *   any windows are created.
- */
-#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
-
-/**
-*  \brief  When set don't force the SDL app to become a foreground process
-*
-*  This hint only applies to Mac OS X.
-*
-*/
-#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
-
-/**
- * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
- *
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
- *
- * If both hints were set then SDL_RWFromFile() will look into expansion files
- * after a given relative path was not found in the internal storage and assets.
- *
- * By default this hint is not set and the APK expansion files are not searched.
- */
-#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
-
-/**
- * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
- *
- * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
- *
- * If both hints were set then SDL_RWFromFile() will look into expansion files
- * after a given relative path was not found in the internal storage and assets.
- *
- * By default this hint is not set and the APK expansion files are not searched.
- */
-#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
-
-/**
- * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
- *
- * The variable can be set to the following values:
- *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
- *               responsibility to render the text from these events and
- *               differentiate it somehow from committed text. (default)
- *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent,
- *               and text that is being composed will be rendered in its own UI.
- */
-#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
-
- /**
- * \brief A variable to control whether mouse and touch events are to be treated together or separately
- *
- * The variable can be set to the following values:
- *   "0"       - Mouse events will be handled as touch events, and touch will raise fake mouse
- *               events. This is the behaviour of SDL <= 2.0.3. (default)
- *   "1"       - Mouse events will be handled separately from pure touch events.
- *
- * The value of this hint is used at runtime, so it can be changed at any time.
- */
-#define SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH "SDL_ANDROID_SEPARATE_MOUSE_AND_TOUCH"
-
-/**
- *  \brief override the binding element for keyboard inputs for Emscripten builds
- *
- * This hint only applies to the emscripten platform
- *
- * The variable can be one of
- *    "#window"      - The javascript window object (this is the default)
- *    "#document"    - The javascript document object
- *    "#screen"      - the javascript window.screen object
- *    "#canvas"      - the WebGL canvas element
- *    any other string without a leading # sign applies to the element on the page with that ID.
- */
-#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
-
-/**
- *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
- *
- * This hint only applies to Unix-like platforms.
- *
- * The variable can be set to the following values:
- *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
- *               catches a signal, convert it into an SDL_QUIT event.
- *   "1"       - SDL will not install a signal handler at all.
- */
-#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
-
-/**
- *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
- *
- * The variable can be set to the following values:
- *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
- *   "1"       - SDL will only do normal key handling for Alt+F4.
- */
-#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
-
-/**
- *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
- *
- * The bitmap header version 4 is required for proper alpha channel support and
- * SDL will use it when required. Should this not be desired, this hint can
- * force the use of the 40 byte header version which is supported everywhere.
- *
- * The variable can be set to the following values:
- *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
- *               32-bit BMP file with an alpha mask. SDL will use the bitmap
- *               header version 4 and set the alpha mask accordingly.
- *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
- *               32-bit BMP file without an alpha mask. The alpha channel data
- *               will be in the file, but applications are going to ignore it.
- *
- * The default value is "0".
- */
-#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
-
-/**
- * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
- *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
- *        thread's name, but it tends to cause problems with other debuggers,
- *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
- *        the (safer) SetThreadDescription API, introduced in the Windows 10
- *        Creators Update, if available.
- *
- * The variable can be set to the following values:
- *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
- *               This is the default behavior of SDL <= 2.0.4.
- *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
- *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
- */
-#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
-
-/**
- * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
- *
- * Also known as Z-order. The variable can take a negative or positive value.
- * The default is 10000.
- */
-#define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
-
-/**
- *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
- *
- *  On some platforms, currently Windows and X11, OpenGL drivers may support
- *  creating contexts with an OpenGL ES profile. By default SDL uses these
- *  profiles, when available, otherwise it attempts to load an OpenGL ES
- *  library, e.g. that provided by the ANGLE project. This variable controls
- *  whether SDL follows this default behaviour or will always load an
- *  OpenGL ES library.
- *
- *  Circumstances where this is useful include
- *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
- *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
- *  - Resolving OpenGL ES function addresses at link time by linking with
- *    the OpenGL ES library instead of querying them at run time with
- *    SDL_GL_GetProcAddress().
- *
- *  Caution: for an application to work with the default behaviour across
- *  different OpenGL drivers it must query the OpenGL ES function
- *  addresses at run time using SDL_GL_GetProcAddress().
- *
- *  This variable is ignored on most platforms because OpenGL ES is native
- *  or not supported.
- *
- *  This variable can be set to the following values:
- *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
- *    "1"       - Load OpenGL ES library using the default library names.
- *
- */
-#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
-
-/**
- *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
- *
- *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
- *  to handle audio resampling. There are different resampling modes available
- *  that produce different levels of quality, using more CPU.
- *
- *  If this hint isn't specified to a valid setting, or libsamplerate isn't
- *  available, SDL will use the default, internal resampling algorithm.
- *
- *  Note that this is currently only applicable to resampling audio that is
- *  being written to a device for playback or audio being read from a device
- *  for capture. SDL_AudioCVT always uses the default resampler (although this
- *  might change for SDL 2.1).
- *
- *  This hint is currently only checked at audio subsystem initialization.
- *
- *  This variable can be set to the following values:
- *
- *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
- *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
- *    "2" or "medium"  - Use medium quality resampling, if available
- *    "3" or "best"    - Use high quality resampling, if available
- */
-#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
-
-/**
- *  \brief  A variable controlling the audio category on iOS and Mac OS X
- *
- *  This variable can be set to the following values:
- *
- *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
- *    "playback"    - Use the AVAudioSessionCategoryPlayback category
- *
- *  For more information, see Apple's documentation:
- *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
- */
-#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
-
-/**
- *  \brief  An enumeration of hint priorities
- */
-typedef enum
-{
-    SDL_HINT_DEFAULT,
-    SDL_HINT_NORMAL,
-    SDL_HINT_OVERRIDE
-} SDL_HintPriority;
-
-
-/**
- *  \brief Set a hint with a specific priority
- *
- *  The priority controls the behavior when setting a hint that already
- *  has a value.  Hints will replace existing hints of their priority and
- *  lower.  Environment variables are considered to have override priority.
- *
- *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
-                                                         const char *value,
-                                                         SDL_HintPriority priority);
-
-/**
- *  \brief Set a hint with normal priority
- *
- *  \return SDL_TRUE if the hint was set, SDL_FALSE otherwise
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
-                                             const char *value);
-
-/**
- *  \brief Get a hint
- *
- *  \return The string value of a hint variable.
- */
-extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
-
-/**
- *  \brief Get a hint
- *
- *  \return The boolean value of a hint variable.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
-
-/**
- * \brief type definition of the hint callback function.
- */
-typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
-
-/**
- *  \brief Add a function to watch a particular hint
- *
- *  \param name The hint to watch
- *  \param callback The function to call when the hint value changes
- *  \param userdata A pointer to pass to the callback function
- */
-extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
-                                                 SDL_HintCallback callback,
-                                                 void *userdata);
-
-/**
- *  \brief Remove a function watching a particular hint
- *
- *  \param name The hint being watched
- *  \param callback The function being called when the hint value changes
- *  \param userdata A pointer being passed to the callback function
- */
-extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
-                                                 SDL_HintCallback callback,
-                                                 void *userdata);
-
-/**
- *  \brief  Clear all hints
- *
- *  This function is called during SDL_Quit() to free stored hints.
- */
-extern DECLSPEC void SDLCALL SDL_ClearHints(void);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_hints_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 382
bsp/simulator/SDL2-2.0.7/include/SDL_joystick.h

@@ -1,382 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_joystick.h
- *
- *  Include file for SDL joystick event handling
- *
- * The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
- *   behind a device_index changing as joysticks are plugged and unplugged.
- *
- * The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
- *   then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
- *
- * The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
- *   the device (a X360 wired controller for example). This identifier is platform dependent.
- *
- *
- */
-
-#ifndef SDL_joystick_h_
-#define SDL_joystick_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \file SDL_joystick.h
- *
- *  In order to use these functions, SDL_Init() must have been called
- *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
- *  for joysticks, and load appropriate drivers.
- *
- *  If you would like to receive joystick updates while the application
- *  is in the background, you should set the following hint before calling
- *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
- */
-
-/**
- * The joystick structure used to identify an SDL joystick
- */
-struct _SDL_Joystick;
-typedef struct _SDL_Joystick SDL_Joystick;
-
-/* A structure that encodes the stable unique id for a joystick device */
-typedef struct {
-    Uint8 data[16];
-} SDL_JoystickGUID;
-
-/**
- * This is a unique ID for a joystick for the time it is connected to the system,
- * and is never reused for the lifetime of the application. If the joystick is
- * disconnected and reconnected, it will get a new ID.
- *
- * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
- */
-typedef Sint32 SDL_JoystickID;
-
-typedef enum
-{
-    SDL_JOYSTICK_TYPE_UNKNOWN,
-    SDL_JOYSTICK_TYPE_GAMECONTROLLER,
-    SDL_JOYSTICK_TYPE_WHEEL,
-    SDL_JOYSTICK_TYPE_ARCADE_STICK,
-    SDL_JOYSTICK_TYPE_FLIGHT_STICK,
-    SDL_JOYSTICK_TYPE_DANCE_PAD,
-    SDL_JOYSTICK_TYPE_GUITAR,
-    SDL_JOYSTICK_TYPE_DRUM_KIT,
-    SDL_JOYSTICK_TYPE_ARCADE_PAD,
-    SDL_JOYSTICK_TYPE_THROTTLE
-} SDL_JoystickType;
-
-typedef enum
-{
-    SDL_JOYSTICK_POWER_UNKNOWN = -1,
-    SDL_JOYSTICK_POWER_EMPTY,
-    SDL_JOYSTICK_POWER_LOW,
-    SDL_JOYSTICK_POWER_MEDIUM,
-    SDL_JOYSTICK_POWER_FULL,
-    SDL_JOYSTICK_POWER_WIRED,
-    SDL_JOYSTICK_POWER_MAX
-} SDL_JoystickPowerLevel;
-
-/* Function prototypes */
-
-/**
- * Locking for multi-threaded access to the joystick API
- *
- * If you are using the joystick API or handling events from multiple threads
- * you should use these locking functions to protect access to the joysticks.
- *
- * In particular, you are guaranteed that the joystick list won't change, so
- * the API functions that take a joystick index will be valid, and joystick
- * and game controller events will not be delivered.
- */
-extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
-extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
-
-/**
- *  Count the number of joysticks attached to the system right now
- */
-extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
-
-/**
- *  Get the implementation dependent name of a joystick.
- *  This can be called before any joysticks are opened.
- *  If no name can be found, this function returns NULL.
- */
-extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
-
-/**
- *  Return the GUID for the joystick at this index
- *  This can be called before any joysticks are opened.
- */
-extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
-
-/**
- *  Get the USB vendor ID of a joystick, if available.
- *  This can be called before any joysticks are opened.
- *  If the vendor ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
-
-/**
- *  Get the USB product ID of a joystick, if available.
- *  This can be called before any joysticks are opened.
- *  If the product ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
-
-/**
- *  Get the product version of a joystick, if available.
- *  This can be called before any joysticks are opened.
- *  If the product version isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
-
-/**
- *  Get the type of a joystick, if available.
- *  This can be called before any joysticks are opened.
- */
-extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
-
-/**
- *  Get the instance ID of a joystick.
- *  This can be called before any joysticks are opened.
- *  If the index is out of range, this function will return -1.
- */
-extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
-
-/**
- *  Open a joystick for use.
- *  The index passed as an argument refers to the N'th joystick on the system.
- *  This index is not the value which will identify this joystick in future
- *  joystick events.  The joystick's instance id (::SDL_JoystickID) will be used
- *  there instead.
- *
- *  \return A joystick identifier, or NULL if an error occurred.
- */
-extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
-
-/**
- * Return the SDL_Joystick associated with an instance id.
- */
-extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID joyid);
-
-/**
- *  Return the name for this currently opened joystick.
- *  If no name can be found, this function returns NULL.
- */
-extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick * joystick);
-
-/**
- *  Return the GUID for this opened joystick
- */
-extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick * joystick);
-
-/**
- *  Get the USB vendor ID of an opened joystick, if available.
- *  If the vendor ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick * joystick);
-
-/**
- *  Get the USB product ID of an opened joystick, if available.
- *  If the product ID isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick * joystick);
-
-/**
- *  Get the product version of an opened joystick, if available.
- *  If the product version isn't available this function returns 0.
- */
-extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick * joystick);
-
-/**
- *  Get the type of an opened joystick.
- */
-extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick * joystick);
-
-/**
- *  Return a string representation for this guid. pszGUID must point to at least 33 bytes
- *  (32 for the string plus a NULL terminator).
- */
-extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
-
-/**
- *  Convert a string into a joystick guid
- */
-extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
-
-/**
- *  Returns SDL_TRUE if the joystick has been opened and currently connected, or SDL_FALSE if it has not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick * joystick);
-
-/**
- *  Get the instance ID of an opened joystick or -1 if the joystick is invalid.
- */
-extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick * joystick);
-
-/**
- *  Get the number of general axis controls on a joystick.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick);
-
-/**
- *  Get the number of trackballs on a joystick.
- *
- *  Joystick trackballs have only relative motion events associated
- *  with them and their state cannot be polled.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick);
-
-/**
- *  Get the number of POV hats on a joystick.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick);
-
-/**
- *  Get the number of buttons on a joystick.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick);
-
-/**
- *  Update the current state of the open joysticks.
- *
- *  This is called automatically by the event loop if any joystick
- *  events are enabled.
- */
-extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
-
-/**
- *  Enable/disable joystick event polling.
- *
- *  If joystick events are disabled, you must call SDL_JoystickUpdate()
- *  yourself and check the state of the joystick when you want joystick
- *  information.
- *
- *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
-
-#define SDL_JOYSTICK_AXIS_MAX   32767
-#define SDL_JOYSTICK_AXIS_MIN   -32768
-/**
- *  Get the current state of an axis control on a joystick.
- *
- *  The state is a value ranging from -32768 to 32767.
- *
- *  The axis indices start at index 0.
- */
-extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
-                                                   int axis);
-
-/**
- *  Get the initial state of an axis control on a joystick.
- *
- *  The state is a value ranging from -32768 to 32767.
- *
- *  The axis indices start at index 0.
- *
- *  \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick,
-                                                   int axis, Sint16 *state);
-
-/**
- *  \name Hat positions
- */
-/* @{ */
-#define SDL_HAT_CENTERED    0x00
-#define SDL_HAT_UP          0x01
-#define SDL_HAT_RIGHT       0x02
-#define SDL_HAT_DOWN        0x04
-#define SDL_HAT_LEFT        0x08
-#define SDL_HAT_RIGHTUP     (SDL_HAT_RIGHT|SDL_HAT_UP)
-#define SDL_HAT_RIGHTDOWN   (SDL_HAT_RIGHT|SDL_HAT_DOWN)
-#define SDL_HAT_LEFTUP      (SDL_HAT_LEFT|SDL_HAT_UP)
-#define SDL_HAT_LEFTDOWN    (SDL_HAT_LEFT|SDL_HAT_DOWN)
-/* @} */
-
-/**
- *  Get the current state of a POV hat on a joystick.
- *
- *  The hat indices start at index 0.
- *
- *  \return The return value is one of the following positions:
- *           - ::SDL_HAT_CENTERED
- *           - ::SDL_HAT_UP
- *           - ::SDL_HAT_RIGHT
- *           - ::SDL_HAT_DOWN
- *           - ::SDL_HAT_LEFT
- *           - ::SDL_HAT_RIGHTUP
- *           - ::SDL_HAT_RIGHTDOWN
- *           - ::SDL_HAT_LEFTUP
- *           - ::SDL_HAT_LEFTDOWN
- */
-extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick,
-                                                 int hat);
-
-/**
- *  Get the ball axis change since the last poll.
- *
- *  \return 0, or -1 if you passed it invalid parameters.
- *
- *  The ball indices start at index 0.
- */
-extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick,
-                                                int ball, int *dx, int *dy);
-
-/**
- *  Get the current state of a button on a joystick.
- *
- *  The button indices start at index 0.
- */
-extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick,
-                                                    int button);
-
-/**
- *  Close a joystick previously opened with SDL_JoystickOpen().
- */
-extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick);
-
-/**
- *  Return the battery level of this joystick
- */
-extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick * joystick);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_joystick_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 217
bsp/simulator/SDL2-2.0.7/include/SDL_keyboard.h

@@ -1,217 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_keyboard.h
- *
- *  Include file for SDL keyboard event handling
- */
-
-#ifndef SDL_keyboard_h_
-#define SDL_keyboard_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_keycode.h"
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief The SDL keysym structure, used in key events.
- *
- *  \note  If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
- */
-typedef struct SDL_Keysym
-{
-    SDL_Scancode scancode;      /**< SDL physical key code - see ::SDL_Scancode for details */
-    SDL_Keycode sym;            /**< SDL virtual key code - see ::SDL_Keycode for details */
-    Uint16 mod;                 /**< current key modifiers */
-    Uint32 unused;
-} SDL_Keysym;
-
-/* Function prototypes */
-
-/**
- *  \brief Get the window which currently has keyboard focus.
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
-
-/**
- *  \brief Get a snapshot of the current state of the keyboard.
- *
- *  \param numkeys if non-NULL, receives the length of the returned array.
- *
- *  \return An array of key states. Indexes into this array are obtained by using ::SDL_Scancode values.
- *
- *  \b Example:
- *  \code
- *  const Uint8 *state = SDL_GetKeyboardState(NULL);
- *  if ( state[SDL_SCANCODE_RETURN] )   {
- *      printf("<RETURN> is pressed.\n");
- *  }
- *  \endcode
- */
-extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
-
-/**
- *  \brief Get the current key modifier state for the keyboard.
- */
-extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
-
-/**
- *  \brief Set the current key modifier state for the keyboard.
- *
- *  \note This does not change the keyboard state, only the key modifier flags.
- */
-extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
-
-/**
- *  \brief Get the key code corresponding to the given scancode according
- *         to the current keyboard layout.
- *
- *  See ::SDL_Keycode for details.
- *
- *  \sa SDL_GetKeyName()
- */
-extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
-
-/**
- *  \brief Get the scancode corresponding to the given key code according to the
- *         current keyboard layout.
- *
- *  See ::SDL_Scancode for details.
- *
- *  \sa SDL_GetScancodeName()
- */
-extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
-
-/**
- *  \brief Get a human-readable name for a scancode.
- *
- *  \return A pointer to the name for the scancode.
- *          If the scancode doesn't have a name, this function returns
- *          an empty string ("").
- *
- *  \sa SDL_Scancode
- */
-extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
-
-/**
- *  \brief Get a scancode from a human-readable name
- *
- *  \return scancode, or SDL_SCANCODE_UNKNOWN if the name wasn't recognized
- *
- *  \sa SDL_Scancode
- */
-extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
-
-/**
- *  \brief Get a human-readable name for a key.
- *
- *  \return A pointer to a UTF-8 string that stays valid at least until the next
- *          call to this function. If you need it around any longer, you must
- *          copy it.  If the key doesn't have a name, this function returns an
- *          empty string ("").
- *
- *  \sa SDL_Keycode
- */
-extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
-
-/**
- *  \brief Get a key code from a human-readable name
- *
- *  \return key code, or SDLK_UNKNOWN if the name wasn't recognized
- *
- *  \sa SDL_Keycode
- */
-extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
-
-/**
- *  \brief Start accepting Unicode text input events.
- *         This function will show the on-screen keyboard if supported.
- *
- *  \sa SDL_StopTextInput()
- *  \sa SDL_SetTextInputRect()
- *  \sa SDL_HasScreenKeyboardSupport()
- */
-extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
-
-/**
- *  \brief Return whether or not Unicode text input events are enabled.
- *
- *  \sa SDL_StartTextInput()
- *  \sa SDL_StopTextInput()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
-
-/**
- *  \brief Stop receiving any text input events.
- *         This function will hide the on-screen keyboard if supported.
- *
- *  \sa SDL_StartTextInput()
- *  \sa SDL_HasScreenKeyboardSupport()
- */
-extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
-
-/**
- *  \brief Set the rectangle used to type Unicode text inputs.
- *         This is used as a hint for IME and on-screen keyboard placement.
- *
- *  \sa SDL_StartTextInput()
- */
-extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
-
-/**
- *  \brief Returns whether the platform has some screen keyboard support.
- *
- *  \return SDL_TRUE if some keyboard support is available else SDL_FALSE.
- *
- *  \note Not all screen keyboard functions are supported on all platforms.
- *
- *  \sa SDL_IsScreenKeyboardShown()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
-
-/**
- *  \brief Returns whether the screen keyboard is shown for given window.
- *
- *  \param window The window for which screen keyboard should be queried.
- *
- *  \return SDL_TRUE if screen keyboard is shown else SDL_FALSE.
- *
- *  \sa SDL_HasScreenKeyboardSupport()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_keyboard_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 211
bsp/simulator/SDL2-2.0.7/include/SDL_log.h

@@ -1,211 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_log.h
- *
- *  Simple log messages with categories and priorities.
- *
- *  By default logs are quiet, but if you're debugging SDL you might want:
- *
- *      SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
- *
- *  Here's where the messages go on different platforms:
- *      Windows: debug output stream
- *      Android: log output
- *      Others: standard error output (stderr)
- */
-
-#ifndef SDL_log_h_
-#define SDL_log_h_
-
-#include "SDL_stdinc.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-
-/**
- *  \brief The maximum size of a log message
- *
- *  Messages longer than the maximum size will be truncated
- */
-#define SDL_MAX_LOG_MESSAGE 4096
-
-/**
- *  \brief The predefined log categories
- *
- *  By default the application category is enabled at the INFO level,
- *  the assert category is enabled at the WARN level, test is enabled
- *  at the VERBOSE level and all other categories are enabled at the
- *  CRITICAL level.
- */
-enum
-{
-    SDL_LOG_CATEGORY_APPLICATION,
-    SDL_LOG_CATEGORY_ERROR,
-    SDL_LOG_CATEGORY_ASSERT,
-    SDL_LOG_CATEGORY_SYSTEM,
-    SDL_LOG_CATEGORY_AUDIO,
-    SDL_LOG_CATEGORY_VIDEO,
-    SDL_LOG_CATEGORY_RENDER,
-    SDL_LOG_CATEGORY_INPUT,
-    SDL_LOG_CATEGORY_TEST,
-
-    /* Reserved for future SDL library use */
-    SDL_LOG_CATEGORY_RESERVED1,
-    SDL_LOG_CATEGORY_RESERVED2,
-    SDL_LOG_CATEGORY_RESERVED3,
-    SDL_LOG_CATEGORY_RESERVED4,
-    SDL_LOG_CATEGORY_RESERVED5,
-    SDL_LOG_CATEGORY_RESERVED6,
-    SDL_LOG_CATEGORY_RESERVED7,
-    SDL_LOG_CATEGORY_RESERVED8,
-    SDL_LOG_CATEGORY_RESERVED9,
-    SDL_LOG_CATEGORY_RESERVED10,
-
-    /* Beyond this point is reserved for application use, e.g.
-       enum {
-           MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
-           MYAPP_CATEGORY_AWESOME2,
-           MYAPP_CATEGORY_AWESOME3,
-           ...
-       };
-     */
-    SDL_LOG_CATEGORY_CUSTOM
-};
-
-/**
- *  \brief The predefined log priorities
- */
-typedef enum
-{
-    SDL_LOG_PRIORITY_VERBOSE = 1,
-    SDL_LOG_PRIORITY_DEBUG,
-    SDL_LOG_PRIORITY_INFO,
-    SDL_LOG_PRIORITY_WARN,
-    SDL_LOG_PRIORITY_ERROR,
-    SDL_LOG_PRIORITY_CRITICAL,
-    SDL_NUM_LOG_PRIORITIES
-} SDL_LogPriority;
-
-
-/**
- *  \brief Set the priority of all log categories
- */
-extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
-
-/**
- *  \brief Set the priority of a particular log category
- */
-extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
-                                                SDL_LogPriority priority);
-
-/**
- *  \brief Get the priority of a particular log category
- */
-extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
-
-/**
- *  \brief Reset all priorities to default.
- *
- *  \note This is called in SDL_Quit().
- */
-extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
-
-/**
- *  \brief Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO
- */
-extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
-
-/**
- *  \brief Log a message with SDL_LOG_PRIORITY_VERBOSE
- */
-extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- *  \brief Log a message with SDL_LOG_PRIORITY_DEBUG
- */
-extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- *  \brief Log a message with SDL_LOG_PRIORITY_INFO
- */
-extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- *  \brief Log a message with SDL_LOG_PRIORITY_WARN
- */
-extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- *  \brief Log a message with SDL_LOG_PRIORITY_ERROR
- */
-extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- *  \brief Log a message with SDL_LOG_PRIORITY_CRITICAL
- */
-extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
-
-/**
- *  \brief Log a message with the specified category and priority.
- */
-extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
-                                            SDL_LogPriority priority,
-                                            SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
-
-/**
- *  \brief Log a message with the specified category and priority.
- */
-extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
-                                             SDL_LogPriority priority,
-                                             const char *fmt, va_list ap);
-
-/**
- *  \brief The prototype for the log output function
- */
-typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
-
-/**
- *  \brief Get the current log output function.
- */
-extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
-
-/**
- *  \brief This function allows you to replace the default log output
- *         function with one of your own.
- */
-extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_log_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 161
bsp/simulator/SDL2-2.0.7/include/SDL_main.h

@@ -1,161 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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.
-*/
-
-#ifndef SDL_main_h_
-#define SDL_main_h_
-
-#include "SDL_stdinc.h"
-
-/**
- *  \file SDL_main.h
- *
- *  Redefine main() on some platforms so that it is called by SDL.
- */
-
-#ifndef SDL_MAIN_HANDLED
-#if defined(__WIN32__)
-/* On Windows SDL provides WinMain(), which parses the command line and passes
-   the arguments to your main function.
-
-   If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
- */
-#define SDL_MAIN_AVAILABLE
-
-#elif defined(__WINRT__)
-/* On WinRT, SDL provides a main function that initializes CoreApplication,
-   creating an instance of IFrameworkView in the process.
-
-   Please note that #include'ing SDL_main.h is not enough to get a main()
-   function working.  In non-XAML apps, the file,
-   src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
-   into the app itself.  In XAML apps, the function, SDL_WinRTRunApp must be
-   called, with a pointer to the Direct3D-hosted XAML control passed in.
-*/
-#define SDL_MAIN_NEEDED
-
-#elif defined(__IPHONEOS__)
-/* On iOS SDL provides a main function that creates an application delegate
-   and starts the iOS application run loop.
-
-   See src/video/uikit/SDL_uikitappdelegate.m for more details.
- */
-#define SDL_MAIN_NEEDED
-
-#elif defined(__ANDROID__)
-/* On Android SDL provides a Java class in SDLActivity.java that is the
-   main activity entry point.
-
-   See README-android.md for more details on extending that class.
- */
-#define SDL_MAIN_NEEDED
-
-#elif defined(__NACL__)
-/* On NACL we use ppapi_simple to set up the application helper code,
-   then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
-   starting the user main function.
-   All user code is run in a separate thread by ppapi_simple, thus
-   allowing for blocking io to take place via nacl_io
-*/
-#define SDL_MAIN_NEEDED
-
-#endif
-#endif /* SDL_MAIN_HANDLED */
-
-#ifdef __cplusplus
-#define C_LINKAGE   "C"
-#else
-#define C_LINKAGE
-#endif /* __cplusplus */
-
-/**
- *  \file SDL_main.h
- *
- *  The application's main() function must be called with C linkage,
- *  and should be declared like this:
- *  \code
- *  #ifdef __cplusplus
- *  extern "C"
- *  #endif
- *  int main(int argc, char *argv[])
- *  {
- *  }
- *  \endcode
- */
-
-#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
-#define main    SDL_main
-#endif
-
-/**
- *  The prototype for the application's main() function
- */
-extern C_LINKAGE DECLSPEC int SDL_main(int argc, char *argv[]);
-
-
-#include "begin_code.h"
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  This is called by the real SDL main function to let the rest of the
- *  library know that initialization was done properly.
- *
- *  Calling this yourself without knowing what you're doing can cause
- *  crashes and hard to diagnose problems with your application.
- */
-extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
-
-#ifdef __WIN32__
-
-/**
- *  This can be called to set the application class at startup
- */
-extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style,
-                                            void *hInst);
-extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
-
-#endif /* __WIN32__ */
-
-
-#ifdef __WINRT__
-
-/**
- *  \brief Initializes and launches an SDL/WinRT application.
- *
- *  \param mainFunction The SDL app's C-style main().
- *  \param reserved Reserved for future use; should be NULL
- *  \return 0 on success, -1 on failure.  On failure, use SDL_GetError to retrieve more
- *      information on the failure.
- */
-extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * reserved);
-
-#endif /* __WINRT__ */
-
-
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_main_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 144
bsp/simulator/SDL2-2.0.7/include/SDL_messagebox.h

@@ -1,144 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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.
-*/
-
-#ifndef SDL_messagebox_h_
-#define SDL_messagebox_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_video.h"      /* For SDL_Window */
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief SDL_MessageBox flags. If supported will display warning icon, etc.
- */
-typedef enum
-{
-    SDL_MESSAGEBOX_ERROR        = 0x00000010,   /**< error dialog */
-    SDL_MESSAGEBOX_WARNING      = 0x00000020,   /**< warning dialog */
-    SDL_MESSAGEBOX_INFORMATION  = 0x00000040    /**< informational dialog */
-} SDL_MessageBoxFlags;
-
-/**
- * \brief Flags for SDL_MessageBoxButtonData.
- */
-typedef enum
-{
-    SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001,  /**< Marks the default button when return is hit */
-    SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002   /**< Marks the default button when escape is hit */
-} SDL_MessageBoxButtonFlags;
-
-/**
- *  \brief Individual button data.
- */
-typedef struct
-{
-    Uint32 flags;       /**< ::SDL_MessageBoxButtonFlags */
-    int buttonid;       /**< User defined button id (value returned via SDL_ShowMessageBox) */
-    const char * text;  /**< The UTF-8 button text */
-} SDL_MessageBoxButtonData;
-
-/**
- * \brief RGB value used in a message box color scheme
- */
-typedef struct
-{
-    Uint8 r, g, b;
-} SDL_MessageBoxColor;
-
-typedef enum
-{
-    SDL_MESSAGEBOX_COLOR_BACKGROUND,
-    SDL_MESSAGEBOX_COLOR_TEXT,
-    SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
-    SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
-    SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
-    SDL_MESSAGEBOX_COLOR_MAX
-} SDL_MessageBoxColorType;
-
-/**
- * \brief A set of colors to use for message box dialogs
- */
-typedef struct
-{
-    SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
-} SDL_MessageBoxColorScheme;
-
-/**
- *  \brief MessageBox structure containing title, text, window, etc.
- */
-typedef struct
-{
-    Uint32 flags;                       /**< ::SDL_MessageBoxFlags */
-    SDL_Window *window;                 /**< Parent window, can be NULL */
-    const char *title;                  /**< UTF-8 title */
-    const char *message;                /**< UTF-8 message text */
-
-    int numbuttons;
-    const SDL_MessageBoxButtonData *buttons;
-
-    const SDL_MessageBoxColorScheme *colorScheme;   /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
-} SDL_MessageBoxData;
-
-/**
- *  \brief Create a modal message box.
- *
- *  \param messageboxdata The SDL_MessageBoxData structure with title, text, etc.
- *  \param buttonid The pointer to which user id of hit button should be copied.
- *
- *  \return -1 on error, otherwise 0 and buttonid contains user id of button
- *          hit or -1 if dialog was closed.
- *
- *  \note This function should be called on the thread that created the parent
- *        window, or on the main thread if the messagebox has no parent.  It will
- *        block execution of that thread until the user clicks a button or
- *        closes the messagebox.
- */
-extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
-
-/**
- *  \brief Create a simple modal message box
- *
- *  \param flags    ::SDL_MessageBoxFlags
- *  \param title    UTF-8 title text
- *  \param message  UTF-8 message text
- *  \param window   The parent window, or NULL for no parent
- *
- *  \return 0 on success, -1 on error
- *
- *  \sa SDL_ShowMessageBox
- */
-extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_messagebox_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 302
bsp/simulator/SDL2-2.0.7/include/SDL_mouse.h

@@ -1,302 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_mouse.h
- *
- *  Include file for SDL mouse event handling.
- */
-
-#ifndef SDL_mouse_h_
-#define SDL_mouse_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-typedef struct SDL_Cursor SDL_Cursor;   /**< Implementation dependent */
-
-/**
- * \brief Cursor types for SDL_CreateSystemCursor().
- */
-typedef enum
-{
-    SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */
-    SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */
-    SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */
-    SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
-    SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
-    SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */
-    SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */
-    SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */
-    SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */
-    SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */
-    SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */
-    SDL_SYSTEM_CURSOR_HAND,      /**< Hand */
-    SDL_NUM_SYSTEM_CURSORS
-} SDL_SystemCursor;
-
-/**
- * \brief Scroll direction types for the Scroll event
- */
-typedef enum
-{
-    SDL_MOUSEWHEEL_NORMAL,    /**< The scroll direction is normal */
-    SDL_MOUSEWHEEL_FLIPPED    /**< The scroll direction is flipped / natural */
-} SDL_MouseWheelDirection;
-
-/* Function prototypes */
-
-/**
- *  \brief Get the window which currently has mouse focus.
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
-
-/**
- *  \brief Retrieve the current state of the mouse.
- *
- *  The current button state is returned as a button bitmask, which can
- *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
- *  mouse cursor position relative to the focus window for the currently
- *  selected mouse.  You can pass NULL for either x or y.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
-
-/**
- *  \brief Get the current state of the mouse, in relation to the desktop
- *
- *  This works just like SDL_GetMouseState(), but the coordinates will be
- *  reported relative to the top-left of the desktop. This can be useful if
- *  you need to track the mouse outside of a specific window and
- *  SDL_CaptureMouse() doesn't fit your needs. For example, it could be
- *  useful if you need to track the mouse while dragging a window, where
- *  coordinates relative to a window might not be in sync at all times.
- *
- *  \note SDL_GetMouseState() returns the mouse position as SDL understands
- *        it from the last pump of the event queue. This function, however,
- *        queries the OS for the current mouse position, and as such, might
- *        be a slightly less efficient function. Unless you know what you're
- *        doing and have a good reason to use this function, you probably want
- *        SDL_GetMouseState() instead.
- *
- *  \param x Returns the current X coord, relative to the desktop. Can be NULL.
- *  \param y Returns the current Y coord, relative to the desktop. Can be NULL.
- *  \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
- *
- *  \sa SDL_GetMouseState
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
-
-/**
- *  \brief Retrieve the relative state of the mouse.
- *
- *  The current button state is returned as a button bitmask, which can
- *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
- *  mouse deltas since the last call to SDL_GetRelativeMouseState().
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
-
-/**
- *  \brief Moves the mouse to the given position within the window.
- *
- *  \param window The window to move the mouse into, or NULL for the current mouse focus
- *  \param x The x coordinate within the window
- *  \param y The y coordinate within the window
- *
- *  \note This function generates a mouse motion event
- */
-extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
-                                                   int x, int y);
-
-/**
- *  \brief Moves the mouse to the given position in global screen space.
- *
- *  \param x The x coordinate
- *  \param y The y coordinate
- *  \return 0 on success, -1 on error (usually: unsupported by a platform).
- *
- *  \note This function generates a mouse motion event
- */
-extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
-
-/**
- *  \brief Set relative mouse mode.
- *
- *  \param enabled Whether or not to enable relative mode
- *
- *  \return 0 on success, or -1 if relative mode is not supported.
- *
- *  While the mouse is in relative mode, the cursor is hidden, and the
- *  driver will try to report continuous motion in the current window.
- *  Only relative motion events will be delivered, the mouse position
- *  will not change.
- *
- *  \note This function will flush any pending mouse motion.
- *
- *  \sa SDL_GetRelativeMouseMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
-
-/**
- *  \brief Capture the mouse, to track input outside an SDL window.
- *
- *  \param enabled Whether or not to enable capturing
- *
- *  Capturing enables your app to obtain mouse events globally, instead of
- *  just within your window. Not all video targets support this function.
- *  When capturing is enabled, the current window will get all mouse events,
- *  but unlike relative mode, no change is made to the cursor and it is
- *  not restrained to your window.
- *
- *  This function may also deny mouse input to other windows--both those in
- *  your application and others on the system--so you should use this
- *  function sparingly, and in small bursts. For example, you might want to
- *  track the mouse while the user is dragging something, until the user
- *  releases a mouse button. It is not recommended that you capture the mouse
- *  for long periods of time, such as the entire time your app is running.
- *
- *  While captured, mouse events still report coordinates relative to the
- *  current (foreground) window, but those coordinates may be outside the
- *  bounds of the window (including negative values). Capturing is only
- *  allowed for the foreground window. If the window loses focus while
- *  capturing, the capture will be disabled automatically.
- *
- *  While capturing is enabled, the current window will have the
- *  SDL_WINDOW_MOUSE_CAPTURE flag set.
- *
- *  \return 0 on success, or -1 if not supported.
- */
-extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
-
-/**
- *  \brief Query whether relative mouse mode is enabled.
- *
- *  \sa SDL_SetRelativeMouseMode()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
-
-/**
- *  \brief Create a cursor, using the specified bitmap data and
- *         mask (in MSB format).
- *
- *  The cursor width must be a multiple of 8 bits.
- *
- *  The cursor is created in black and white according to the following:
- *  <table>
- *  <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
- *  <tr><td>  0   </td><td>  1   </td><td> White </td></tr>
- *  <tr><td>  1   </td><td>  1   </td><td> Black </td></tr>
- *  <tr><td>  0   </td><td>  0   </td><td> Transparent </td></tr>
- *  <tr><td>  1   </td><td>  0   </td><td> Inverted color if possible, black
- *                                         if not. </td></tr>
- *  </table>
- *
- *  \sa SDL_FreeCursor()
- */
-extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
-                                                     const Uint8 * mask,
-                                                     int w, int h, int hot_x,
-                                                     int hot_y);
-
-/**
- *  \brief Create a color cursor.
- *
- *  \sa SDL_FreeCursor()
- */
-extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
-                                                          int hot_x,
-                                                          int hot_y);
-
-/**
- *  \brief Create a system cursor.
- *
- *  \sa SDL_FreeCursor()
- */
-extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
-
-/**
- *  \brief Set the active cursor.
- */
-extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
-
-/**
- *  \brief Return the active cursor.
- */
-extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
-
-/**
- *  \brief Return the default cursor.
- */
-extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
-
-/**
- *  \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
- *
- *  \sa SDL_CreateCursor()
- *  \sa SDL_CreateColorCursor()
- *  \sa SDL_CreateSystemCursor()
- */
-extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
-
-/**
- *  \brief Toggle whether or not the cursor is shown.
- *
- *  \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
- *                state.
- *
- *  \return 1 if the cursor is shown, or 0 if the cursor is hidden.
- */
-extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
-
-/**
- *  Used as a mask when testing buttons in buttonstate.
- *   - Button 1:  Left mouse button
- *   - Button 2:  Middle mouse button
- *   - Button 3:  Right mouse button
- */
-#define SDL_BUTTON(X)       (1 << ((X)-1))
-#define SDL_BUTTON_LEFT     1
-#define SDL_BUTTON_MIDDLE   2
-#define SDL_BUTTON_RIGHT    3
-#define SDL_BUTTON_X1       4
-#define SDL_BUTTON_X2       5
-#define SDL_BUTTON_LMASK    SDL_BUTTON(SDL_BUTTON_LEFT)
-#define SDL_BUTTON_MMASK    SDL_BUTTON(SDL_BUTTON_MIDDLE)
-#define SDL_BUTTON_RMASK    SDL_BUTTON(SDL_BUTTON_RIGHT)
-#define SDL_BUTTON_X1MASK   SDL_BUTTON(SDL_BUTTON_X1)
-#define SDL_BUTTON_X2MASK   SDL_BUTTON(SDL_BUTTON_X2)
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_mouse_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 251
bsp/simulator/SDL2-2.0.7/include/SDL_mutex.h

@@ -1,251 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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.
-*/
-
-#ifndef SDL_mutex_h_
-#define SDL_mutex_h_
-
-/**
- *  \file SDL_mutex.h
- *
- *  Functions to provide thread synchronization primitives.
- */
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  Synchronization functions which can time out return this value
- *  if they time out.
- */
-#define SDL_MUTEX_TIMEDOUT  1
-
-/**
- *  This is the timeout value which corresponds to never time out.
- */
-#define SDL_MUTEX_MAXWAIT   (~(Uint32)0)
-
-
-/**
- *  \name Mutex functions
- */
-/* @{ */
-
-/* The SDL mutex structure, defined in SDL_sysmutex.c */
-struct SDL_mutex;
-typedef struct SDL_mutex SDL_mutex;
-
-/**
- *  Create a mutex, initialized unlocked.
- */
-extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
-
-/**
- *  Lock the mutex.
- *
- *  \return 0, or -1 on error.
- */
-#define SDL_mutexP(m)   SDL_LockMutex(m)
-extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
-
-/**
- *  Try to lock the mutex
- *
- *  \return 0, SDL_MUTEX_TIMEDOUT, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
-
-/**
- *  Unlock the mutex.
- *
- *  \return 0, or -1 on error.
- *
- *  \warning It is an error to unlock a mutex that has not been locked by
- *           the current thread, and doing so results in undefined behavior.
- */
-#define SDL_mutexV(m)   SDL_UnlockMutex(m)
-extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
-
-/**
- *  Destroy a mutex.
- */
-extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
-
-/* @} *//* Mutex functions */
-
-
-/**
- *  \name Semaphore functions
- */
-/* @{ */
-
-/* The SDL semaphore structure, defined in SDL_syssem.c */
-struct SDL_semaphore;
-typedef struct SDL_semaphore SDL_sem;
-
-/**
- *  Create a semaphore, initialized with value, returns NULL on failure.
- */
-extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
-
-/**
- *  Destroy a semaphore.
- */
-extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
-
-/**
- *  This function suspends the calling thread until the semaphore pointed
- *  to by \c sem has a positive count. It then atomically decreases the
- *  semaphore count.
- */
-extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
-
-/**
- *  Non-blocking variant of SDL_SemWait().
- *
- *  \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait would
- *          block, and -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
-
-/**
- *  Variant of SDL_SemWait() with a timeout in milliseconds.
- *
- *  \return 0 if the wait succeeds, ::SDL_MUTEX_TIMEDOUT if the wait does not
- *          succeed in the allotted time, and -1 on error.
- *
- *  \warning On some platforms this function is implemented by looping with a
- *           delay of 1 ms, and so should be avoided if possible.
- */
-extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
-
-/**
- *  Atomically increases the semaphore's count (not blocking).
- *
- *  \return 0, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
-
-/**
- *  Returns the current count of the semaphore.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
-
-/* @} *//* Semaphore functions */
-
-
-/**
- *  \name Condition variable functions
- */
-/* @{ */
-
-/* The SDL condition variable structure, defined in SDL_syscond.c */
-struct SDL_cond;
-typedef struct SDL_cond SDL_cond;
-
-/**
- *  Create a condition variable.
- *
- *  Typical use of condition variables:
- *
- *  Thread A:
- *    SDL_LockMutex(lock);
- *    while ( ! condition ) {
- *        SDL_CondWait(cond, lock);
- *    }
- *    SDL_UnlockMutex(lock);
- *
- *  Thread B:
- *    SDL_LockMutex(lock);
- *    ...
- *    condition = true;
- *    ...
- *    SDL_CondSignal(cond);
- *    SDL_UnlockMutex(lock);
- *
- *  There is some discussion whether to signal the condition variable
- *  with the mutex locked or not.  There is some potential performance
- *  benefit to unlocking first on some platforms, but there are some
- *  potential race conditions depending on how your code is structured.
- *
- *  In general it's safer to signal the condition variable while the
- *  mutex is locked.
- */
-extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
-
-/**
- *  Destroy a condition variable.
- */
-extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
-
-/**
- *  Restart one of the threads that are waiting on the condition variable.
- *
- *  \return 0 or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
-
-/**
- *  Restart all threads that are waiting on the condition variable.
- *
- *  \return 0 or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
-
-/**
- *  Wait on the condition variable, unlocking the provided mutex.
- *
- *  \warning The mutex must be locked before entering this function!
- *
- *  The mutex is re-locked once the condition variable is signaled.
- *
- *  \return 0 when it is signaled, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
-
-/**
- *  Waits for at most \c ms milliseconds, and returns 0 if the condition
- *  variable is signaled, ::SDL_MUTEX_TIMEDOUT if the condition is not
- *  signaled in the allotted time, and -1 on error.
- *
- *  \warning On some platforms this function is implemented by looping with a
- *           delay of 1 ms, and so should be avoided if possible.
- */
-extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
-                                                SDL_mutex * mutex, Uint32 ms);
-
-/* @} *//* Condition variable functions */
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_mutex_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 148
bsp/simulator/SDL2-2.0.7/include/SDL_rect.h

@@ -1,148 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_rect.h
- *
- *  Header file for SDL_rect definition and management functions.
- */
-
-#ifndef SDL_rect_h_
-#define SDL_rect_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_pixels.h"
-#include "SDL_rwops.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief  The structure that defines a point
- *
- *  \sa SDL_EnclosePoints
- *  \sa SDL_PointInRect
- */
-typedef struct SDL_Point
-{
-    int x;
-    int y;
-} SDL_Point;
-
-/**
- *  \brief A rectangle, with the origin at the upper left.
- *
- *  \sa SDL_RectEmpty
- *  \sa SDL_RectEquals
- *  \sa SDL_HasIntersection
- *  \sa SDL_IntersectRect
- *  \sa SDL_UnionRect
- *  \sa SDL_EnclosePoints
- */
-typedef struct SDL_Rect
-{
-    int x, y;
-    int w, h;
-} SDL_Rect;
-
-/**
- *  \brief Returns true if point resides inside a rectangle.
- */
-SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
-{
-    return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
-             (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
-}
-
-/**
- *  \brief Returns true if the rectangle has no area.
- */
-SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
-{
-    return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
-}
-
-/**
- *  \brief Returns true if the two rectangles are equal.
- */
-SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
-{
-    return (a && b && (a->x == b->x) && (a->y == b->y) &&
-            (a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
-}
-
-/**
- *  \brief Determine whether two rectangles intersect.
- *
- *  \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
-                                                     const SDL_Rect * B);
-
-/**
- *  \brief Calculate the intersection of two rectangles.
- *
- *  \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
-                                                   const SDL_Rect * B,
-                                                   SDL_Rect * result);
-
-/**
- *  \brief Calculate the union of two rectangles.
- */
-extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
-                                           const SDL_Rect * B,
-                                           SDL_Rect * result);
-
-/**
- *  \brief Calculate a minimal rectangle enclosing a set of points
- *
- *  \return SDL_TRUE if any points were within the clipping rect
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
-                                                   int count,
-                                                   const SDL_Rect * clip,
-                                                   SDL_Rect * result);
-
-/**
- *  \brief Calculate the intersection of a rectangle and line segment.
- *
- *  \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
-                                                          rect, int *X1,
-                                                          int *Y1, int *X2,
-                                                          int *Y2);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_rect_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 910
bsp/simulator/SDL2-2.0.7/include/SDL_render.h

@@ -1,910 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_render.h
- *
- *  Header file for SDL 2D rendering functions.
- *
- *  This API supports the following features:
- *      * single pixel points
- *      * single pixel lines
- *      * filled rectangles
- *      * texture images
- *
- *  The primitives may be drawn in opaque, blended, or additive modes.
- *
- *  The texture images may be drawn in opaque, blended, or additive modes.
- *  They can have an additional color tint or alpha modulation applied to
- *  them, and may also be stretched with linear interpolation.
- *
- *  This API is designed to accelerate simple 2D operations. You may
- *  want more functionality such as polygons and particle effects and
- *  in that case you should use SDL's OpenGL/Direct3D support or one
- *  of the many good 3D engines.
- *
- *  These functions must be called from the main thread.
- *  See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
- */
-
-#ifndef SDL_render_h_
-#define SDL_render_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_rect.h"
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief Flags used when creating a rendering context
- */
-typedef enum
-{
-    SDL_RENDERER_SOFTWARE = 0x00000001,         /**< The renderer is a software fallback */
-    SDL_RENDERER_ACCELERATED = 0x00000002,      /**< The renderer uses hardware
-                                                     acceleration */
-    SDL_RENDERER_PRESENTVSYNC = 0x00000004,     /**< Present is synchronized
-                                                     with the refresh rate */
-    SDL_RENDERER_TARGETTEXTURE = 0x00000008     /**< The renderer supports
-                                                     rendering to texture */
-} SDL_RendererFlags;
-
-/**
- *  \brief Information on the capabilities of a render driver or context.
- */
-typedef struct SDL_RendererInfo
-{
-    const char *name;           /**< The name of the renderer */
-    Uint32 flags;               /**< Supported ::SDL_RendererFlags */
-    Uint32 num_texture_formats; /**< The number of available texture formats */
-    Uint32 texture_formats[16]; /**< The available texture formats */
-    int max_texture_width;      /**< The maximum texture width */
-    int max_texture_height;     /**< The maximum texture height */
-} SDL_RendererInfo;
-
-/**
- *  \brief The access pattern allowed for a texture.
- */
-typedef enum
-{
-    SDL_TEXTUREACCESS_STATIC,    /**< Changes rarely, not lockable */
-    SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
-    SDL_TEXTUREACCESS_TARGET     /**< Texture can be used as a render target */
-} SDL_TextureAccess;
-
-/**
- *  \brief The texture channel modulation used in SDL_RenderCopy().
- */
-typedef enum
-{
-    SDL_TEXTUREMODULATE_NONE = 0x00000000,     /**< No modulation */
-    SDL_TEXTUREMODULATE_COLOR = 0x00000001,    /**< srcC = srcC * color */
-    SDL_TEXTUREMODULATE_ALPHA = 0x00000002     /**< srcA = srcA * alpha */
-} SDL_TextureModulate;
-
-/**
- *  \brief Flip constants for SDL_RenderCopyEx
- */
-typedef enum
-{
-    SDL_FLIP_NONE = 0x00000000,     /**< Do not flip */
-    SDL_FLIP_HORIZONTAL = 0x00000001,    /**< flip horizontally */
-    SDL_FLIP_VERTICAL = 0x00000002     /**< flip vertically */
-} SDL_RendererFlip;
-
-/**
- *  \brief A structure representing rendering state
- */
-struct SDL_Renderer;
-typedef struct SDL_Renderer SDL_Renderer;
-
-/**
- *  \brief An efficient driver-specific representation of pixel data
- */
-struct SDL_Texture;
-typedef struct SDL_Texture SDL_Texture;
-
-
-/* Function prototypes */
-
-/**
- *  \brief Get the number of 2D rendering drivers available for the current
- *         display.
- *
- *  A render driver is a set of code that handles rendering and texture
- *  management on a particular display.  Normally there is only one, but
- *  some drivers may have several available with different capabilities.
- *
- *  \sa SDL_GetRenderDriverInfo()
- *  \sa SDL_CreateRenderer()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
-
-/**
- *  \brief Get information about a specific 2D rendering driver for the current
- *         display.
- *
- *  \param index The index of the driver to query information about.
- *  \param info  A pointer to an SDL_RendererInfo struct to be filled with
- *               information on the rendering driver.
- *
- *  \return 0 on success, -1 if the index was out of range.
- *
- *  \sa SDL_CreateRenderer()
- */
-extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
-                                                    SDL_RendererInfo * info);
-
-/**
- *  \brief Create a window and default renderer
- *
- *  \param width    The width of the window
- *  \param height   The height of the window
- *  \param window_flags The flags used to create the window
- *  \param window   A pointer filled with the window, or NULL on error
- *  \param renderer A pointer filled with the renderer, or NULL on error
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
-                                int width, int height, Uint32 window_flags,
-                                SDL_Window **window, SDL_Renderer **renderer);
-
-
-/**
- *  \brief Create a 2D rendering context for a window.
- *
- *  \param window The window where rendering is displayed.
- *  \param index    The index of the rendering driver to initialize, or -1 to
- *                  initialize the first one supporting the requested flags.
- *  \param flags    ::SDL_RendererFlags.
- *
- *  \return A valid rendering context or NULL if there was an error.
- *
- *  \sa SDL_CreateSoftwareRenderer()
- *  \sa SDL_GetRendererInfo()
- *  \sa SDL_DestroyRenderer()
- */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
-                                               int index, Uint32 flags);
-
-/**
- *  \brief Create a 2D software rendering context for a surface.
- *
- *  \param surface The surface where rendering is done.
- *
- *  \return A valid rendering context or NULL if there was an error.
- *
- *  \sa SDL_CreateRenderer()
- *  \sa SDL_DestroyRenderer()
- */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
-
-/**
- *  \brief Get the renderer associated with a window.
- */
-extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
-
-/**
- *  \brief Get information about a rendering context.
- */
-extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
-                                                SDL_RendererInfo * info);
-
-/**
- *  \brief Get the output size in pixels of a rendering context.
- */
-extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
-                                                      int *w, int *h);
-
-/**
- *  \brief Create a texture for a rendering context.
- *
- *  \param renderer The renderer.
- *  \param format The format of the texture.
- *  \param access One of the enumerated values in ::SDL_TextureAccess.
- *  \param w      The width of the texture in pixels.
- *  \param h      The height of the texture in pixels.
- *
- *  \return The created texture is returned, or NULL if no rendering context was
- *          active,  the format was unsupported, or the width or height were out
- *          of range.
- *
- *  \note The contents of the texture are not defined at creation.
- *
- *  \sa SDL_QueryTexture()
- *  \sa SDL_UpdateTexture()
- *  \sa SDL_DestroyTexture()
- */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
-                                                        Uint32 format,
-                                                        int access, int w,
-                                                        int h);
-
-/**
- *  \brief Create a texture from an existing surface.
- *
- *  \param renderer The renderer.
- *  \param surface The surface containing pixel data used to fill the texture.
- *
- *  \return The created texture is returned, or NULL on error.
- *
- *  \note The surface is not modified or freed by this function.
- *
- *  \sa SDL_QueryTexture()
- *  \sa SDL_DestroyTexture()
- */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
-
-/**
- *  \brief Query the attributes of a texture
- *
- *  \param texture A texture to be queried.
- *  \param format  A pointer filled in with the raw format of the texture.  The
- *                 actual format may differ, but pixel transfers will use this
- *                 format.
- *  \param access  A pointer filled in with the actual access to the texture.
- *  \param w       A pointer filled in with the width of the texture in pixels.
- *  \param h       A pointer filled in with the height of the texture in pixels.
- *
- *  \return 0 on success, or -1 if the texture is not valid.
- */
-extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
-                                             Uint32 * format, int *access,
-                                             int *w, int *h);
-
-/**
- *  \brief Set an additional color value used in render copy operations.
- *
- *  \param texture The texture to update.
- *  \param r       The red color value multiplied into copy operations.
- *  \param g       The green color value multiplied into copy operations.
- *  \param b       The blue color value multiplied into copy operations.
- *
- *  \return 0 on success, or -1 if the texture is not valid or color modulation
- *          is not supported.
- *
- *  \sa SDL_GetTextureColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
-                                                   Uint8 r, Uint8 g, Uint8 b);
-
-
-/**
- *  \brief Get the additional color value used in render copy operations.
- *
- *  \param texture The texture to query.
- *  \param r         A pointer filled in with the current red color value.
- *  \param g         A pointer filled in with the current green color value.
- *  \param b         A pointer filled in with the current blue color value.
- *
- *  \return 0 on success, or -1 if the texture is not valid.
- *
- *  \sa SDL_SetTextureColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
-                                                   Uint8 * r, Uint8 * g,
-                                                   Uint8 * b);
-
-/**
- *  \brief Set an additional alpha value used in render copy operations.
- *
- *  \param texture The texture to update.
- *  \param alpha     The alpha value multiplied into copy operations.
- *
- *  \return 0 on success, or -1 if the texture is not valid or alpha modulation
- *          is not supported.
- *
- *  \sa SDL_GetTextureAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
-                                                   Uint8 alpha);
-
-/**
- *  \brief Get the additional alpha value used in render copy operations.
- *
- *  \param texture The texture to query.
- *  \param alpha     A pointer filled in with the current alpha value.
- *
- *  \return 0 on success, or -1 if the texture is not valid.
- *
- *  \sa SDL_SetTextureAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
-                                                   Uint8 * alpha);
-
-/**
- *  \brief Set the blend mode used for texture copy operations.
- *
- *  \param texture The texture to update.
- *  \param blendMode ::SDL_BlendMode to use for texture blending.
- *
- *  \return 0 on success, or -1 if the texture is not valid or the blend mode is
- *          not supported.
- *
- *  \note If the blend mode is not supported, the closest supported mode is
- *        chosen.
- *
- *  \sa SDL_GetTextureBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
-                                                    SDL_BlendMode blendMode);
-
-/**
- *  \brief Get the blend mode used for texture copy operations.
- *
- *  \param texture   The texture to query.
- *  \param blendMode A pointer filled in with the current blend mode.
- *
- *  \return 0 on success, or -1 if the texture is not valid.
- *
- *  \sa SDL_SetTextureBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
-                                                    SDL_BlendMode *blendMode);
-
-/**
- *  \brief Update the given texture rectangle with new pixel data.
- *
- *  \param texture   The texture to update
- *  \param rect      A pointer to the rectangle of pixels to update, or NULL to
- *                   update the entire texture.
- *  \param pixels    The raw pixel data in the format of the texture.
- *  \param pitch     The number of bytes in a row of pixel data, including padding between lines.
- *
- *  The pixel data must be in the format of the texture. The pixel format can be
- *  queried with SDL_QueryTexture.
- *
- *  \return 0 on success, or -1 if the texture is not valid.
- *
- *  \note This is a fairly slow function.
- */
-extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
-                                              const SDL_Rect * rect,
-                                              const void *pixels, int pitch);
-
-/**
- *  \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
- *
- *  \param texture   The texture to update
- *  \param rect      A pointer to the rectangle of pixels to update, or NULL to
- *                   update the entire texture.
- *  \param Yplane    The raw pixel data for the Y plane.
- *  \param Ypitch    The number of bytes between rows of pixel data for the Y plane.
- *  \param Uplane    The raw pixel data for the U plane.
- *  \param Upitch    The number of bytes between rows of pixel data for the U plane.
- *  \param Vplane    The raw pixel data for the V plane.
- *  \param Vpitch    The number of bytes between rows of pixel data for the V plane.
- *
- *  \return 0 on success, or -1 if the texture is not valid.
- *
- *  \note You can use SDL_UpdateTexture() as long as your pixel data is
- *        a contiguous block of Y and U/V planes in the proper order, but
- *        this function is available if your pixel data is not contiguous.
- */
-extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
-                                                 const SDL_Rect * rect,
-                                                 const Uint8 *Yplane, int Ypitch,
-                                                 const Uint8 *Uplane, int Upitch,
-                                                 const Uint8 *Vplane, int Vpitch);
-
-/**
- *  \brief Lock a portion of the texture for write-only pixel access.
- *
- *  \param texture   The texture to lock for access, which was created with
- *                   ::SDL_TEXTUREACCESS_STREAMING.
- *  \param rect      A pointer to the rectangle to lock for access. If the rect
- *                   is NULL, the entire texture will be locked.
- *  \param pixels    This is filled in with a pointer to the locked pixels,
- *                   appropriately offset by the locked area.
- *  \param pitch     This is filled in with the pitch of the locked pixels.
- *
- *  \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
- *
- *  \sa SDL_UnlockTexture()
- */
-extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
-                                            const SDL_Rect * rect,
-                                            void **pixels, int *pitch);
-
-/**
- *  \brief Unlock a texture, uploading the changes to video memory, if needed.
- *
- *  \sa SDL_LockTexture()
- */
-extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
-
-/**
- * \brief Determines whether a window supports the use of render targets
- *
- * \param renderer The renderer that will be checked
- *
- * \return SDL_TRUE if supported, SDL_FALSE if not.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
-
-/**
- * \brief Set a texture as the current rendering target.
- *
- * \param renderer The renderer.
- * \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target
- *
- * \return 0 on success, or -1 on error
- *
- *  \sa SDL_GetRenderTarget()
- */
-extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
-                                                SDL_Texture *texture);
-
-/**
- * \brief Get the current render target or NULL for the default render target.
- *
- * \return The current render target
- *
- *  \sa SDL_SetRenderTarget()
- */
-extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
-
-/**
- *  \brief Set device independent resolution for rendering
- *
- *  \param renderer The renderer for which resolution should be set.
- *  \param w      The width of the logical resolution
- *  \param h      The height of the logical resolution
- *
- *  This function uses the viewport and scaling functionality to allow a fixed logical
- *  resolution for rendering, regardless of the actual output resolution.  If the actual
- *  output resolution doesn't have the same aspect ratio the output rendering will be
- *  centered within the output display.
- *
- *  If the output display is a window, mouse events in the window will be filtered
- *  and scaled so they seem to arrive within the logical resolution.
- *
- *  \note If this function results in scaling or subpixel drawing by the
- *        rendering backend, it will be handled using the appropriate
- *        quality hints.
- *
- *  \sa SDL_RenderGetLogicalSize()
- *  \sa SDL_RenderSetScale()
- *  \sa SDL_RenderSetViewport()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
-
-/**
- *  \brief Get device independent resolution for rendering
- *
- *  \param renderer The renderer from which resolution should be queried.
- *  \param w      A pointer filled with the width of the logical resolution
- *  \param h      A pointer filled with the height of the logical resolution
- *
- *  \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
-
-/**
- *  \brief Set whether to force integer scales for resolution-independent rendering
- *
- *  \param renderer The renderer for which integer scaling should be set.
- *  \param enable   Enable or disable integer scaling
- *
- *  This function restricts the logical viewport to integer values - that is, when
- *  a resolution is between two multiples of a logical size, the viewport size is
- *  rounded down to the lower multiple.
- *
- *  \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
-                                                      SDL_bool enable);
-
-/**
- *  \brief Get whether integer scales are forced for resolution-independent rendering
- *
- *  \param renderer The renderer from which integer scaling should be queried.
- *
- *  \sa SDL_RenderSetIntegerScale()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
-
-/**
- *  \brief Set the drawing area for rendering on the current target.
- *
- *  \param renderer The renderer for which the drawing area should be set.
- *  \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target.
- *
- *  The x,y of the viewport rect represents the origin for rendering.
- *
- *  \return 0 on success, or -1 on error
- *
- *  \note If the window associated with the renderer is resized, the viewport is automatically reset.
- *
- *  \sa SDL_RenderGetViewport()
- *  \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
-                                                  const SDL_Rect * rect);
-
-/**
- *  \brief Get the drawing area for the current target.
- *
- *  \sa SDL_RenderSetViewport()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
-                                                   SDL_Rect * rect);
-
-/**
- *  \brief Set the clip rectangle for the current target.
- *
- *  \param renderer The renderer for which clip rectangle should be set.
- *  \param rect   A pointer to the rectangle to set as the clip rectangle, or
- *                NULL to disable clipping.
- *
- *  \return 0 on success, or -1 on error
- *
- *  \sa SDL_RenderGetClipRect()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
-                                                  const SDL_Rect * rect);
-
-/**
- *  \brief Get the clip rectangle for the current target.
- *
- *  \param renderer The renderer from which clip rectangle should be queried.
- *  \param rect   A pointer filled in with the current clip rectangle, or
- *                an empty rectangle if clipping is disabled.
- *
- *  \sa SDL_RenderSetClipRect()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
-                                                   SDL_Rect * rect);
-
-/**
- *  \brief Get whether clipping is enabled on the given renderer.
- *
- *  \param renderer The renderer from which clip state should be queried.
- *
- *  \sa SDL_RenderGetClipRect()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
-
-
-/**
- *  \brief Set the drawing scale for rendering on the current target.
- *
- *  \param renderer The renderer for which the drawing scale should be set.
- *  \param scaleX The horizontal scaling factor
- *  \param scaleY The vertical scaling factor
- *
- *  The drawing coordinates are scaled by the x/y scaling factors
- *  before they are used by the renderer.  This allows resolution
- *  independent drawing with a single coordinate system.
- *
- *  \note If this results in scaling or subpixel drawing by the
- *        rendering backend, it will be handled using the appropriate
- *        quality hints.  For best results use integer scaling factors.
- *
- *  \sa SDL_RenderGetScale()
- *  \sa SDL_RenderSetLogicalSize()
- */
-extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
-                                               float scaleX, float scaleY);
-
-/**
- *  \brief Get the drawing scale for the current target.
- *
- *  \param renderer The renderer from which drawing scale should be queried.
- *  \param scaleX A pointer filled in with the horizontal scaling factor
- *  \param scaleY A pointer filled in with the vertical scaling factor
- *
- *  \sa SDL_RenderSetScale()
- */
-extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
-                                               float *scaleX, float *scaleY);
-
-/**
- *  \brief Set the color used for drawing operations (Rect, Line and Clear).
- *
- *  \param renderer The renderer for which drawing color should be set.
- *  \param r The red value used to draw on the rendering target.
- *  \param g The green value used to draw on the rendering target.
- *  \param b The blue value used to draw on the rendering target.
- *  \param a The alpha value used to draw on the rendering target, usually
- *           ::SDL_ALPHA_OPAQUE (255).
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
-                                           Uint8 r, Uint8 g, Uint8 b,
-                                           Uint8 a);
-
-/**
- *  \brief Get the color used for drawing operations (Rect, Line and Clear).
- *
- *  \param renderer The renderer from which drawing color should be queried.
- *  \param r A pointer to the red value used to draw on the rendering target.
- *  \param g A pointer to the green value used to draw on the rendering target.
- *  \param b A pointer to the blue value used to draw on the rendering target.
- *  \param a A pointer to the alpha value used to draw on the rendering target,
- *           usually ::SDL_ALPHA_OPAQUE (255).
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
-                                           Uint8 * r, Uint8 * g, Uint8 * b,
-                                           Uint8 * a);
-
-/**
- *  \brief Set the blend mode used for drawing operations (Fill and Line).
- *
- *  \param renderer The renderer for which blend mode should be set.
- *  \param blendMode ::SDL_BlendMode to use for blending.
- *
- *  \return 0 on success, or -1 on error
- *
- *  \note If the blend mode is not supported, the closest supported mode is
- *        chosen.
- *
- *  \sa SDL_GetRenderDrawBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
-                                                       SDL_BlendMode blendMode);
-
-/**
- *  \brief Get the blend mode used for drawing operations.
- *
- *  \param renderer The renderer from which blend mode should be queried.
- *  \param blendMode A pointer filled in with the current blend mode.
- *
- *  \return 0 on success, or -1 on error
- *
- *  \sa SDL_SetRenderDrawBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
-                                                       SDL_BlendMode *blendMode);
-
-/**
- *  \brief Clear the current rendering target with the drawing color
- *
- *  This function clears the entire rendering target, ignoring the viewport and
- *  the clip rectangle.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
-
-/**
- *  \brief Draw a point on the current rendering target.
- *
- *  \param renderer The renderer which should draw a point.
- *  \param x The x coordinate of the point.
- *  \param y The y coordinate of the point.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
-                                                int x, int y);
-
-/**
- *  \brief Draw multiple points on the current rendering target.
- *
- *  \param renderer The renderer which should draw multiple points.
- *  \param points The points to draw
- *  \param count The number of points to draw
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
-                                                 const SDL_Point * points,
-                                                 int count);
-
-/**
- *  \brief Draw a line on the current rendering target.
- *
- *  \param renderer The renderer which should draw a line.
- *  \param x1 The x coordinate of the start point.
- *  \param y1 The y coordinate of the start point.
- *  \param x2 The x coordinate of the end point.
- *  \param y2 The y coordinate of the end point.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
-                                               int x1, int y1, int x2, int y2);
-
-/**
- *  \brief Draw a series of connected lines on the current rendering target.
- *
- *  \param renderer The renderer which should draw multiple lines.
- *  \param points The points along the lines
- *  \param count The number of points, drawing count-1 lines
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
-                                                const SDL_Point * points,
-                                                int count);
-
-/**
- *  \brief Draw a rectangle on the current rendering target.
- *
- *  \param renderer The renderer which should draw a rectangle.
- *  \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
-                                               const SDL_Rect * rect);
-
-/**
- *  \brief Draw some number of rectangles on the current rendering target.
- *
- *  \param renderer The renderer which should draw multiple rectangles.
- *  \param rects A pointer to an array of destination rectangles.
- *  \param count The number of rectangles.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
-                                                const SDL_Rect * rects,
-                                                int count);
-
-/**
- *  \brief Fill a rectangle on the current rendering target with the drawing color.
- *
- *  \param renderer The renderer which should fill a rectangle.
- *  \param rect A pointer to the destination rectangle, or NULL for the entire
- *              rendering target.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
-                                               const SDL_Rect * rect);
-
-/**
- *  \brief Fill some number of rectangles on the current rendering target with the drawing color.
- *
- *  \param renderer The renderer which should fill multiple rectangles.
- *  \param rects A pointer to an array of destination rectangles.
- *  \param count The number of rectangles.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
-                                                const SDL_Rect * rects,
-                                                int count);
-
-/**
- *  \brief Copy a portion of the texture to the current rendering target.
- *
- *  \param renderer The renderer which should copy parts of a texture.
- *  \param texture The source texture.
- *  \param srcrect   A pointer to the source rectangle, or NULL for the entire
- *                   texture.
- *  \param dstrect   A pointer to the destination rectangle, or NULL for the
- *                   entire rendering target.
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
-                                           SDL_Texture * texture,
-                                           const SDL_Rect * srcrect,
-                                           const SDL_Rect * dstrect);
-
-/**
- *  \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
- *
- *  \param renderer The renderer which should copy parts of a texture.
- *  \param texture The source texture.
- *  \param srcrect   A pointer to the source rectangle, or NULL for the entire
- *                   texture.
- *  \param dstrect   A pointer to the destination rectangle, or NULL for the
- *                   entire rendering target.
- *  \param angle    An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
- *  \param center   A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
- *  \param flip     An SDL_RendererFlip value stating which flipping actions should be performed on the texture
- *
- *  \return 0 on success, or -1 on error
- */
-extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
-                                           SDL_Texture * texture,
-                                           const SDL_Rect * srcrect,
-                                           const SDL_Rect * dstrect,
-                                           const double angle,
-                                           const SDL_Point *center,
-                                           const SDL_RendererFlip flip);
-
-/**
- *  \brief Read pixels from the current rendering target.
- *
- *  \param renderer The renderer from which pixels should be read.
- *  \param rect   A pointer to the rectangle to read, or NULL for the entire
- *                render target.
- *  \param format The desired format of the pixel data, or 0 to use the format
- *                of the rendering target
- *  \param pixels A pointer to be filled in with the pixel data
- *  \param pitch  The pitch of the pixels parameter.
- *
- *  \return 0 on success, or -1 if pixel reading is not supported.
- *
- *  \warning This is a very slow operation, and should not be used frequently.
- */
-extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
-                                                 const SDL_Rect * rect,
-                                                 Uint32 format,
-                                                 void *pixels, int pitch);
-
-/**
- *  \brief Update the screen with rendering performed.
- */
-extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
-
-/**
- *  \brief Destroy the specified texture.
- *
- *  \sa SDL_CreateTexture()
- *  \sa SDL_CreateTextureFromSurface()
- */
-extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
-
-/**
- *  \brief Destroy the rendering context for a window and free associated
- *         textures.
- *
- *  \sa SDL_CreateRenderer()
- */
-extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
-
-
-/**
- *  \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
- *         OpenGL instructions.
- *
- *  \param texture  The SDL texture to bind
- *  \param texw     A pointer to a float that will be filled with the texture width
- *  \param texh     A pointer to a float that will be filled with the texture height
- *
- *  \return 0 on success, or -1 if the operation is not supported
- */
-extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
-
-/**
- *  \brief Unbind a texture from the current OpenGL/ES/ES2 context.
- *
- *  \param texture  The SDL texture to unbind
- *
- *  \return 0 on success, or -1 if the operation is not supported
- */
-extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_render_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 2
bsp/simulator/SDL2-2.0.7/include/SDL_revision.h

@@ -1,2 +0,0 @@
-#define SDL_REVISION "hg-11645:2088cd828335"
-#define SDL_REVISION_NUMBER 11645

+ 0 - 254
bsp/simulator/SDL2-2.0.7/include/SDL_rwops.h

@@ -1,254 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_rwops.h
- *
- *  This file provides a general interface for SDL to read and write
- *  data streams.  It can easily be extended to files, memory, etc.
- */
-
-#ifndef SDL_rwops_h_
-#define SDL_rwops_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* RWops Types */
-#define SDL_RWOPS_UNKNOWN   0U  /**< Unknown stream type */
-#define SDL_RWOPS_WINFILE   1U  /**< Win32 file */
-#define SDL_RWOPS_STDFILE   2U  /**< Stdio file */
-#define SDL_RWOPS_JNIFILE   3U  /**< Android asset */
-#define SDL_RWOPS_MEMORY    4U  /**< Memory stream */
-#define SDL_RWOPS_MEMORY_RO 5U  /**< Read-Only memory stream */
-
-/**
- * This is the read/write operation structure -- very basic.
- */
-typedef struct SDL_RWops
-{
-    /**
-     *  Return the size of the file in this rwops, or -1 if unknown
-     */
-    Sint64 (SDLCALL * size) (struct SDL_RWops * context);
-
-    /**
-     *  Seek to \c offset relative to \c whence, one of stdio's whence values:
-     *  RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
-     *
-     *  \return the final offset in the data stream, or -1 on error.
-     */
-    Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset,
-                             int whence);
-
-    /**
-     *  Read up to \c maxnum objects each of size \c size from the data
-     *  stream to the area pointed at by \c ptr.
-     *
-     *  \return the number of objects read, or 0 at error or end of file.
-     */
-    size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr,
-                             size_t size, size_t maxnum);
-
-    /**
-     *  Write exactly \c num objects each of size \c size from the area
-     *  pointed at by \c ptr to data stream.
-     *
-     *  \return the number of objects written, or 0 at error or end of file.
-     */
-    size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr,
-                              size_t size, size_t num);
-
-    /**
-     *  Close and free an allocated SDL_RWops structure.
-     *
-     *  \return 0 if successful or -1 on write error when flushing data.
-     */
-    int (SDLCALL * close) (struct SDL_RWops * context);
-
-    Uint32 type;
-    union
-    {
-#if defined(__ANDROID__)
-        struct
-        {
-            void *fileNameRef;
-            void *inputStreamRef;
-            void *readableByteChannelRef;
-            void *readMethod;
-            void *assetFileDescriptorRef;
-            long position;
-            long size;
-            long offset;
-            int fd;
-        } androidio;
-#elif defined(__WIN32__)
-        struct
-        {
-            SDL_bool append;
-            void *h;
-            struct
-            {
-                void *data;
-                size_t size;
-                size_t left;
-            } buffer;
-        } windowsio;
-#endif
-
-#ifdef HAVE_STDIO_H
-        struct
-        {
-            SDL_bool autoclose;
-            FILE *fp;
-        } stdio;
-#endif
-        struct
-        {
-            Uint8 *base;
-            Uint8 *here;
-            Uint8 *stop;
-        } mem;
-        struct
-        {
-            void *data1;
-            void *data2;
-        } unknown;
-    } hidden;
-
-} SDL_RWops;
-
-
-/**
- *  \name RWFrom functions
- *
- *  Functions to create SDL_RWops structures from various data streams.
- */
-/* @{ */
-
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file,
-                                                  const char *mode);
-
-#ifdef HAVE_STDIO_H
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp,
-                                                SDL_bool autoclose);
-#else
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp,
-                                                SDL_bool autoclose);
-#endif
-
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size);
-extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem,
-                                                      int size);
-
-/* @} *//* RWFrom functions */
-
-
-extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void);
-extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
-
-#define RW_SEEK_SET 0       /**< Seek from the beginning of data */
-#define RW_SEEK_CUR 1       /**< Seek relative to current read point */
-#define RW_SEEK_END 2       /**< Seek relative to the end of data */
-
-/**
- *  \name Read/write macros
- *
- *  Macros to easily read and write from an SDL_RWops structure.
- */
-/* @{ */
-#define SDL_RWsize(ctx)         (ctx)->size(ctx)
-#define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence)
-#define SDL_RWtell(ctx)         (ctx)->seek(ctx, 0, RW_SEEK_CUR)
-#define SDL_RWread(ctx, ptr, size, n)   (ctx)->read(ctx, ptr, size, n)
-#define SDL_RWwrite(ctx, ptr, size, n)  (ctx)->write(ctx, ptr, size, n)
-#define SDL_RWclose(ctx)        (ctx)->close(ctx)
-/* @} *//* Read/write macros */
-
-
-/**
- *  Load all the data from an SDL data stream.
- *
- *  The data is allocated with a zero byte at the end (null terminated)
- *
- *  If \c datasize is not NULL, it is filled with the size of the data read.
- *
- *  If \c freesrc is non-zero, the stream will be closed after being read.
- *
- *  The data should be freed with SDL_free().
- *
- *  \return the data, or NULL if there was an error.
- */
-extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops * src, size_t *datasize,
-                                                    int freesrc);
-
-/**
- *  Load an entire file.
- *
- *  Convenience macro.
- */
-#define SDL_LoadFile(file, datasize)   SDL_LoadFile_RW(SDL_RWFromFile(file, "rb"), datasize, 1)
-
-/**
- *  \name Read endian functions
- *
- *  Read an item of the specified endianness and return in native format.
- */
-/* @{ */
-extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src);
-extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src);
-extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src);
-extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src);
-extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src);
-extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src);
-extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src);
-/* @} *//* Read endian functions */
-
-/**
- *  \name Write endian functions
- *
- *  Write an item of native format to the specified endianness.
- */
-/* @{ */
-extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
-extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
-/* @} *//* Write endian functions */
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_rwops_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 521
bsp/simulator/SDL2-2.0.7/include/SDL_surface.h

@@ -1,521 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_surface.h
- *
- *  Header file for ::SDL_Surface definition and management functions.
- */
-
-#ifndef SDL_surface_h_
-#define SDL_surface_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_pixels.h"
-#include "SDL_rect.h"
-#include "SDL_blendmode.h"
-#include "SDL_rwops.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \name Surface flags
- *
- *  These are the currently supported flags for the ::SDL_Surface.
- *
- *  \internal
- *  Used internally (read-only).
- */
-/* @{ */
-#define SDL_SWSURFACE       0           /**< Just here for compatibility */
-#define SDL_PREALLOC        0x00000001  /**< Surface uses preallocated memory */
-#define SDL_RLEACCEL        0x00000002  /**< Surface is RLE encoded */
-#define SDL_DONTFREE        0x00000004  /**< Surface is referenced internally */
-/* @} *//* Surface flags */
-
-/**
- *  Evaluates to true if the surface needs to be locked before access.
- */
-#define SDL_MUSTLOCK(S) (((S)->flags & SDL_RLEACCEL) != 0)
-
-/**
- * \brief A collection of pixels used in software blitting.
- *
- * \note  This structure should be treated as read-only, except for \c pixels,
- *        which, if not NULL, contains the raw pixel data for the surface.
- */
-typedef struct SDL_Surface
-{
-    Uint32 flags;               /**< Read-only */
-    SDL_PixelFormat *format;    /**< Read-only */
-    int w, h;                   /**< Read-only */
-    int pitch;                  /**< Read-only */
-    void *pixels;               /**< Read-write */
-
-    /** Application data associated with the surface */
-    void *userdata;             /**< Read-write */
-
-    /** information needed for surfaces requiring locks */
-    int locked;                 /**< Read-only */
-    void *lock_data;            /**< Read-only */
-
-    /** clipping information */
-    SDL_Rect clip_rect;         /**< Read-only */
-
-    /** info for fast blit mapping to other surfaces */
-    struct SDL_BlitMap *map;    /**< Private */
-
-    /** Reference count -- used when freeing surface */
-    int refcount;               /**< Read-mostly */
-} SDL_Surface;
-
-/**
- * \brief The type of function used for surface blitting functions.
- */
-typedef int (SDLCALL *SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
-                                 struct SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- *  Allocate and free an RGB surface.
- *
- *  If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
- *  If the depth is greater than 8 bits, the pixel format is set using the
- *  flags '[RGB]mask'.
- *
- *  If the function runs out of memory, it will return NULL.
- *
- *  \param flags The \c flags are obsolete and should be set to 0.
- *  \param width The width in pixels of the surface to create.
- *  \param height The height in pixels of the surface to create.
- *  \param depth The depth in bits of the surface to create.
- *  \param Rmask The red mask of the surface to create.
- *  \param Gmask The green mask of the surface to create.
- *  \param Bmask The blue mask of the surface to create.
- *  \param Amask The alpha mask of the surface to create.
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
-    (Uint32 flags, int width, int height, int depth,
-     Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
-
-/* !!! FIXME for 2.1: why does this ask for depth? Format provides that. */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormat
-    (Uint32 flags, int width, int height, int depth, Uint32 format);
-
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
-                                                              int width,
-                                                              int height,
-                                                              int depth,
-                                                              int pitch,
-                                                              Uint32 Rmask,
-                                                              Uint32 Gmask,
-                                                              Uint32 Bmask,
-                                                              Uint32 Amask);
-extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceWithFormatFrom
-    (void *pixels, int width, int height, int depth, int pitch, Uint32 format);
-extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
-
-/**
- *  \brief Set the palette used by a surface.
- *
- *  \return 0, or -1 if the surface format doesn't use a palette.
- *
- *  \note A single palette can be shared with many surfaces.
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
-                                                  SDL_Palette * palette);
-
-/**
- *  \brief Sets up a surface for directly accessing the pixels.
- *
- *  Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write
- *  to and read from \c surface->pixels, using the pixel format stored in
- *  \c surface->format.  Once you are done accessing the surface, you should
- *  use SDL_UnlockSurface() to release it.
- *
- *  Not all surfaces require locking.  If SDL_MUSTLOCK(surface) evaluates
- *  to 0, then you can read and write to the surface at any time, and the
- *  pixel format of the surface will not change.
- *
- *  No operating system or library calls should be made between lock/unlock
- *  pairs, as critical system locks may be held during this time.
- *
- *  SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
- *
- *  \sa SDL_UnlockSurface()
- */
-extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
-/** \sa SDL_LockSurface() */
-extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);
-
-/**
- *  Load a surface from a seekable SDL data stream (memory or file).
- *
- *  If \c freesrc is non-zero, the stream will be closed after being read.
- *
- *  The new surface should be freed with SDL_FreeSurface().
- *
- *  \return the new surface, or NULL if there was an error.
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
-                                                    int freesrc);
-
-/**
- *  Load a surface from a file.
- *
- *  Convenience macro.
- */
-#define SDL_LoadBMP(file)   SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
-
-/**
- *  Save a surface to a seekable SDL data stream (memory or file).
- *
- *  Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
- *  BMP directly. Other RGB formats with 8-bit or higher get converted to a
- *  24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
- *  surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
- *  not supported.
- *
- *  If \c freedst is non-zero, the stream will be closed after being written.
- *
- *  \return 0 if successful or -1 if there was an error.
- */
-extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
-    (SDL_Surface * surface, SDL_RWops * dst, int freedst);
-
-/**
- *  Save a surface to a file.
- *
- *  Convenience macro.
- */
-#define SDL_SaveBMP(surface, file) \
-        SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
-
-/**
- *  \brief Sets the RLE acceleration hint for a surface.
- *
- *  \return 0 on success, or -1 if the surface is not valid
- *
- *  \note If RLE is enabled, colorkey and alpha blending blits are much faster,
- *        but the surface must be locked before directly accessing the pixels.
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceRLE(SDL_Surface * surface,
-                                              int flag);
-
-/**
- *  \brief Sets the color key (transparent pixel) in a blittable surface.
- *
- *  \param surface The surface to update
- *  \param flag Non-zero to enable colorkey and 0 to disable colorkey
- *  \param key The transparent pixel in the native surface format
- *
- *  \return 0 on success, or -1 if the surface is not valid
- *
- *  You can pass SDL_RLEACCEL to enable RLE accelerated blits.
- */
-extern DECLSPEC int SDLCALL SDL_SetColorKey(SDL_Surface * surface,
-                                            int flag, Uint32 key);
-
-/**
- *  \brief Gets the color key (transparent pixel) in a blittable surface.
- *
- *  \param surface The surface to update
- *  \param key A pointer filled in with the transparent pixel in the native
- *             surface format
- *
- *  \return 0 on success, or -1 if the surface is not valid or colorkey is not
- *          enabled.
- */
-extern DECLSPEC int SDLCALL SDL_GetColorKey(SDL_Surface * surface,
-                                            Uint32 * key);
-
-/**
- *  \brief Set an additional color value used in blit operations.
- *
- *  \param surface The surface to update.
- *  \param r The red color value multiplied into blit operations.
- *  \param g The green color value multiplied into blit operations.
- *  \param b The blue color value multiplied into blit operations.
- *
- *  \return 0 on success, or -1 if the surface is not valid.
- *
- *  \sa SDL_GetSurfaceColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceColorMod(SDL_Surface * surface,
-                                                   Uint8 r, Uint8 g, Uint8 b);
-
-
-/**
- *  \brief Get the additional color value used in blit operations.
- *
- *  \param surface The surface to query.
- *  \param r A pointer filled in with the current red color value.
- *  \param g A pointer filled in with the current green color value.
- *  \param b A pointer filled in with the current blue color value.
- *
- *  \return 0 on success, or -1 if the surface is not valid.
- *
- *  \sa SDL_SetSurfaceColorMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetSurfaceColorMod(SDL_Surface * surface,
-                                                   Uint8 * r, Uint8 * g,
-                                                   Uint8 * b);
-
-/**
- *  \brief Set an additional alpha value used in blit operations.
- *
- *  \param surface The surface to update.
- *  \param alpha The alpha value multiplied into blit operations.
- *
- *  \return 0 on success, or -1 if the surface is not valid.
- *
- *  \sa SDL_GetSurfaceAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface * surface,
-                                                   Uint8 alpha);
-
-/**
- *  \brief Get the additional alpha value used in blit operations.
- *
- *  \param surface The surface to query.
- *  \param alpha A pointer filled in with the current alpha value.
- *
- *  \return 0 on success, or -1 if the surface is not valid.
- *
- *  \sa SDL_SetSurfaceAlphaMod()
- */
-extern DECLSPEC int SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface * surface,
-                                                   Uint8 * alpha);
-
-/**
- *  \brief Set the blend mode used for blit operations.
- *
- *  \param surface The surface to update.
- *  \param blendMode ::SDL_BlendMode to use for blit blending.
- *
- *  \return 0 on success, or -1 if the parameters are not valid.
- *
- *  \sa SDL_GetSurfaceBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface * surface,
-                                                    SDL_BlendMode blendMode);
-
-/**
- *  \brief Get the blend mode used for blit operations.
- *
- *  \param surface   The surface to query.
- *  \param blendMode A pointer filled in with the current blend mode.
- *
- *  \return 0 on success, or -1 if the surface is not valid.
- *
- *  \sa SDL_SetSurfaceBlendMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface * surface,
-                                                    SDL_BlendMode *blendMode);
-
-/**
- *  Sets the clipping rectangle for the destination surface in a blit.
- *
- *  If the clip rectangle is NULL, clipping will be disabled.
- *
- *  If the clip rectangle doesn't intersect the surface, the function will
- *  return SDL_FALSE and blits will be completely clipped.  Otherwise the
- *  function returns SDL_TRUE and blits to the surface will be clipped to
- *  the intersection of the surface area and the clipping rectangle.
- *
- *  Note that blits are automatically clipped to the edges of the source
- *  and destination surfaces.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
-                                                 const SDL_Rect * rect);
-
-/**
- *  Gets the clipping rectangle for the destination surface in a blit.
- *
- *  \c rect must be a pointer to a valid rectangle which will be filled
- *  with the correct values.
- */
-extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
-                                             SDL_Rect * rect);
-
-/*
- * Creates a new surface identical to the existing surface
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_DuplicateSurface(SDL_Surface * surface);
-
-/**
- *  Creates a new surface of the specified format, and then copies and maps
- *  the given surface to it so the blit of the converted surface will be as
- *  fast as possible.  If this function fails, it returns NULL.
- *
- *  The \c flags parameter is passed to SDL_CreateRGBSurface() and has those
- *  semantics.  You can also pass ::SDL_RLEACCEL in the flags parameter and
- *  SDL will try to RLE accelerate colorkey and alpha blits in the resulting
- *  surface.
- */
-extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
-    (SDL_Surface * src, const SDL_PixelFormat * fmt, Uint32 flags);
-extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurfaceFormat
-    (SDL_Surface * src, Uint32 pixel_format, Uint32 flags);
-
-/**
- * \brief Copy a block of pixels of one format to another format
- *
- *  \return 0 on success, or -1 if there was an error
- */
-extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
-                                              Uint32 src_format,
-                                              const void * src, int src_pitch,
-                                              Uint32 dst_format,
-                                              void * dst, int dst_pitch);
-
-/**
- *  Performs a fast fill of the given rectangle with \c color.
- *
- *  If \c rect is NULL, the whole surface will be filled with \c color.
- *
- *  The color should be a pixel of the format used by the surface, and
- *  can be generated by the SDL_MapRGB() function.
- *
- *  \return 0 on success, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_FillRect
-    (SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
-extern DECLSPEC int SDLCALL SDL_FillRects
-    (SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);
-
-/**
- *  Performs a fast blit from the source surface to the destination surface.
- *
- *  This assumes that the source and destination rectangles are
- *  the same size.  If either \c srcrect or \c dstrect are NULL, the entire
- *  surface (\c src or \c dst) is copied.  The final blit rectangles are saved
- *  in \c srcrect and \c dstrect after all clipping is performed.
- *
- *  \return If the blit is successful, it returns 0, otherwise it returns -1.
- *
- *  The blit function should not be called on a locked surface.
- *
- *  The blit semantics for surfaces with and without blending and colorkey
- *  are defined as follows:
- *  \verbatim
-    RGBA->RGB:
-      Source surface blend mode set to SDL_BLENDMODE_BLEND:
-        alpha-blend (using the source alpha-channel and per-surface alpha)
-        SDL_SRCCOLORKEY ignored.
-      Source surface blend mode set to SDL_BLENDMODE_NONE:
-        copy RGB.
-        if SDL_SRCCOLORKEY set, only copy the pixels matching the
-        RGB values of the source color key, ignoring alpha in the
-        comparison.
-
-    RGB->RGBA:
-      Source surface blend mode set to SDL_BLENDMODE_BLEND:
-        alpha-blend (using the source per-surface alpha)
-      Source surface blend mode set to SDL_BLENDMODE_NONE:
-        copy RGB, set destination alpha to source per-surface alpha value.
-      both:
-        if SDL_SRCCOLORKEY set, only copy the pixels matching the
-        source color key.
-
-    RGBA->RGBA:
-      Source surface blend mode set to SDL_BLENDMODE_BLEND:
-        alpha-blend (using the source alpha-channel and per-surface alpha)
-        SDL_SRCCOLORKEY ignored.
-      Source surface blend mode set to SDL_BLENDMODE_NONE:
-        copy all of RGBA to the destination.
-        if SDL_SRCCOLORKEY set, only copy the pixels matching the
-        RGB values of the source color key, ignoring alpha in the
-        comparison.
-
-    RGB->RGB:
-      Source surface blend mode set to SDL_BLENDMODE_BLEND:
-        alpha-blend (using the source per-surface alpha)
-      Source surface blend mode set to SDL_BLENDMODE_NONE:
-        copy RGB.
-      both:
-        if SDL_SRCCOLORKEY set, only copy the pixels matching the
-        source color key.
-    \endverbatim
- *
- *  You should call SDL_BlitSurface() unless you know exactly how SDL
- *  blitting works internally and how to use the other blit functions.
- */
-#define SDL_BlitSurface SDL_UpperBlit
-
-/**
- *  This is the public blit function, SDL_BlitSurface(), and it performs
- *  rectangle validation and clipping before passing it to SDL_LowerBlit()
- */
-extern DECLSPEC int SDLCALL SDL_UpperBlit
-    (SDL_Surface * src, const SDL_Rect * srcrect,
-     SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- *  This is a semi-private blit function and it performs low-level surface
- *  blitting only.
- */
-extern DECLSPEC int SDLCALL SDL_LowerBlit
-    (SDL_Surface * src, SDL_Rect * srcrect,
-     SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- *  \brief Perform a fast, low quality, stretch blit between two surfaces of the
- *         same pixel format.
- *
- *  \note This function uses a static buffer, and is not thread-safe.
- */
-extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
-                                            const SDL_Rect * srcrect,
-                                            SDL_Surface * dst,
-                                            const SDL_Rect * dstrect);
-
-#define SDL_BlitScaled SDL_UpperBlitScaled
-
-/**
- *  This is the public scaled blit function, SDL_BlitScaled(), and it performs
- *  rectangle validation and clipping before passing it to SDL_LowerBlitScaled()
- */
-extern DECLSPEC int SDLCALL SDL_UpperBlitScaled
-    (SDL_Surface * src, const SDL_Rect * srcrect,
-    SDL_Surface * dst, SDL_Rect * dstrect);
-
-/**
- *  This is a semi-private blit function and it performs low-level surface
- *  scaled blitting only.
- */
-extern DECLSPEC int SDLCALL SDL_LowerBlitScaled
-    (SDL_Surface * src, SDL_Rect * srcrect,
-    SDL_Surface * dst, SDL_Rect * dstrect);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_surface_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 216
bsp/simulator/SDL2-2.0.7/include/SDL_system.h

@@ -1,216 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_system.h
- *
- *  Include file for platform specific SDL API functions
- */
-
-#ifndef SDL_system_h_
-#define SDL_system_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_keyboard.h"
-#include "SDL_render.h"
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-
-/* Platform specific functions for Windows */
-#ifdef __WIN32__
-
-/**
-   \brief Set a function that is called for every windows message, before TranslateMessage()
-*/
-typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
-extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
-
-/**
-   \brief Returns the D3D9 adapter index that matches the specified display index.
-
-   This adapter index can be passed to IDirect3D9::CreateDevice and controls
-   on which monitor a full screen application will appear.
-*/
-extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
-
-typedef struct IDirect3DDevice9 IDirect3DDevice9;
-/**
-   \brief Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.
-
-   Once you are done using the device, you should release it to avoid a resource leak.
- */
-extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
-
-/**
-   \brief Returns the DXGI Adapter and Output indices for the specified display index.
-
-   These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
-   required to create a DX10 or DX11 device and swap chain.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
-
-#endif /* __WIN32__ */
-
-
-/* Platform specific functions for iOS */
-#if defined(__IPHONEOS__) && __IPHONEOS__
-
-#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
-extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
-
-#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
-extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
-
-#endif /* __IPHONEOS__ */
-
-
-/* Platform specific functions for Android */
-#if defined(__ANDROID__) && __ANDROID__
-
-/**
-   \brief Get the JNI environment for the current thread
-
-   This returns JNIEnv*, but the prototype is void* so we don't need jni.h
- */
-extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
-
-/**
-   \brief Get the SDL Activity object for the application
-
-   This returns jobject, but the prototype is void* so we don't need jni.h
-   The jobject returned by SDL_AndroidGetActivity is a local reference.
-   It is the caller's responsibility to properly release it
-   (using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
- */
-extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
-
-/**
-   See the official Android developer guide for more information:
-   http://developer.android.com/guide/topics/data/data-storage.html
-*/
-#define SDL_ANDROID_EXTERNAL_STORAGE_READ   0x01
-#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE  0x02
-
-/**
-   \brief Get the path used for internal storage for this application.
-
-   This path is unique to your application and cannot be written to
-   by other applications.
- */
-extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);
-
-/**
-   \brief Get the current state of external storage, a bitmask of these values:
-    SDL_ANDROID_EXTERNAL_STORAGE_READ
-    SDL_ANDROID_EXTERNAL_STORAGE_WRITE
-
-   If external storage is currently unavailable, this will return 0.
-*/
-extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
-
-/**
-   \brief Get the path used for external storage for this application.
-
-   This path is unique to your application, but is public and can be
-   written to by other applications.
- */
-extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
-
-#endif /* __ANDROID__ */
-
-/* Platform specific functions for WinRT */
-#if defined(__WINRT__) && __WINRT__
-
-/**
- *  \brief WinRT / Windows Phone path types
- */
-typedef enum
-{
-    /** \brief The installed app's root directory.
-        Files here are likely to be read-only. */
-    SDL_WINRT_PATH_INSTALLED_LOCATION,
-
-    /** \brief The app's local data store.  Files may be written here */
-    SDL_WINRT_PATH_LOCAL_FOLDER,
-
-    /** \brief The app's roaming data store.  Unsupported on Windows Phone.
-        Files written here may be copied to other machines via a network
-        connection.
-    */
-    SDL_WINRT_PATH_ROAMING_FOLDER,
-
-    /** \brief The app's temporary data store.  Unsupported on Windows Phone.
-        Files written here may be deleted at any time. */
-    SDL_WINRT_PATH_TEMP_FOLDER
-} SDL_WinRT_Path;
-
-
-/**
- *  \brief Retrieves a WinRT defined path on the local file system
- *
- *  \note Documentation on most app-specific path types on WinRT
- *      can be found on MSDN, at the URL:
- *      http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
- *
- *  \param pathType The type of path to retrieve.
- *  \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL
- *      if the path is not available for any reason.  Not all paths are
- *      available on all versions of Windows.  This is especially true on
- *      Windows Phone.  Check the documentation for the given
- *      SDL_WinRT_Path for more information on which path types are
- *      supported where.
- */
-extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
-
-/**
- *  \brief Retrieves a WinRT defined path on the local file system
- *
- *  \note Documentation on most app-specific path types on WinRT
- *      can be found on MSDN, at the URL:
- *      http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
- *
- *  \param pathType The type of path to retrieve.
- *  \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
- *      if the path is not available for any reason.  Not all paths are
- *      available on all versions of Windows.  This is especially true on
- *      Windows Phone.  Check the documentation for the given
- *      SDL_WinRT_Path for more information on which path types are
- *      supported where.
- */
-extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
-
-#endif /* __WINRT__ */
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_system_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 308
bsp/simulator/SDL2-2.0.7/include/SDL_thread.h

@@ -1,308 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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.
-*/
-
-#ifndef SDL_thread_h_
-#define SDL_thread_h_
-
-/**
- *  \file SDL_thread.h
- *
- *  Header for the SDL thread management routines.
- */
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-/* Thread synchronization primitives */
-#include "SDL_atomic.h"
-#include "SDL_mutex.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* The SDL thread structure, defined in SDL_thread.c */
-struct SDL_Thread;
-typedef struct SDL_Thread SDL_Thread;
-
-/* The SDL thread ID */
-typedef unsigned long SDL_threadID;
-
-/* Thread local storage ID, 0 is the invalid ID */
-typedef unsigned int SDL_TLSID;
-
-/**
- *  The SDL thread priority.
- *
- *  \note On many systems you require special privileges to set high priority.
- */
-typedef enum {
-    SDL_THREAD_PRIORITY_LOW,
-    SDL_THREAD_PRIORITY_NORMAL,
-    SDL_THREAD_PRIORITY_HIGH
-} SDL_ThreadPriority;
-
-/**
- *  The function passed to SDL_CreateThread().
- *  It is passed a void* user context parameter and returns an int.
- */
-typedef int (SDLCALL * SDL_ThreadFunction) (void *data);
-
-#if defined(__WIN32__) && !defined(HAVE_LIBC)
-/**
- *  \file SDL_thread.h
- *
- *  We compile SDL into a DLL. This means, that it's the DLL which
- *  creates a new thread for the calling process with the SDL_CreateThread()
- *  API. There is a problem with this, that only the RTL of the SDL2.DLL will
- *  be initialized for those threads, and not the RTL of the calling
- *  application!
- *
- *  To solve this, we make a little hack here.
- *
- *  We'll always use the caller's _beginthread() and _endthread() APIs to
- *  start a new thread. This way, if it's the SDL2.DLL which uses this API,
- *  then the RTL of SDL2.DLL will be used to create the new thread, and if it's
- *  the application, then the RTL of the application will be used.
- *
- *  So, in short:
- *  Always use the _beginthread() and _endthread() of the calling runtime
- *  library!
- */
-#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
-#include <process.h> /* _beginthreadex() and _endthreadex() */
-
-typedef uintptr_t(__cdecl * pfnSDL_CurrentBeginThread)
-                   (void *, unsigned, unsigned (__stdcall *func)(void *),
-                    void * /*arg*/, unsigned, unsigned * /* threadID */);
-typedef void (__cdecl * pfnSDL_CurrentEndThread) (unsigned code);
-
-/**
- *  Create a thread.
- */
-extern DECLSPEC SDL_Thread *SDLCALL
-SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
-                 pfnSDL_CurrentBeginThread pfnBeginThread,
-                 pfnSDL_CurrentEndThread pfnEndThread);
-
-/**
- *  Create a thread.
- */
-#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
-#undef SDL_CreateThread
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
-#else
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthreadex, (pfnSDL_CurrentEndThread)_endthreadex)
-#endif
-
-#elif defined(__OS2__)
-/*
- * just like the windows case above:  We compile SDL2
- * into a dll with Watcom's runtime statically linked.
- */
-#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
-#ifndef __EMX__
-#include <process.h>
-#else
-#include <stdlib.h>
-#endif
-typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void * /*arg*/);
-typedef void (*pfnSDL_CurrentEndThread)(void);
-extern DECLSPEC SDL_Thread *SDLCALL
-SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data,
-                 pfnSDL_CurrentBeginThread pfnBeginThread,
-                 pfnSDL_CurrentEndThread pfnEndThread);
-#if defined(SDL_CreateThread) && SDL_DYNAMIC_API
-#undef SDL_CreateThread
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread_REAL(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
-#else
-#define SDL_CreateThread(fn, name, data) SDL_CreateThread(fn, name, data, (pfnSDL_CurrentBeginThread)_beginthread, (pfnSDL_CurrentEndThread)_endthread)
-#endif
-
-#else
-
-/**
- *  Create a thread.
- *
- *   Thread naming is a little complicated: Most systems have very small
- *    limits for the string length (Haiku has 32 bytes, Linux currently has 16,
- *    Visual C++ 6.0 has nine!), and possibly other arbitrary rules. You'll
- *    have to see what happens with your system's debugger. The name should be
- *    UTF-8 (but using the naming limits of C identifiers is a better bet).
- *   There are no requirements for thread naming conventions, so long as the
- *    string is null-terminated UTF-8, but these guidelines are helpful in
- *    choosing a name:
- *
- *    http://stackoverflow.com/questions/149932/naming-conventions-for-threads
- *
- *   If a system imposes requirements, SDL will try to munge the string for
- *    it (truncate, etc), but the original string contents will be available
- *    from SDL_GetThreadName().
- */
-extern DECLSPEC SDL_Thread *SDLCALL
-SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data);
-
-#endif
-
-/**
- * Get the thread name, as it was specified in SDL_CreateThread().
- *  This function returns a pointer to a UTF-8 string that names the
- *  specified thread, or NULL if it doesn't have a name. This is internal
- *  memory, not to be free()'d by the caller, and remains valid until the
- *  specified thread is cleaned up by SDL_WaitThread().
- */
-extern DECLSPEC const char *SDLCALL SDL_GetThreadName(SDL_Thread *thread);
-
-/**
- *  Get the thread identifier for the current thread.
- */
-extern DECLSPEC SDL_threadID SDLCALL SDL_ThreadID(void);
-
-/**
- *  Get the thread identifier for the specified thread.
- *
- *  Equivalent to SDL_ThreadID() if the specified thread is NULL.
- */
-extern DECLSPEC SDL_threadID SDLCALL SDL_GetThreadID(SDL_Thread * thread);
-
-/**
- *  Set the priority for the current thread
- */
-extern DECLSPEC int SDLCALL SDL_SetThreadPriority(SDL_ThreadPriority priority);
-
-/**
- *  Wait for a thread to finish. Threads that haven't been detached will
- *  remain (as a "zombie") until this function cleans them up. Not doing so
- *  is a resource leak.
- *
- *  Once a thread has been cleaned up through this function, the SDL_Thread
- *  that references it becomes invalid and should not be referenced again.
- *  As such, only one thread may call SDL_WaitThread() on another.
- *
- *  The return code for the thread function is placed in the area
- *  pointed to by \c status, if \c status is not NULL.
- *
- *  You may not wait on a thread that has been used in a call to
- *  SDL_DetachThread(). Use either that function or this one, but not
- *  both, or behavior is undefined.
- *
- *  It is safe to pass NULL to this function; it is a no-op.
- */
-extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread * thread, int *status);
-
-/**
- *  A thread may be "detached" to signify that it should not remain until
- *  another thread has called SDL_WaitThread() on it. Detaching a thread
- *  is useful for long-running threads that nothing needs to synchronize
- *  with or further manage. When a detached thread is done, it simply
- *  goes away.
- *
- *  There is no way to recover the return code of a detached thread. If you
- *  need this, don't detach the thread and instead use SDL_WaitThread().
- *
- *  Once a thread is detached, you should usually assume the SDL_Thread isn't
- *  safe to reference again, as it will become invalid immediately upon
- *  the detached thread's exit, instead of remaining until someone has called
- *  SDL_WaitThread() to finally clean it up. As such, don't detach the same
- *  thread more than once.
- *
- *  If a thread has already exited when passed to SDL_DetachThread(), it will
- *  stop waiting for a call to SDL_WaitThread() and clean up immediately.
- *  It is not safe to detach a thread that might be used with SDL_WaitThread().
- *
- *  You may not call SDL_WaitThread() on a thread that has been detached.
- *  Use either that function or this one, but not both, or behavior is
- *  undefined.
- *
- *  It is safe to pass NULL to this function; it is a no-op.
- */
-extern DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread * thread);
-
-/**
- *  \brief Create an identifier that is globally visible to all threads but refers to data that is thread-specific.
- *
- *  \return The newly created thread local storage identifier, or 0 on error
- *
- *  \code
- *  static SDL_SpinLock tls_lock;
- *  static SDL_TLSID thread_local_storage;
- *
- *  void SetMyThreadData(void *value)
- *  {
- *      if (!thread_local_storage) {
- *          SDL_AtomicLock(&tls_lock);
- *          if (!thread_local_storage) {
- *              thread_local_storage = SDL_TLSCreate();
- *          }
- *          SDL_AtomicUnlock(&tls_lock);
- *      }
- *      SDL_TLSSet(thread_local_storage, value, 0);
- *  }
- *
- *  void *GetMyThreadData(void)
- *  {
- *      return SDL_TLSGet(thread_local_storage);
- *  }
- *  \endcode
- *
- *  \sa SDL_TLSGet()
- *  \sa SDL_TLSSet()
- */
-extern DECLSPEC SDL_TLSID SDLCALL SDL_TLSCreate(void);
-
-/**
- *  \brief Get the value associated with a thread local storage ID for the current thread.
- *
- *  \param id The thread local storage ID
- *
- *  \return The value associated with the ID for the current thread, or NULL if no value has been set.
- *
- *  \sa SDL_TLSCreate()
- *  \sa SDL_TLSSet()
- */
-extern DECLSPEC void * SDLCALL SDL_TLSGet(SDL_TLSID id);
-
-/**
- *  \brief Set the value associated with a thread local storage ID for the current thread.
- *
- *  \param id The thread local storage ID
- *  \param value The value to associate with the ID for the current thread
- *  \param destructor A function called when the thread exits, to free the value.
- *
- *  \return 0 on success, -1 on error
- *
- *  \sa SDL_TLSCreate()
- *  \sa SDL_TLSGet()
- */
-extern DECLSPEC int SDLCALL SDL_TLSSet(SDL_TLSID id, const void *value, void (SDLCALL *destructor)(void*));
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_thread_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 115
bsp/simulator/SDL2-2.0.7/include/SDL_timer.h

@@ -1,115 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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.
-*/
-
-#ifndef SDL_timer_h_
-#define SDL_timer_h_
-
-/**
- *  \file SDL_timer.h
- *
- *  Header for the SDL time management routines.
- */
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * \brief Get the number of milliseconds since the SDL library initialization.
- *
- * \note This value wraps if the program runs for more than ~49 days.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);
-
-/**
- * \brief Compare SDL ticks values, and return true if A has passed B
- *
- * e.g. if you want to wait 100 ms, you could do this:
- *  Uint32 timeout = SDL_GetTicks() + 100;
- *  while (!SDL_TICKS_PASSED(SDL_GetTicks(), timeout)) {
- *      ... do work until timeout has elapsed
- *  }
- */
-#define SDL_TICKS_PASSED(A, B)  ((Sint32)((B) - (A)) <= 0)
-
-/**
- * \brief Get the current value of the high resolution counter
- */
-extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void);
-
-/**
- * \brief Get the count per second of the high resolution counter
- */
-extern DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void);
-
-/**
- * \brief Wait a specified number of milliseconds before returning.
- */
-extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
-
-/**
- *  Function prototype for the timer callback function.
- *
- *  The callback function is passed the current timer interval and returns
- *  the next timer interval.  If the returned value is the same as the one
- *  passed in, the periodic alarm continues, otherwise a new alarm is
- *  scheduled.  If the callback returns 0, the periodic alarm is cancelled.
- */
-typedef Uint32 (SDLCALL * SDL_TimerCallback) (Uint32 interval, void *param);
-
-/**
- * Definition of the timer ID type.
- */
-typedef int SDL_TimerID;
-
-/**
- * \brief Add a new timer to the pool of timers already running.
- *
- * \return A timer ID, or 0 when an error occurs.
- */
-extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
-                                                 SDL_TimerCallback callback,
-                                                 void *param);
-
-/**
- * \brief Remove a timer knowing its ID.
- *
- * \return A boolean value indicating success or failure.
- *
- * \warning It is not safe to remove a timer multiple times.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID id);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_timer_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 86
bsp/simulator/SDL2-2.0.7/include/SDL_touch.h

@@ -1,86 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_touch.h
- *
- *  Include file for SDL touch event handling.
- */
-
-#ifndef SDL_touch_h_
-#define SDL_touch_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-typedef Sint64 SDL_TouchID;
-typedef Sint64 SDL_FingerID;
-
-typedef struct SDL_Finger
-{
-    SDL_FingerID id;
-    float x;
-    float y;
-    float pressure;
-} SDL_Finger;
-
-/* Used as the device ID for mouse events simulated with touch input */
-#define SDL_TOUCH_MOUSEID ((Uint32)-1)
-
-
-/* Function prototypes */
-
-/**
- *  \brief Get the number of registered touch devices.
- */
-extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);
-
-/**
- *  \brief Get the touch ID with the given index, or 0 if the index is invalid.
- */
-extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
-
-/**
- *  \brief Get the number of active fingers for a given touch device.
- */
-extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID);
-
-/**
- *  \brief Get the finger object of the given touch, with the given index.
- */
-extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_touch_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 162
bsp/simulator/SDL2-2.0.7/include/SDL_version.h

@@ -1,162 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_version.h
- *
- *  This header defines the current SDL version.
- */
-
-#ifndef SDL_version_h_
-#define SDL_version_h_
-
-#include "SDL_stdinc.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief Information the version of SDL in use.
- *
- *  Represents the library's version as three levels: major revision
- *  (increments with massive changes, additions, and enhancements),
- *  minor revision (increments with backwards-compatible changes to the
- *  major revision), and patchlevel (increments with fixes to the minor
- *  revision).
- *
- *  \sa SDL_VERSION
- *  \sa SDL_GetVersion
- */
-typedef struct SDL_version
-{
-    Uint8 major;        /**< major version */
-    Uint8 minor;        /**< minor version */
-    Uint8 patch;        /**< update version */
-} SDL_version;
-
-/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
-*/
-#define SDL_MAJOR_VERSION   2
-#define SDL_MINOR_VERSION   0
-#define SDL_PATCHLEVEL      7
-
-/**
- *  \brief Macro to determine SDL version program was compiled against.
- *
- *  This macro fills in a SDL_version structure with the version of the
- *  library you compiled against. This is determined by what header the
- *  compiler uses. Note that if you dynamically linked the library, you might
- *  have a slightly newer or older version at runtime. That version can be
- *  determined with SDL_GetVersion(), which, unlike SDL_VERSION(),
- *  is not a macro.
- *
- *  \param x A pointer to a SDL_version struct to initialize.
- *
- *  \sa SDL_version
- *  \sa SDL_GetVersion
- */
-#define SDL_VERSION(x)                          \
-{                                   \
-    (x)->major = SDL_MAJOR_VERSION;                 \
-    (x)->minor = SDL_MINOR_VERSION;                 \
-    (x)->patch = SDL_PATCHLEVEL;                    \
-}
-
-/**
- *  This macro turns the version numbers into a numeric value:
- *  \verbatim
-    (1,2,3) -> (1203)
-    \endverbatim
- *
- *  This assumes that there will never be more than 100 patchlevels.
- */
-#define SDL_VERSIONNUM(X, Y, Z)                     \
-    ((X)*1000 + (Y)*100 + (Z))
-
-/**
- *  This is the version number macro for the current SDL version.
- */
-#define SDL_COMPILEDVERSION \
-    SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)
-
-/**
- *  This macro will evaluate to true if compiled with SDL at least X.Y.Z.
- */
-#define SDL_VERSION_ATLEAST(X, Y, Z) \
-    (SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
-
-/**
- *  \brief Get the version of SDL that is linked against your program.
- *
- *  If you are linking to SDL dynamically, then it is possible that the
- *  current version will be different than the version you compiled against.
- *  This function returns the current version, while SDL_VERSION() is a
- *  macro that tells you what version you compiled with.
- *
- *  \code
- *  SDL_version compiled;
- *  SDL_version linked;
- *
- *  SDL_VERSION(&compiled);
- *  SDL_GetVersion(&linked);
- *  printf("We compiled against SDL version %d.%d.%d ...\n",
- *         compiled.major, compiled.minor, compiled.patch);
- *  printf("But we linked against SDL version %d.%d.%d.\n",
- *         linked.major, linked.minor, linked.patch);
- *  \endcode
- *
- *  This function may be called safely at any time, even before SDL_Init().
- *
- *  \sa SDL_VERSION
- */
-extern DECLSPEC void SDLCALL SDL_GetVersion(SDL_version * ver);
-
-/**
- *  \brief Get the code revision of SDL that is linked against your program.
- *
- *  Returns an arbitrary string (a hash value) uniquely identifying the
- *  exact revision of the SDL library in use, and is only useful in comparing
- *  against other revisions. It is NOT an incrementing number.
- */
-extern DECLSPEC const char *SDLCALL SDL_GetRevision(void);
-
-/**
- *  \brief Get the revision number of SDL that is linked against your program.
- *
- *  Returns a number uniquely identifying the exact revision of the SDL
- *  library in use. It is an incrementing number based on commits to
- *  hg.libsdl.org.
- */
-extern DECLSPEC int SDLCALL SDL_GetRevisionNumber(void);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_version_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 1247
bsp/simulator/SDL2-2.0.7/include/SDL_video.h

@@ -1,1247 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2017 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_video.h
- *
- *  Header file for SDL video functions.
- */
-
-#ifndef SDL_video_h_
-#define SDL_video_h_
-
-#include "SDL_stdinc.h"
-#include "SDL_pixels.h"
-#include "SDL_rect.h"
-#include "SDL_surface.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- *  \brief  The structure that defines a display mode
- *
- *  \sa SDL_GetNumDisplayModes()
- *  \sa SDL_GetDisplayMode()
- *  \sa SDL_GetDesktopDisplayMode()
- *  \sa SDL_GetCurrentDisplayMode()
- *  \sa SDL_GetClosestDisplayMode()
- *  \sa SDL_SetWindowDisplayMode()
- *  \sa SDL_GetWindowDisplayMode()
- */
-typedef struct
-{
-    Uint32 format;              /**< pixel format */
-    int w;                      /**< width, in screen coordinates */
-    int h;                      /**< height, in screen coordinates */
-    int refresh_rate;           /**< refresh rate (or zero for unspecified) */
-    void *driverdata;           /**< driver-specific data, initialize to 0 */
-} SDL_DisplayMode;
-
-/**
- *  \brief The type used to identify a window
- *
- *  \sa SDL_CreateWindow()
- *  \sa SDL_CreateWindowFrom()
- *  \sa SDL_DestroyWindow()
- *  \sa SDL_GetWindowData()
- *  \sa SDL_GetWindowFlags()
- *  \sa SDL_GetWindowGrab()
- *  \sa SDL_GetWindowPosition()
- *  \sa SDL_GetWindowSize()
- *  \sa SDL_GetWindowTitle()
- *  \sa SDL_HideWindow()
- *  \sa SDL_MaximizeWindow()
- *  \sa SDL_MinimizeWindow()
- *  \sa SDL_RaiseWindow()
- *  \sa SDL_RestoreWindow()
- *  \sa SDL_SetWindowData()
- *  \sa SDL_SetWindowFullscreen()
- *  \sa SDL_SetWindowGrab()
- *  \sa SDL_SetWindowIcon()
- *  \sa SDL_SetWindowPosition()
- *  \sa SDL_SetWindowSize()
- *  \sa SDL_SetWindowBordered()
- *  \sa SDL_SetWindowResizable()
- *  \sa SDL_SetWindowTitle()
- *  \sa SDL_ShowWindow()
- */
-typedef struct SDL_Window SDL_Window;
-
-/**
- *  \brief The flags on a window
- *
- *  \sa SDL_GetWindowFlags()
- */
-typedef enum
-{
-    /* !!! FIXME: change this to name = (1<<x). */
-    SDL_WINDOW_FULLSCREEN = 0x00000001,         /**< fullscreen window */
-    SDL_WINDOW_OPENGL = 0x00000002,             /**< window usable with OpenGL context */
-    SDL_WINDOW_SHOWN = 0x00000004,              /**< window is visible */
-    SDL_WINDOW_HIDDEN = 0x00000008,             /**< window is not visible */
-    SDL_WINDOW_BORDERLESS = 0x00000010,         /**< no window decoration */
-    SDL_WINDOW_RESIZABLE = 0x00000020,          /**< window can be resized */
-    SDL_WINDOW_MINIMIZED = 0x00000040,          /**< window is minimized */
-    SDL_WINDOW_MAXIMIZED = 0x00000080,          /**< window is maximized */
-    SDL_WINDOW_INPUT_GRABBED = 0x00000100,      /**< window has grabbed input focus */
-    SDL_WINDOW_INPUT_FOCUS = 0x00000200,        /**< window has input focus */
-    SDL_WINDOW_MOUSE_FOCUS = 0x00000400,        /**< window has mouse focus */
-    SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
-    SDL_WINDOW_FOREIGN = 0x00000800,            /**< window not created by SDL */
-    SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000,      /**< window should be created in high-DPI mode if supported */
-    SDL_WINDOW_MOUSE_CAPTURE = 0x00004000,      /**< window has mouse captured (unrelated to INPUT_GRABBED) */
-    SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000,      /**< window should always be above others */
-    SDL_WINDOW_SKIP_TASKBAR  = 0x00010000,      /**< window should not be added to the taskbar */
-    SDL_WINDOW_UTILITY       = 0x00020000,      /**< window should be treated as a utility window */
-    SDL_WINDOW_TOOLTIP       = 0x00040000,      /**< window should be treated as a tooltip */
-    SDL_WINDOW_POPUP_MENU    = 0x00080000,      /**< window should be treated as a popup menu */
-    SDL_WINDOW_VULKAN        = 0x10000000       /**< window usable for Vulkan surface */
-} SDL_WindowFlags;
-
-/**
- *  \brief Used to indicate that you don't care what the window position is.
- */
-#define SDL_WINDOWPOS_UNDEFINED_MASK    0x1FFF0000u
-#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X)  (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
-#define SDL_WINDOWPOS_UNDEFINED         SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
-#define SDL_WINDOWPOS_ISUNDEFINED(X)    \
-            (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
-
-/**
- *  \brief Used to indicate that the window position should be centered.
- */
-#define SDL_WINDOWPOS_CENTERED_MASK    0x2FFF0000u
-#define SDL_WINDOWPOS_CENTERED_DISPLAY(X)  (SDL_WINDOWPOS_CENTERED_MASK|(X))
-#define SDL_WINDOWPOS_CENTERED         SDL_WINDOWPOS_CENTERED_DISPLAY(0)
-#define SDL_WINDOWPOS_ISCENTERED(X)    \
-            (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
-
-/**
- *  \brief Event subtype for window events
- */
-typedef enum
-{
-    SDL_WINDOWEVENT_NONE,           /**< Never used */
-    SDL_WINDOWEVENT_SHOWN,          /**< Window has been shown */
-    SDL_WINDOWEVENT_HIDDEN,         /**< Window has been hidden */
-    SDL_WINDOWEVENT_EXPOSED,        /**< Window has been exposed and should be
-                                         redrawn */
-    SDL_WINDOWEVENT_MOVED,          /**< Window has been moved to data1, data2
-                                     */
-    SDL_WINDOWEVENT_RESIZED,        /**< Window has been resized to data1xdata2 */
-    SDL_WINDOWEVENT_SIZE_CHANGED,   /**< The window size has changed, either as
-                                         a result of an API call or through the
-                                         system or user changing the window size. */
-    SDL_WINDOWEVENT_MINIMIZED,      /**< Window has been minimized */
-    SDL_WINDOWEVENT_MAXIMIZED,      /**< Window has been maximized */
-    SDL_WINDOWEVENT_RESTORED,       /**< Window has been restored to normal size
-                                         and position */
-    SDL_WINDOWEVENT_ENTER,          /**< Window has gained mouse focus */
-    SDL_WINDOWEVENT_LEAVE,          /**< Window has lost mouse focus */
-    SDL_WINDOWEVENT_FOCUS_GAINED,   /**< Window has gained keyboard focus */
-    SDL_WINDOWEVENT_FOCUS_LOST,     /**< Window has lost keyboard focus */
-    SDL_WINDOWEVENT_CLOSE,          /**< The window manager requests that the window be closed */
-    SDL_WINDOWEVENT_TAKE_FOCUS,     /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
-    SDL_WINDOWEVENT_HIT_TEST        /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
-} SDL_WindowEventID;
-
-/**
- *  \brief An opaque handle to an OpenGL context.
- */
-typedef void *SDL_GLContext;
-
-/**
- *  \brief OpenGL configuration attributes
- */
-typedef enum
-{
-    SDL_GL_RED_SIZE,
-    SDL_GL_GREEN_SIZE,
-    SDL_GL_BLUE_SIZE,
-    SDL_GL_ALPHA_SIZE,
-    SDL_GL_BUFFER_SIZE,
-    SDL_GL_DOUBLEBUFFER,
-    SDL_GL_DEPTH_SIZE,
-    SDL_GL_STENCIL_SIZE,
-    SDL_GL_ACCUM_RED_SIZE,
-    SDL_GL_ACCUM_GREEN_SIZE,
-    SDL_GL_ACCUM_BLUE_SIZE,
-    SDL_GL_ACCUM_ALPHA_SIZE,
-    SDL_GL_STEREO,
-    SDL_GL_MULTISAMPLEBUFFERS,
-    SDL_GL_MULTISAMPLESAMPLES,
-    SDL_GL_ACCELERATED_VISUAL,
-    SDL_GL_RETAINED_BACKING,
-    SDL_GL_CONTEXT_MAJOR_VERSION,
-    SDL_GL_CONTEXT_MINOR_VERSION,
-    SDL_GL_CONTEXT_EGL,
-    SDL_GL_CONTEXT_FLAGS,
-    SDL_GL_CONTEXT_PROFILE_MASK,
-    SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
-    SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
-    SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
-    SDL_GL_CONTEXT_RESET_NOTIFICATION,
-    SDL_GL_CONTEXT_NO_ERROR
-} SDL_GLattr;
-
-typedef enum
-{
-    SDL_GL_CONTEXT_PROFILE_CORE           = 0x0001,
-    SDL_GL_CONTEXT_PROFILE_COMPATIBILITY  = 0x0002,
-    SDL_GL_CONTEXT_PROFILE_ES             = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
-} SDL_GLprofile;
-
-typedef enum
-{
-    SDL_GL_CONTEXT_DEBUG_FLAG              = 0x0001,
-    SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
-    SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG      = 0x0004,
-    SDL_GL_CONTEXT_RESET_ISOLATION_FLAG    = 0x0008
-} SDL_GLcontextFlag;
-
-typedef enum
-{
-    SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE   = 0x0000,
-    SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH  = 0x0001
-} SDL_GLcontextReleaseFlag;
-
-typedef enum
-{
-    SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
-    SDL_GL_CONTEXT_RESET_LOSE_CONTEXT    = 0x0001
-} SDL_GLContextResetNotification;
-
-/* Function prototypes */
-
-/**
- *  \brief Get the number of video drivers compiled into SDL
- *
- *  \sa SDL_GetVideoDriver()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
-
-/**
- *  \brief Get the name of a built in video driver.
- *
- *  \note The video drivers are presented in the order in which they are
- *        normally checked during initialization.
- *
- *  \sa SDL_GetNumVideoDrivers()
- */
-extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
-
-/**
- *  \brief Initialize the video subsystem, optionally specifying a video driver.
- *
- *  \param driver_name Initialize a specific driver by name, or NULL for the
- *                     default video driver.
- *
- *  \return 0 on success, -1 on error
- *
- *  This function initializes the video subsystem; setting up a connection
- *  to the window manager, etc, and determines the available display modes
- *  and pixel formats, but does not initialize a window or graphics mode.
- *
- *  \sa SDL_VideoQuit()
- */
-extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name);
-
-/**
- *  \brief Shuts down the video subsystem.
- *
- *  This function closes all windows, and restores the original video mode.
- *
- *  \sa SDL_VideoInit()
- */
-extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
-
-/**
- *  \brief Returns the name of the currently initialized video driver.
- *
- *  \return The name of the current video driver or NULL if no driver
- *          has been initialized
- *
- *  \sa SDL_GetNumVideoDrivers()
- *  \sa SDL_GetVideoDriver()
- */
-extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
-
-/**
- *  \brief Returns the number of available video displays.
- *
- *  \sa SDL_GetDisplayBounds()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
-
-/**
- *  \brief Get the name of a display in UTF-8 encoding
- *
- *  \return The name of a display, or NULL for an invalid display index.
- *
- *  \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex);
-
-/**
- *  \brief Get the desktop area represented by a display, with the primary
- *         display located at 0,0
- *
- *  \return 0 on success, or -1 if the index is out of range.
- *
- *  \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect);
-
-/**
- *  \brief Get the dots/pixels-per-inch for a display
- *
- *  \note Diagonal, horizontal and vertical DPI can all be optionally
- *        returned if the parameter is non-NULL.
- *
- *  \return 0 on success, or -1 if no DPI information is available or the index is out of range.
- *
- *  \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
-
-/**
- *  \brief Get the usable desktop area represented by a display, with the
- *         primary display located at 0,0
- *
- *  This is the same area as SDL_GetDisplayBounds() reports, but with portions
- *  reserved by the system removed. For example, on Mac OS X, this subtracts
- *  the area occupied by the menu bar and dock.
- *
- *  Setting a window to be fullscreen generally bypasses these unusable areas,
- *  so these are good guidelines for the maximum space available to a
- *  non-fullscreen window.
- *
- *  \return 0 on success, or -1 if the index is out of range.
- *
- *  \sa SDL_GetDisplayBounds()
- *  \sa SDL_GetNumVideoDisplays()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
-
-/**
- *  \brief Returns the number of available display modes.
- *
- *  \sa SDL_GetDisplayMode()
- */
-extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
-
-/**
- *  \brief Fill in information about a specific display mode.
- *
- *  \note The display modes are sorted in this priority:
- *        \li bits per pixel -> more colors to fewer colors
- *        \li width -> largest to smallest
- *        \li height -> largest to smallest
- *        \li refresh rate -> highest to lowest
- *
- *  \sa SDL_GetNumDisplayModes()
- */
-extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex,
-                                               SDL_DisplayMode * mode);
-
-/**
- *  \brief Fill in information about the desktop display mode.
- */
-extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode);
-
-/**
- *  \brief Fill in information about the current display mode.
- */
-extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode);
-
-
-/**
- *  \brief Get the closest match to the requested display mode.
- *
- *  \param displayIndex The index of display from which mode should be queried.
- *  \param mode The desired display mode
- *  \param closest A pointer to a display mode to be filled in with the closest
- *                 match of the available display modes.
- *
- *  \return The passed in value \c closest, or NULL if no matching video mode
- *          was available.
- *
- *  The available display modes are scanned, and \c closest is filled in with the
- *  closest mode matching the requested mode and returned.  The mode format and
- *  refresh_rate default to the desktop mode if they are 0.  The modes are
- *  scanned with size being first priority, format being second priority, and
- *  finally checking the refresh_rate.  If all the available modes are too
- *  small, then NULL is returned.
- *
- *  \sa SDL_GetNumDisplayModes()
- *  \sa SDL_GetDisplayMode()
- */
-extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest);
-
-/**
- *  \brief Get the display index associated with a window.
- *
- *  \return the display index of the display containing the center of the
- *          window, or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window);
-
-/**
- *  \brief Set the display mode used when a fullscreen window is visible.
- *
- *  By default the window's dimensions and the desktop format and refresh rate
- *  are used.
- *
- *  \param window The window for which the display mode should be set.
- *  \param mode The mode to use, or NULL for the default mode.
- *
- *  \return 0 on success, or -1 if setting the display mode failed.
- *
- *  \sa SDL_GetWindowDisplayMode()
- *  \sa SDL_SetWindowFullscreen()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window,
-                                                     const SDL_DisplayMode
-                                                         * mode);
-
-/**
- *  \brief Fill in information about the display mode used when a fullscreen
- *         window is visible.
- *
- *  \sa SDL_SetWindowDisplayMode()
- *  \sa SDL_SetWindowFullscreen()
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
-                                                     SDL_DisplayMode * mode);
-
-/**
- *  \brief Get the pixel format associated with the window.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
-
-/**
- *  \brief Create a window with the specified position, dimensions, and flags.
- *
- *  \param title The title of the window, in UTF-8 encoding.
- *  \param x     The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
- *               ::SDL_WINDOWPOS_UNDEFINED.
- *  \param y     The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
- *               ::SDL_WINDOWPOS_UNDEFINED.
- *  \param w     The width of the window, in screen coordinates.
- *  \param h     The height of the window, in screen coordinates.
- *  \param flags The flags for the window, a mask of any of the following:
- *               ::SDL_WINDOW_FULLSCREEN,    ::SDL_WINDOW_OPENGL,
- *               ::SDL_WINDOW_HIDDEN,        ::SDL_WINDOW_BORDERLESS,
- *               ::SDL_WINDOW_RESIZABLE,     ::SDL_WINDOW_MAXIMIZED,
- *               ::SDL_WINDOW_MINIMIZED,     ::SDL_WINDOW_INPUT_GRABBED,
- *               ::SDL_WINDOW_ALLOW_HIGHDPI, ::SDL_WINDOW_VULKAN.
- *
- *  \return The created window, or NULL if window creation failed.
- *
- *  If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size
- *  in pixels may differ from its size in screen coordinates on platforms with
- *  high-DPI support (e.g. iOS and Mac OS X). Use SDL_GetWindowSize() to query
- *  the client area's size in screen coordinates, and SDL_GL_GetDrawableSize(),
- *  SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to query the
- *  drawable size in pixels.
- *
- *  If the window is created with any of the SDL_WINDOW_OPENGL or
- *  SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
- *  (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
- *  corrensponding UnloadLibrary function is called by SDL_DestroyWindow().
- *
- *  If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
- *  SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
- *
- *  \note On non-Apple devices, SDL requires you to either not link to the
- *        Vulkan loader or link to a dynamic library version. This limitation
- *        may be removed in a future version of SDL.
- *
- *  \sa SDL_DestroyWindow()
- *  \sa SDL_GL_LoadLibrary()
- *  \sa SDL_Vulkan_LoadLibrary()
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
-                                                      int x, int y, int w,
-                                                      int h, Uint32 flags);
-
-/**
- *  \brief Create an SDL window from an existing native window.
- *
- *  \param data A pointer to driver-dependent window creation data
- *
- *  \return The created window, or NULL if window creation failed.
- *
- *  \sa SDL_DestroyWindow()
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data);
-
-/**
- *  \brief Get the numeric ID of a window, for logging purposes.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window);
-
-/**
- *  \brief Get a window from a stored ID, or NULL if it doesn't exist.
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id);
-
-/**
- *  \brief Get the window flags.
- */
-extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window);
-
-/**
- *  \brief Set the title of a window, in UTF-8 format.
- *
- *  \sa SDL_GetWindowTitle()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window,
-                                                const char *title);
-
-/**
- *  \brief Get the title of a window, in UTF-8 format.
- *
- *  \sa SDL_SetWindowTitle()
- */
-extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window);
-
-/**
- *  \brief Set the icon for a window.
- *
- *  \param window The window for which the icon should be set.
- *  \param icon The icon for the window.
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window,
-                                               SDL_Surface * icon);
-
-/**
- *  \brief Associate an arbitrary named pointer with a window.
- *
- *  \param window   The window to associate with the pointer.
- *  \param name     The name of the pointer.
- *  \param userdata The associated pointer.
- *
- *  \return The previous value associated with 'name'
- *
- *  \note The name is case-sensitive.
- *
- *  \sa SDL_GetWindowData()
- */
-extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window,
-                                                const char *name,
-                                                void *userdata);
-
-/**
- *  \brief Retrieve the data pointer associated with a window.
- *
- *  \param window   The window to query.
- *  \param name     The name of the pointer.
- *
- *  \return The value associated with 'name'
- *
- *  \sa SDL_SetWindowData()
- */
-extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window,
-                                                const char *name);
-
-/**
- *  \brief Set the position of a window.
- *
- *  \param window   The window to reposition.
- *  \param x        The x coordinate of the window in screen coordinates, or
- *                  ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED.
- *  \param y        The y coordinate of the window in screen coordinates, or
- *                  ::SDL_WINDOWPOS_CENTERED or ::SDL_WINDOWPOS_UNDEFINED.
- *
- *  \note The window coordinate origin is the upper left of the display.
- *
- *  \sa SDL_GetWindowPosition()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window,
-                                                   int x, int y);
-
-/**
- *  \brief Get the position of a window.
- *
- *  \param window   The window to query.
- *  \param x        Pointer to variable for storing the x position, in screen
- *                  coordinates. May be NULL.
- *  \param y        Pointer to variable for storing the y position, in screen
- *                  coordinates. May be NULL.
- *
- *  \sa SDL_SetWindowPosition()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window,
-                                                   int *x, int *y);
-
-/**
- *  \brief Set the size of a window's client area.
- *
- *  \param window   The window to resize.
- *  \param w        The width of the window, in screen coordinates. Must be >0.
- *  \param h        The height of the window, in screen coordinates. Must be >0.
- *
- *  \note Fullscreen windows automatically match the size of the display mode,
- *        and you should use SDL_SetWindowDisplayMode() to change their size.
- *
- *  The window size in screen coordinates may differ from the size in pixels, if
- *  the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with
- *  high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or
- *  SDL_GetRendererOutputSize() to get the real client area size in pixels.
- *
- *  \sa SDL_GetWindowSize()
- *  \sa SDL_SetWindowDisplayMode()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
-                                               int h);
-
-/**
- *  \brief Get the size of a window's client area.
- *
- *  \param window   The window to query.
- *  \param w        Pointer to variable for storing the width, in screen
- *                  coordinates. May be NULL.
- *  \param h        Pointer to variable for storing the height, in screen
- *                  coordinates. May be NULL.
- *
- *  The window size in screen coordinates may differ from the size in pixels, if
- *  the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with
- *  high-dpi support (e.g. iOS or OS X). Use SDL_GL_GetDrawableSize() or
- *  SDL_GetRendererOutputSize() to get the real client area size in pixels.
- *
- *  \sa SDL_SetWindowSize()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
-                                               int *h);
-
-/**
- *  \brief Get the size of a window's borders (decorations) around the client area.
- *
- *  \param window The window to query.
- *  \param top Pointer to variable for storing the size of the top border. NULL is permitted.
- *  \param left Pointer to variable for storing the size of the left border. NULL is permitted.
- *  \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted.
- *  \param right Pointer to variable for storing the size of the right border. NULL is permitted.
- *
- *  \return 0 on success, or -1 if getting this information is not supported.
- *
- *  \note if this function fails (returns -1), the size values will be
- *        initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as
- *        if the window in question was borderless.
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
-                                                     int *top, int *left,
-                                                     int *bottom, int *right);
-
-/**
- *  \brief Set the minimum size of a window's client area.
- *
- *  \param window    The window to set a new minimum size.
- *  \param min_w     The minimum width of the window, must be >0
- *  \param min_h     The minimum height of the window, must be >0
- *
- *  \note You can't change the minimum size of a fullscreen window, it
- *        automatically matches the size of the display mode.
- *
- *  \sa SDL_GetWindowMinimumSize()
- *  \sa SDL_SetWindowMaximumSize()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window,
-                                                      int min_w, int min_h);
-
-/**
- *  \brief Get the minimum size of a window's client area.
- *
- *  \param window   The window to query.
- *  \param w        Pointer to variable for storing the minimum width, may be NULL
- *  \param h        Pointer to variable for storing the minimum height, may be NULL
- *
- *  \sa SDL_GetWindowMaximumSize()
- *  \sa SDL_SetWindowMinimumSize()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window,
-                                                      int *w, int *h);
-
-/**
- *  \brief Set the maximum size of a window's client area.
- *
- *  \param window    The window to set a new maximum size.
- *  \param max_w     The maximum width of the window, must be >0
- *  \param max_h     The maximum height of the window, must be >0
- *
- *  \note You can't change the maximum size of a fullscreen window, it
- *        automatically matches the size of the display mode.
- *
- *  \sa SDL_GetWindowMaximumSize()
- *  \sa SDL_SetWindowMinimumSize()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window,
-                                                      int max_w, int max_h);
-
-/**
- *  \brief Get the maximum size of a window's client area.
- *
- *  \param window   The window to query.
- *  \param w        Pointer to variable for storing the maximum width, may be NULL
- *  \param h        Pointer to variable for storing the maximum height, may be NULL
- *
- *  \sa SDL_GetWindowMinimumSize()
- *  \sa SDL_SetWindowMaximumSize()
- */
-extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window,
-                                                      int *w, int *h);
-
-/**
- *  \brief Set the border state of a window.
- *
- *  This will add or remove the window's SDL_WINDOW_BORDERLESS flag and
- *  add or remove the border from the actual window. This is a no-op if the
- *  window's border already matches the requested state.
- *
- *  \param window The window of which to change the border state.
- *  \param bordered SDL_FALSE to remove border, SDL_TRUE to add border.
- *
- *  \note You can't change the border state of a fullscreen window.
- *
- *  \sa SDL_GetWindowFlags()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
-                                                   SDL_bool bordered);
-
-/**
- *  \brief Set the user-resizable state of a window.
- *
- *  This will add or remove the window's SDL_WINDOW_RESIZABLE flag and
- *  allow/disallow user resizing of the window. This is a no-op if the
- *  window's resizable state already matches the requested state.
- *
- *  \param window The window of which to change the resizable state.
- *  \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow.
- *
- *  \note You can't change the resizable state of a fullscreen window.
- *
- *  \sa SDL_GetWindowFlags()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
-                                                    SDL_bool resizable);
-
-/**
- *  \brief Show a window.
- *
- *  \sa SDL_HideWindow()
- */
-extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window);
-
-/**
- *  \brief Hide a window.
- *
- *  \sa SDL_ShowWindow()
- */
-extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window);
-
-/**
- *  \brief Raise a window above other windows and set the input focus.
- */
-extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window);
-
-/**
- *  \brief Make a window as large as possible.
- *
- *  \sa SDL_RestoreWindow()
- */
-extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window);
-
-/**
- *  \brief Minimize a window to an iconic representation.
- *
- *  \sa SDL_RestoreWindow()
- */
-extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window);
-
-/**
- *  \brief Restore the size and position of a minimized or maximized window.
- *
- *  \sa SDL_MaximizeWindow()
- *  \sa SDL_MinimizeWindow()
- */
-extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window);
-
-/**
- *  \brief Set a window's fullscreen state.
- *
- *  \return 0 on success, or -1 if setting the display mode failed.
- *
- *  \sa SDL_SetWindowDisplayMode()
- *  \sa SDL_GetWindowDisplayMode()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window,
-                                                    Uint32 flags);
-
-/**
- *  \brief Get the SDL surface associated with the window.
- *
- *  \return The window's framebuffer surface, or NULL on error.
- *
- *  A new surface will be created with the optimal format for the window,
- *  if necessary. This surface will be freed when the window is destroyed.
- *
- *  \note You may not combine this with 3D or the rendering API on this window.
- *
- *  \sa SDL_UpdateWindowSurface()
- *  \sa SDL_UpdateWindowSurfaceRects()
- */
-extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window);
-
-/**
- *  \brief Copy the window surface to the screen.
- *
- *  \return 0 on success, or -1 on error.
- *
- *  \sa SDL_GetWindowSurface()
- *  \sa SDL_UpdateWindowSurfaceRects()
- */
-extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
-
-/**
- *  \brief Copy a number of rectangles on the window surface to the screen.
- *
- *  \return 0 on success, or -1 on error.
- *
- *  \sa SDL_GetWindowSurface()
- *  \sa SDL_UpdateWindowSurface()
- */
-extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
-                                                         const SDL_Rect * rects,
-                                                         int numrects);
-
-/**
- *  \brief Set a window's input grab mode.
- *
- *  \param window The window for which the input grab mode should be set.
- *  \param grabbed This is SDL_TRUE to grab input, and SDL_FALSE to release input.
- *
- *  If the caller enables a grab while another window is currently grabbed,
- *  the other window loses its grab in favor of the caller's window.
- *
- *  \sa SDL_GetWindowGrab()
- */
-extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window,
-                                               SDL_bool grabbed);
-
-/**
- *  \brief Get a window's input grab mode.
- *
- *  \return This returns SDL_TRUE if input is grabbed, and SDL_FALSE otherwise.
- *
- *  \sa SDL_SetWindowGrab()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window);
-
-/**
- *  \brief Get the window that currently has an input grab enabled.
- *
- *  \return This returns the window if input is grabbed, and NULL otherwise.
- *
- *  \sa SDL_SetWindowGrab()
- */
-extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void);
-
-/**
- *  \brief Set the brightness (gamma correction) for a window.
- *
- *  \return 0 on success, or -1 if setting the brightness isn't supported.
- *
- *  \sa SDL_GetWindowBrightness()
- *  \sa SDL_SetWindowGammaRamp()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness);
-
-/**
- *  \brief Get the brightness (gamma correction) for a window.
- *
- *  \return The last brightness value passed to SDL_SetWindowBrightness()
- *
- *  \sa SDL_SetWindowBrightness()
- */
-extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
-
-/**
- *  \brief Set the opacity for a window
- *
- *  \param window The window which will be made transparent or opaque
- *  \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be
- *                 clamped internally between 0.0f and 1.0f.
- *
- *  \return 0 on success, or -1 if setting the opacity isn't supported.
- *
- *  \sa SDL_GetWindowOpacity()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
-
-/**
- *  \brief Get the opacity of a window.
- *
- *  If transparency isn't supported on this platform, opacity will be reported
- *  as 1.0f without error.
- *
- *  \param window The window in question.
- *  \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque)
- *
- *  \return 0 on success, or -1 on error (invalid window, etc).
- *
- *  \sa SDL_SetWindowOpacity()
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
-
-/**
- *  \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name)
- *
- *  \param modal_window The window that should be modal
- *  \param parent_window The parent window
- *
- *  \return 0 on success, or -1 otherwise.
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
-
-/**
- *  \brief Explicitly sets input focus to the window.
- *
- *  You almost certainly want SDL_RaiseWindow() instead of this function. Use
- *  this with caution, as you might give focus to a window that's completely
- *  obscured by other windows.
- *
- *  \param window The window that should get the input focus
- *
- *  \return 0 on success, or -1 otherwise.
- *  \sa SDL_RaiseWindow()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
-
-/**
- *  \brief Set the gamma ramp for a window.
- *
- *  \param window The window for which the gamma ramp should be set.
- *  \param red The translation table for the red channel, or NULL.
- *  \param green The translation table for the green channel, or NULL.
- *  \param blue The translation table for the blue channel, or NULL.
- *
- *  \return 0 on success, or -1 if gamma ramps are unsupported.
- *
- *  Set the gamma translation table for the red, green, and blue channels
- *  of the video hardware.  Each table is an array of 256 16-bit quantities,
- *  representing a mapping between the input and output for that channel.
- *  The input is the index into the array, and the output is the 16-bit
- *  gamma value at that index, scaled to the output color precision.
- *
- *  \sa SDL_GetWindowGammaRamp()
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window,
-                                                   const Uint16 * red,
-                                                   const Uint16 * green,
-                                                   const Uint16 * blue);
-
-/**
- *  \brief Get the gamma ramp for a window.
- *
- *  \param window The window from which the gamma ramp should be queried.
- *  \param red   A pointer to a 256 element array of 16-bit quantities to hold
- *               the translation table for the red channel, or NULL.
- *  \param green A pointer to a 256 element array of 16-bit quantities to hold
- *               the translation table for the green channel, or NULL.
- *  \param blue  A pointer to a 256 element array of 16-bit quantities to hold
- *               the translation table for the blue channel, or NULL.
- *
- *  \return 0 on success, or -1 if gamma ramps are unsupported.
- *
- *  \sa SDL_SetWindowGammaRamp()
- */
-extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window,
-                                                   Uint16 * red,
-                                                   Uint16 * green,
-                                                   Uint16 * blue);
-
-/**
- *  \brief Possible return values from the SDL_HitTest callback.
- *
- *  \sa SDL_HitTest
- */
-typedef enum
-{
-    SDL_HITTEST_NORMAL,  /**< Region is normal. No special properties. */
-    SDL_HITTEST_DRAGGABLE,  /**< Region can drag entire window. */
-    SDL_HITTEST_RESIZE_TOPLEFT,
-    SDL_HITTEST_RESIZE_TOP,
-    SDL_HITTEST_RESIZE_TOPRIGHT,
-    SDL_HITTEST_RESIZE_RIGHT,
-    SDL_HITTEST_RESIZE_BOTTOMRIGHT,
-    SDL_HITTEST_RESIZE_BOTTOM,
-    SDL_HITTEST_RESIZE_BOTTOMLEFT,
-    SDL_HITTEST_RESIZE_LEFT
-} SDL_HitTestResult;
-
-/**
- *  \brief Callback used for hit-testing.
- *
- *  \sa SDL_SetWindowHitTest
- */
-typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
-                                                 const SDL_Point *area,
-                                                 void *data);
-
-/**
- *  \brief Provide a callback that decides if a window region has special properties.
- *
- *  Normally windows are dragged and resized by decorations provided by the
- *  system window manager (a title bar, borders, etc), but for some apps, it
- *  makes sense to drag them from somewhere else inside the window itself; for
- *  example, one might have a borderless window that wants to be draggable
- *  from any part, or simulate its own title bar, etc.
- *
- *  This function lets the app provide a callback that designates pieces of
- *  a given window as special. This callback is run during event processing
- *  if we need to tell the OS to treat a region of the window specially; the
- *  use of this callback is known as "hit testing."
- *
- *  Mouse input may not be delivered to your application if it is within
- *  a special area; the OS will often apply that input to moving the window or
- *  resizing the window and not deliver it to the application.
- *
- *  Specifying NULL for a callback disables hit-testing. Hit-testing is
- *  disabled by default.
- *
- *  Platforms that don't support this functionality will return -1
- *  unconditionally, even if you're attempting to disable hit-testing.
- *
- *  Your callback may fire at any time, and its firing does not indicate any
- *  specific behavior (for example, on Windows, this certainly might fire
- *  when the OS is deciding whether to drag your window, but it fires for lots
- *  of other reasons, too, some unrelated to anything you probably care about
- *  _and when the mouse isn't actually at the location it is testing_).
- *  Since this can fire at any time, you should try to keep your callback
- *  efficient, devoid of allocations, etc.
- *
- *  \param window The window to set hit-testing on.
- *  \param callback The callback to call when doing a hit-test.
- *  \param callback_data An app-defined void pointer passed to the callback.
- *  \return 0 on success, -1 on error (including unsupported).
- */
-extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window,
-                                                 SDL_HitTest callback,
-                                                 void *callback_data);
-
-/**
- *  \brief Destroy a window.
- */
-extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window);
-
-
-/**
- *  \brief Returns whether the screensaver is currently enabled (default off).
- *
- *  \sa SDL_EnableScreenSaver()
- *  \sa SDL_DisableScreenSaver()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void);
-
-/**
- *  \brief Allow the screen to be blanked by a screensaver
- *
- *  \sa SDL_IsScreenSaverEnabled()
- *  \sa SDL_DisableScreenSaver()
- */
-extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void);
-
-/**
- *  \brief Prevent the screen from being blanked by a screensaver
- *
- *  \sa SDL_IsScreenSaverEnabled()
- *  \sa SDL_EnableScreenSaver()
- */
-extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void);
-
-
-/**
- *  \name OpenGL support functions
- */
-/* @{ */
-
-/**
- *  \brief Dynamically load an OpenGL library.
- *
- *  \param path The platform dependent OpenGL library name, or NULL to open the
- *              default OpenGL library.
- *
- *  \return 0 on success, or -1 if the library couldn't be loaded.
- *
- *  This should be done after initializing the video driver, but before
- *  creating any OpenGL windows.  If no OpenGL library is loaded, the default
- *  library will be loaded upon creation of the first OpenGL window.
- *
- *  \note If you do this, you need to retrieve all of the GL functions used in
- *        your program from the dynamic library using SDL_GL_GetProcAddress().
- *
- *  \sa SDL_GL_GetProcAddress()
- *  \sa SDL_GL_UnloadLibrary()
- */
-extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
-
-/**
- *  \brief Get the address of an OpenGL function.
- */
-extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc);
-
-/**
- *  \brief Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
- *
- *  \sa SDL_GL_LoadLibrary()
- */
-extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);
-
-/**
- *  \brief Return true if an OpenGL extension is supported for the current
- *         context.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char
-                                                           *extension);
-
-/**
- *  \brief Reset all previously set OpenGL context attributes to their default values
- */
-extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
-
-/**
- *  \brief Set an OpenGL window attribute before window creation.
- *
- *  \return 0 on success, or -1 if the attribute could not be set.
- */
-extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
-
-/**
- *  \brief Get the actual value for an attribute from the current context.
- *
- *  \return 0 on success, or -1 if the attribute could not be retrieved.
- *          The integer at \c value will be modified in either case.
- */
-extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
-
-/**
- *  \brief Create an OpenGL context for use with an OpenGL window, and make it
- *         current.
- *
- *  \sa SDL_GL_DeleteContext()
- */
-extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *
-                                                           window);
-
-/**
- *  \brief Set up an OpenGL context for rendering into an OpenGL window.
- *
- *  \note The context must have been created with a compatible window.
- */
-extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window,
-                                               SDL_GLContext context);
-
-/**
- *  \brief Get the currently active OpenGL window.
- */
-extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void);
-
-/**
- *  \brief Get the currently active OpenGL context.
- */
-extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
-
-/**
- *  \brief Get the size of a window's underlying drawable in pixels (for use
- *         with glViewport).
- *
- *  \param window   Window from which the drawable size should be queried
- *  \param w        Pointer to variable for storing the width in pixels, may be NULL
- *  \param h        Pointer to variable for storing the height in pixels, may be NULL
- *
- * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
- * drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
- * platform with high-DPI support (Apple calls this "Retina"), and not disabled
- * by the SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
- *
- *  \sa SDL_GetWindowSize()
- *  \sa SDL_CreateWindow()
- */
-extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w,
-                                                    int *h);
-
-/**
- *  \brief Set the swap interval for the current OpenGL context.
- *
- *  \param interval 0 for immediate updates, 1 for updates synchronized with the
- *                  vertical retrace. If the system supports it, you may
- *                  specify -1 to allow late swaps to happen immediately
- *                  instead of waiting for the next retrace.
- *
- *  \return 0 on success, or -1 if setting the swap interval is not supported.
- *
- *  \sa SDL_GL_GetSwapInterval()
- */
-extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval);
-
-/**
- *  \brief Get the swap interval for the current OpenGL context.
- *
- *  \return 0 if there is no vertical retrace synchronization, 1 if the buffer
- *          swap is synchronized with the vertical retrace, and -1 if late
- *          swaps happen immediately instead of waiting for the next retrace.
- *          If the system can't determine the swap interval, or there isn't a
- *          valid current context, this will return 0 as a safe default.
- *
- *  \sa SDL_GL_SetSwapInterval()
- */
-extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);
-
-/**
- * \brief Swap the OpenGL buffers for a window, if double-buffering is
- *        supported.
- */
-extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
-
-/**
- *  \brief Delete an OpenGL context.
- *
- *  \sa SDL_GL_CreateContext()
- */
-extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);
-
-/* @} *//* OpenGL support functions */
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_video_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 257
bsp/simulator/SDL2-2.0.7/include/SDL_vulkan.h

@@ -1,257 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 2017, Mark Callow
-
-  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_vulkan.h
- *
- *  Header file for functions to creating Vulkan surfaces on SDL windows.
- */
-
-#ifndef SDL_vulkan_h_
-#define SDL_vulkan_h_
-
-#include "SDL_video.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* Avoid including vulkan.h, don't define VkInstance if it's already included */
-#ifdef VULKAN_H_
-#define NO_SDL_VULKAN_TYPEDEFS
-#endif
-#ifndef NO_SDL_VULKAN_TYPEDEFS
-#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
-
-#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
-#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
-#else
-#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
-#endif
-
-VK_DEFINE_HANDLE(VkInstance)
-VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
-
-#endif /* !NO_SDL_VULKAN_TYPEDEFS */
-
-typedef VkInstance SDL_vulkanInstance;
-typedef VkSurfaceKHR SDL_vulkanSurface; /* for compatibility with Tizen */
-
-/**
- *  \name Vulkan support functions
- *
- *  \note SDL_Vulkan_GetInstanceExtensions & SDL_Vulkan_CreateSurface API
- *        is compatable with Tizen's implementation of Vulkan in SDL.
- */
-/* @{ */
-
-/**
- *  \brief Dynamically load a Vulkan loader library.
- *
- *  \param [in] path The platform dependent Vulkan loader library name, or
- *              \c NULL to open the default Vulkan loader library.
- *
- *  \return \c 0 on success, or \c -1 if the library couldn't be loaded.
- *
- *  This should be done after initializing the video driver, but before
- *  creating any Vulkan windows. If no Vulkan loader library is loaded, the
- *  default library will be loaded upon creation of the first Vulkan window.
- *
- *  \note If you specify a non-NULL \a path, you should retrieve all of the
- *        Vulkan functions used in your program from the dynamic library using
- *        \c SDL_Vulkan_GetVkGetInstanceProcAddr() unless you can guarantee
- *        \a path points to the same vulkan loader library that you linked to.
- *
- *  \note On Apple devices, if \a path is NULL, SDL will attempt to find
- *        the vkGetInstanceProcAddr address within all the mach-o images of
- *        the current process. This is because the currently (v0.17.0)
- *        recommended MoltenVK (Vulkan on Metal) usage is as a static library.
- *        If it is not found then SDL will attempt to load \c libMoltenVK.dylib.
- *        Applications using the dylib alternative therefore do not need to do
- *        anything special when calling SDL.
- *
- *  \note On non-Apple devices, SDL requires you to either not link to the
- *        Vulkan loader or link to a dynamic library version. This limitation
- *        may be removed in a future version of SDL.
- *
- *  \note This function will fail if there are no working Vulkan drivers
- *        installed.
- *
- *  \sa SDL_Vulkan_GetVkGetInstanceProcAddr()
- *  \sa SDL_Vulkan_UnloadLibrary()
- */
-extern DECLSPEC int SDLCALL SDL_Vulkan_LoadLibrary(const char *path);
-
-/**
- *  \brief Get the address of the \c vkGetInstanceProcAddr function.
- *
- *  \note This should be called after either calling SDL_Vulkan_LoadLibrary
- *        or creating an SDL_Window with the SDL_WINDOW_VULKAN flag.
- */
-extern DECLSPEC void *SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void);
-
-/**
- *  \brief Unload the Vulkan loader library previously loaded by
- *         \c SDL_Vulkan_LoadLibrary().
- *
- *  \sa SDL_Vulkan_LoadLibrary()
- */
-extern DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void);
-
-/**
- *  \brief Get the names of the Vulkan instance extensions needed to create
- *         a surface with \c SDL_Vulkan_CreateSurface().
- *
- *  \param [in]     window Window for which the required Vulkan instance
- *                  extensions should be retrieved
- *  \param [in,out] count pointer to an \c unsigned related to the number of
- *                  required Vulkan instance extensions
- *  \param [out]    names \c NULL or a pointer to an array to be filled with the
- *                  required Vulkan instance extensions
- *
- *  \return \c SDL_TRUE on success, \c SDL_FALSE on error.
- *
- *  If \a pNames is \c NULL, then the number of required Vulkan instance
- *  extensions is returned in pCount. Otherwise, \a pCount must point to a
- *  variable set to the number of elements in the \a pNames array, and on
- *  return the variable is overwritten with the number of names actually
- *  written to \a pNames. If \a pCount is less than the number of required
- *  extensions, at most \a pCount structures will be written. If \a pCount
- *  is smaller than the number of required extensions, \c SDL_FALSE will be
- *  returned instead of \c SDL_TRUE, to indicate that not all the required
- *  extensions were returned.
- *
- *  \note The returned list of extensions will contain \c VK_KHR_surface
- *        and zero or more platform specific extensions
- *
- *  \note The extension names queried here must be enabled when calling
- *        VkCreateInstance, otherwise surface creation will fail.
- *
- *  \note \c window should have been created with the \c SDL_WINDOW_VULKAN flag.
- *
- *  \code
- *  unsigned int count;
- *  // get count of required extensions
- *  if(!SDL_Vulkan_GetInstanceExtensions(window, &count, NULL))
- *      handle_error();
- *
- *  static const char *const additionalExtensions[] =
- *  {
- *      VK_EXT_DEBUG_REPORT_EXTENSION_NAME, // example additional extension
- *  };
- *  size_t additionalExtensionsCount = sizeof(additionalExtensions) / sizeof(additionalExtensions[0]);
- *  size_t extensionCount = count + additionalExtensionsCount;
- *  const char **names = malloc(sizeof(const char *) * extensionCount);
- *  if(!names)
- *      handle_error();
- *
- *  // get names of required extensions
- *  if(!SDL_Vulkan_GetInstanceExtensions(window, &count, names))
- *      handle_error();
- *
- *  // copy additional extensions after required extensions
- *  for(size_t i = 0; i < additionalExtensionsCount; i++)
- *      names[i + count] = additionalExtensions[i];
- *
- *  VkInstanceCreateInfo instanceCreateInfo = {};
- *  instanceCreateInfo.enabledExtensionCount = extensionCount;
- *  instanceCreateInfo.ppEnabledExtensionNames = names;
- *  // fill in rest of instanceCreateInfo
- *
- *  VkInstance instance;
- *  // create the Vulkan instance
- *  VkResult result = vkCreateInstance(&instanceCreateInfo, NULL, &instance);
- *  free(names);
- *  \endcode
- *
- *  \sa SDL_Vulkan_CreateSurface()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_GetInstanceExtensions(
-                                                        SDL_Window *window,
-                                                        unsigned int *pCount,
-                                                        const char **pNames);
-
-/**
- *  \brief Create a Vulkan rendering surface for a window.
- *
- *  \param [in]  window   SDL_Window to which to attach the rendering surface.
- *  \param [in]  instance handle to the Vulkan instance to use.
- *  \param [out] surface  pointer to a VkSurfaceKHR handle to receive the
- *                        handle of the newly created surface.
- *
- *  \return \c SDL_TRUE on success, \c SDL_FALSE on error.
- *
- *  \code
- *  VkInstance instance;
- *  SDL_Window *window;
- *
- *  // create instance and window
- *
- *  // create the Vulkan surface
- *  VkSurfaceKHR surface;
- *  if(!SDL_Vulkan_CreateSurface(window, instance, &surface))
- *      handle_error();
- *  \endcode
- *
- *  \note \a window should have been created with the \c SDL_WINDOW_VULKAN flag.
- *
- *  \note \a instance should have been created with the extensions returned
- *        by \c SDL_Vulkan_CreateSurface() enabled.
- *
- *  \sa SDL_Vulkan_GetInstanceExtensions()
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_Vulkan_CreateSurface(
-                                                SDL_Window *window,
-                                                VkInstance instance,
-                                                VkSurfaceKHR* surface);
-
-/**
- *  \brief Get the size of a window's underlying drawable in pixels (for use
- *         with setting viewport, scissor & etc).
- *
- *  \param window   SDL_Window from which the drawable size should be queried
- *  \param w        Pointer to variable for storing the width in pixels,
- *                  may be NULL
- *  \param h        Pointer to variable for storing the height in pixels,
- *                  may be NULL
- *
- * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
- * drawable, i.e. the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a
- * platform with high-DPI support (Apple calls this "Retina"), and not disabled
- * by the \c SDL_HINT_VIDEO_HIGHDPI_DISABLED hint.
- *
- *  \sa SDL_GetWindowSize()
- *  \sa SDL_CreateWindow()
- */
-extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window * window,
-                                                        int *w, int *h);
-
-/* @} *//* Vulkan support functions */
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* SDL_vulkan_h_ */

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bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.dll


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bsp/simulator/SDL2-2.0.7/lib/x86/SDL2.lib


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+ 20 - 0
bsp/simulator/SDL2/COPYING.txt

@@ -0,0 +1,20 @@
+
+Simple DirectMedia Layer
+Copyright (C) 1997-2020 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.
+

+ 13 - 0
bsp/simulator/SDL2/README-SDL.txt

@@ -0,0 +1,13 @@
+
+Please distribute this file with the SDL runtime environment:
+
+The Simple DirectMedia Layer (SDL for short) is a cross-platform library
+designed to make it easy to write multi-media software, such as games
+and emulators.
+
+The Simple DirectMedia Layer library source code is available from:
+https://www.libsdl.org/
+
+This library is distributed under the terms of the zlib license:
+http://www.zlib.net/zlib_license.html
+

+ 9 - 0
bsp/simulator/SDL2/README.md

@@ -0,0 +1,9 @@
+如何升级SDL:
+
+去SDL2[官网](http://www.libsdl.org/download-2.0.php)下载最新SDL库,并将include和lib文件夹覆盖过来即可。替换时需要注意,.gitignore文件中忽略了.dll和.lib文件,提交.dll和.lib文件需要强制提交一下。
+
+如图:
+
+![figure1](figures/SDL_download.png)
+
+![figure1](figures/SDL2.png)

+ 21 - 0
bsp/simulator/SDL2/README.txt

@@ -0,0 +1,21 @@
+
+                         Simple DirectMedia Layer
+
+                                  (SDL)
+
+                                Version 2.0
+
+---
+https://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.
+
+More extensive documentation is available in the docs directory, starting
+with README.md
+
+Enjoy!
+	Sam Lantinga				(slouken@libsdl.org)

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bsp/simulator/SDL2/figures/SDL2.png


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bsp/simulator/SDL2/figures/SDL_download.png


+ 232 - 0
bsp/simulator/SDL2/include/SDL.h

@@ -0,0 +1,232 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_hidapi.h"
+#include "SDL_hints.h"
+#include "SDL_joystick.h"
+#include "SDL_loadso.h"
+#include "SDL_log.h"
+#include "SDL_messagebox.h"
+#include "SDL_metal.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 "SDL_locale.h"
+#include "SDL_misc.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 \
+            )
+/* @} */
+
+/**
+ * Initialize the SDL library.
+ *
+ * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
+ * two may be used interchangeably. Though for readability of your code
+ * SDL_InitSubSystem() might be preferred.
+ *
+ * The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
+ * subsystems are initialized by default. Message boxes
+ * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
+ * video subsystem, in hopes of being useful in showing an error dialog when
+ * SDL_Init fails. You must specifically initialize other subsystems if you
+ * use them in your application.
+ *
+ * Logging (such as SDL_Log) works without initialization, too.
+ *
+ * `flags` may be any of the following OR'd together:
+ *
+ * - `SDL_INIT_TIMER`: timer subsystem
+ * - `SDL_INIT_AUDIO`: audio subsystem
+ * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
+ *   subsystem
+ * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
+ *   events subsystem
+ * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
+ * - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
+ *   initializes the joystick subsystem
+ * - `SDL_INIT_EVENTS`: events subsystem
+ * - `SDL_INIT_EVERYTHING`: all of the above subsystems
+ * - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
+ *
+ * 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.
+ *
+ * \param flags subsystem initialization flags
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_InitSubSystem
+ * \sa SDL_Quit
+ * \sa SDL_SetMainReady
+ * \sa SDL_WasInit
+ */
+extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
+
+/**
+ * Compatibility function to initialize the SDL library.
+ *
+ * In SDL2, this function and SDL_Init() are interchangeable.
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_Quit
+ * \sa SDL_QuitSubSystem
+ */
+extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
+
+/**
+ * Shut down specific SDL subsystems.
+ *
+ * If you start a subsystem using a call to that subsystem's init function
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
+ * SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
+ * that subsystem's quit function (SDL_VideoQuit()) directly instead. But
+ * generally, you should not be using those functions directly anyhow; use
+ * SDL_Init() instead.
+ *
+ * You still need to call SDL_Quit() even if you close all open subsystems
+ * with SDL_QuitSubSystem().
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_InitSubSystem
+ * \sa SDL_Quit
+ */
+extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
+
+/**
+ * Get a mask of the specified subsystems which are currently initialized.
+ *
+ * \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
+ * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
+ *          returns the initialization status of the specified subsystems.
+ *
+ *          The return value does not include SDL_INIT_NOPARACHUTE.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_InitSubSystem
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
+
+/**
+ * Clean up all initialized subsystems.
+ *
+ * You should call this function even if you have already shutdown each
+ * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
+ * function even in the case of errors in initialization.
+ *
+ * If you start a subsystem using a call to that subsystem's init function
+ * (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
+ * then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
+ * it down before calling SDL_Quit(). But generally, you should not be using
+ * those functions directly anyhow; use SDL_Init() instead.
+ *
+ * You can use this function with atexit() to ensure that it is run when your
+ * application is shutdown, but it is not wise to do this from a library or
+ * other dynamically loaded code.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ * \sa SDL_QuitSubSystem
+ */
+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: */

+ 82 - 49
bsp/simulator/SDL2-2.0.7/include/SDL_assert.h → bsp/simulator/SDL2/include/SDL_assert.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -53,6 +53,10 @@ assert can have unique static variables associated with it.
     #define SDL_TriggerBreakpoint() __debugbreak()
     #define SDL_TriggerBreakpoint() __debugbreak()
 #elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
 #elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
     #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
     #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
+#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) )  /* this might work on other ARM targets, but this is a known quantity... */
+    #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
+#elif defined(__APPLE__) && defined(__arm__)
+    #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
 #elif defined(__386__) && defined(__WATCOMC__)
 #elif defined(__386__) && defined(__WATCOMC__)
     #define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
     #define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
 #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
 #elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
@@ -185,92 +189,121 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
 #define SDL_assert_always(condition) SDL_enabled_assert(condition)
 #define SDL_assert_always(condition) SDL_enabled_assert(condition)
 
 
 
 
+/**
+ * A callback that fires when an SDL assertion fails.
+ *
+ * \param data a pointer to the SDL_AssertData structure corresponding to the
+ *             current assertion
+ * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler()
+ * \returns an SDL_AssertState value indicating how to handle the failure.
+ */
 typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
 typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
                                  const SDL_AssertData* data, void* userdata);
                                  const SDL_AssertData* data, void* userdata);
 
 
 /**
 /**
- *  \brief Set an application-defined assertion handler.
+ * Set an application-defined assertion handler.
  *
  *
- *  This allows an app to show its own assertion UI and/or force the
- *  response to an assertion failure. If the app doesn't provide this, SDL
- *  will try to do the right thing, popping up a system-specific GUI dialog,
- *  and probably minimizing any fullscreen windows.
+ * This function allows an application to show its own assertion UI and/or
+ * force the response to an assertion failure. If the application doesn't
+ * provide this, SDL will try to do the right thing, popping up a
+ * system-specific GUI dialog, and probably minimizing any fullscreen windows.
  *
  *
- *  This callback may fire from any thread, but it runs wrapped in a mutex, so
- *  it will only fire from one thread at a time.
+ * This callback may fire from any thread, but it runs wrapped in a mutex, so
+ * it will only fire from one thread at a time.
  *
  *
- *  Setting the callback to NULL restores SDL's original internal handler.
+ * This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
  *
  *
- *  This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
+ * \param handler the SDL_AssertionHandler function to call when an assertion
+ *                fails or NULL for the default handler
+ * \param userdata a pointer that is passed to `handler`
  *
  *
- *  Return SDL_AssertState value of how to handle the assertion failure.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \param handler Callback function, called when an assertion fails.
- *  \param userdata A pointer passed to the callback as-is.
+ * \sa SDL_GetAssertionHandler
  */
  */
 extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
 extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
                                             SDL_AssertionHandler handler,
                                             SDL_AssertionHandler handler,
                                             void *userdata);
                                             void *userdata);
 
 
 /**
 /**
- *  \brief Get the default assertion handler.
+ * Get the default assertion handler.
  *
  *
- *  This returns the function pointer that is called by default when an
- *   assertion is triggered. This is an internal function provided by SDL,
- *   that is used for assertions when SDL_SetAssertionHandler() hasn't been
- *   used to provide a different function.
+ * This returns the function pointer that is called by default when an
+ * assertion is triggered. This is an internal function provided by SDL, that
+ * is used for assertions when SDL_SetAssertionHandler() hasn't been used to
+ * provide a different function.
  *
  *
- *  \return The default SDL_AssertionHandler that is called when an assert triggers.
+ * \returns the default SDL_AssertionHandler that is called when an assert
+ *          triggers.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_GetAssertionHandler
  */
  */
 extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
 extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
 
 
 /**
 /**
- *  \brief Get the current assertion handler.
+ * Get the current assertion handler.
+ *
+ * This returns the function pointer that is called when an assertion is
+ * triggered. This is either the value last passed to
+ * SDL_SetAssertionHandler(), or if no application-specified function is set,
+ * is equivalent to calling SDL_GetDefaultAssertionHandler().
  *
  *
- *  This returns the function pointer that is called when an assertion is
- *   triggered. This is either the value last passed to
- *   SDL_SetAssertionHandler(), or if no application-specified function is
- *   set, is equivalent to calling SDL_GetDefaultAssertionHandler().
+ * The parameter `puserdata` is a pointer to a void*, which will store the
+ * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
+ * will always be NULL for the default handler. If you don't care about this
+ * data, it is safe to pass a NULL pointer to this function to ignore it.
  *
  *
- *   \param puserdata Pointer to a void*, which will store the "userdata"
- *                    pointer that was passed to SDL_SetAssertionHandler().
- *                    This value will always be NULL for the default handler.
- *                    If you don't care about this data, it is safe to pass
- *                    a NULL pointer to this function to ignore it.
- *  \return The SDL_AssertionHandler that is called when an assert triggers.
+ * \param puserdata pointer which is filled with the "userdata" pointer that
+ *                  was passed to SDL_SetAssertionHandler()
+ * \returns the SDL_AssertionHandler that is called when an assert triggers.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_SetAssertionHandler
  */
  */
 extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
 extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
 
 
 /**
 /**
- *  \brief Get a list of all assertion failures.
+ * Get a list of all assertion failures.
+ *
+ * This function gets all assertions triggered since the last call to
+ * SDL_ResetAssertionReport(), or the start of the program.
  *
  *
- *  Get all assertions triggered since last call to SDL_ResetAssertionReport(),
- *  or the start of the program.
+ * The proper way to examine this data looks something like this:
  *
  *
- *  The proper way to examine this data looks something like this:
+ * ```c
+ * const SDL_AssertData *item = SDL_GetAssertionReport();
+ * while (item) {
+ *    printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
+ *           item->condition, item->function, item->filename,
+ *           item->linenum, item->trigger_count,
+ *           item->always_ignore ? "yes" : "no");
+ *    item = item->next;
+ * }
+ * ```
  *
  *
- *  <code>
- *  const SDL_AssertData *item = SDL_GetAssertionReport();
- *  while (item) {
- *      printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
- *             item->condition, item->function, item->filename,
- *             item->linenum, item->trigger_count,
- *             item->always_ignore ? "yes" : "no");
- *      item = item->next;
- *  }
- *  </code>
+ * \returns a list of all failed assertions or NULL if the list is empty. This
+ *          memory should not be modified or freed by the application.
  *
  *
- *  \return List of all assertions.
- *  \sa SDL_ResetAssertionReport
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ResetAssertionReport
  */
  */
 extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
 extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
 
 
 /**
 /**
- *  \brief Reset the list of all assertion failures.
+ * Clear the list of all assertion failures.
+ *
+ * This function will clear the list of all assertions triggered up to that
+ * point. Immediately following this call, SDL_GetAssertionReport will return
+ * no items. In addition, any previously-triggered assertions will be reset to
+ * a trigger_count of zero, and their always_ignore state will be false.
  *
  *
- *  Reset list of all assertions triggered.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_GetAssertionReport
+ * \sa SDL_GetAssertionReport
  */
  */
 extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
 extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
 
 

+ 157 - 36
bsp/simulator/SDL2-2.0.7/include/SDL_atomic.h → bsp/simulator/SDL2/include/SDL_atomic.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -89,25 +89,51 @@ extern "C" {
 typedef int SDL_SpinLock;
 typedef int SDL_SpinLock;
 
 
 /**
 /**
- * \brief Try to lock a spin lock by setting it to a non-zero value.
+ * Try to lock a spin lock by setting it to a non-zero value.
  *
  *
- * \param lock Points to the lock.
+ * ***Please note that spinlocks are dangerous if you don't know what you're
+ * doing. Please be careful using any sort of spinlock!***
  *
  *
- * \return SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already held.
+ * \param lock a pointer to a lock variable
+ * \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already
+ *          held.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicLock
+ * \sa SDL_AtomicUnlock
  */
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
 extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
 
 
 /**
 /**
- * \brief Lock a spin lock by setting it to a non-zero value.
+ * Lock a spin lock by setting it to a non-zero value.
+ *
+ * ***Please note that spinlocks are dangerous if you don't know what you're
+ * doing. Please be careful using any sort of spinlock!***
  *
  *
- * \param lock Points to the lock.
+ * \param lock a pointer to a lock variable
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicTryLock
+ * \sa SDL_AtomicUnlock
  */
  */
 extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
 extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
 
 
 /**
 /**
- * \brief Unlock a spin lock by setting it to 0. Always returns immediately
+ * Unlock a spin lock by setting it to 0.
+ *
+ * Always returns immediately.
  *
  *
- * \param lock Points to the lock.
+ * ***Please note that spinlocks are dangerous if you don't know what you're
+ * doing. Please be careful using any sort of spinlock!***
+ *
+ * \param lock a pointer to a lock variable
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicLock
+ * \sa SDL_AtomicTryLock
  */
  */
 extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
 extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
 
 
@@ -126,7 +152,7 @@ void _ReadWriteBarrier(void);
 /* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
 /* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
 #define SDL_CompilerBarrier()   __asm__ __volatile__ ("" : : : "memory")
 #define SDL_CompilerBarrier()   __asm__ __volatile__ ("" : : : "memory")
 #elif defined(__WATCOMC__)
 #elif defined(__WATCOMC__)
-extern _inline void SDL_CompilerBarrier (void);
+extern __inline void SDL_CompilerBarrier(void);
 #pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
 #pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
 #else
 #else
 #define SDL_CompilerBarrier()   \
 #define SDL_CompilerBarrier()   \
@@ -137,20 +163,22 @@ extern _inline void SDL_CompilerBarrier (void);
  * Memory barriers are designed to prevent reads and writes from being
  * Memory barriers are designed to prevent reads and writes from being
  * reordered by the compiler and being seen out of order on multi-core CPUs.
  * reordered by the compiler and being seen out of order on multi-core CPUs.
  *
  *
- * A typical pattern would be for thread A to write some data and a flag,
- * and for thread B to read the flag and get the data. In this case you
- * would insert a release barrier between writing the data and the flag,
+ * A typical pattern would be for thread A to write some data and a flag, and
+ * for thread B to read the flag and get the data. In this case you would
+ * insert a release barrier between writing the data and the flag,
  * guaranteeing that the data write completes no later than the flag is
  * guaranteeing that the data write completes no later than the flag is
- * written, and you would insert an acquire barrier between reading the
- * flag and reading the data, to ensure that all the reads associated
- * with the flag have completed.
+ * written, and you would insert an acquire barrier between reading the flag
+ * and reading the data, to ensure that all the reads associated with the flag
+ * have completed.
  *
  *
- * In this pattern you should always see a release barrier paired with
- * an acquire barrier and you should gate the data reads/writes with a
- * single flag variable.
+ * In this pattern you should always see a release barrier paired with an
+ * acquire barrier and you should gate the data reads/writes with a single
+ * flag variable.
  *
  *
  * For more information on these semantics, take a look at the blog post:
  * For more information on these semantics, take a look at the blog post:
  * http://preshing.com/20120913/acquire-and-release-semantics
  * http://preshing.com/20120913/acquire-and-release-semantics
+ *
+ * \since This function is available since SDL 2.0.6.
  */
  */
 extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
 extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
 extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
 extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
@@ -158,13 +186,33 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
 #if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
 #if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
 #define SDL_MemoryBarrierRelease()   __asm__ __volatile__ ("lwsync" : : : "memory")
 #define SDL_MemoryBarrierRelease()   __asm__ __volatile__ ("lwsync" : : : "memory")
 #define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("lwsync" : : : "memory")
 #define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("lwsync" : : : "memory")
+#elif defined(__GNUC__) && defined(__aarch64__)
+#define SDL_MemoryBarrierRelease()   __asm__ __volatile__ ("dmb ish" : : : "memory")
+#define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("dmb ish" : : : "memory")
 #elif defined(__GNUC__) && defined(__arm__)
 #elif defined(__GNUC__) && defined(__arm__)
-#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__)
+#if 0 /* defined(__LINUX__) || defined(__ANDROID__) */
+/* Information from:
+   https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
+
+   The Linux kernel provides a helper function which provides the right code for a memory barrier,
+   hard-coded at address 0xffff0fa0
+*/
+typedef void (*SDL_KernelMemoryBarrierFunc)();
+#define SDL_MemoryBarrierRelease()  ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
+#define SDL_MemoryBarrierAcquire()  ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
+#elif 0 /* defined(__QNXNTO__) */
+#include <sys/cpuinline.h>
+
+#define SDL_MemoryBarrierRelease()   __cpu_membarrier()
+#define SDL_MemoryBarrierAcquire()   __cpu_membarrier()
+#else
+#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
 #define SDL_MemoryBarrierRelease()   __asm__ __volatile__ ("dmb ish" : : : "memory")
 #define SDL_MemoryBarrierRelease()   __asm__ __volatile__ ("dmb ish" : : : "memory")
 #define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("dmb ish" : : : "memory")
 #define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("dmb ish" : : : "memory")
 #elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
 #elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
 #ifdef __thumb__
 #ifdef __thumb__
 /* The mcr instruction isn't available in thumb mode, use real functions */
 /* The mcr instruction isn't available in thumb mode, use real functions */
+#define SDL_MEMORY_BARRIER_USES_FUNCTION
 #define SDL_MemoryBarrierRelease()   SDL_MemoryBarrierReleaseFunction()
 #define SDL_MemoryBarrierRelease()   SDL_MemoryBarrierReleaseFunction()
 #define SDL_MemoryBarrierAcquire()   SDL_MemoryBarrierAcquireFunction()
 #define SDL_MemoryBarrierAcquire()   SDL_MemoryBarrierAcquireFunction()
 #else
 #else
@@ -174,6 +222,7 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
 #else
 #else
 #define SDL_MemoryBarrierRelease()   __asm__ __volatile__ ("" : : : "memory")
 #define SDL_MemoryBarrierRelease()   __asm__ __volatile__ ("" : : : "memory")
 #define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("" : : : "memory")
 #define SDL_MemoryBarrierAcquire()   __asm__ __volatile__ ("" : : : "memory")
+#endif /* __LINUX__ || __ANDROID__ */
 #endif /* __GNUC__ && __arm__ */
 #endif /* __GNUC__ && __arm__ */
 #else
 #else
 #if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
 #if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
@@ -195,32 +244,73 @@ extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
 typedef struct { int value; } SDL_atomic_t;
 typedef struct { int value; } SDL_atomic_t;
 
 
 /**
 /**
- * \brief Set an atomic variable to a new value if it is currently an old value.
+ * Set an atomic variable to a new value if it is currently an old value.
  *
  *
- * \return SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
  *
  *
- * \note If you don't know what this function is for, you shouldn't use it!
-*/
+ * \param a a pointer to an SDL_atomic_t variable to be modified
+ * \param oldval the old value
+ * \param newval the new value
+ * \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicCASPtr
+ * \sa SDL_AtomicGet
+ * \sa SDL_AtomicSet
+ */
 extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
 extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
 
 
 /**
 /**
- * \brief Set an atomic variable to a value.
+ * Set an atomic variable to a value.
+ *
+ * This function also acts as a full memory barrier.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
  *
  *
- * \return The previous value of the atomic variable.
+ * \param a a pointer to an SDL_atomic_t variable to be modified
+ * \param v the desired value
+ * \returns the previous value of the atomic variable.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicGet
  */
  */
 extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
 extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
 
 
 /**
 /**
- * \brief Get the value of an atomic variable
+ * Get the value of an atomic variable.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
+ *
+ * \param a a pointer to an SDL_atomic_t variable
+ * \returns the current value of an atomic variable.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicSet
  */
  */
 extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
 extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
 
 
 /**
 /**
- * \brief Add to an atomic variable.
+ * Add to an atomic variable.
+ *
+ * This function also acts as a full memory barrier.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
  *
  *
- * \return The previous value of the atomic variable.
+ * \param a a pointer to an SDL_atomic_t variable to be modified
+ * \param v the desired value to add
+ * \returns the previous value of the atomic variable.
  *
  *
- * \note This same style can be used for any number operation
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicDecRef
+ * \sa SDL_AtomicIncRef
  */
  */
 extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
 extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
 
 
@@ -242,23 +332,54 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
 #endif
 #endif
 
 
 /**
 /**
- * \brief Set a pointer to a new value if it is currently an old value.
+ * Set a pointer to a new value if it is currently an old value.
  *
  *
- * \return SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
  *
  *
- * \note If you don't know what this function is for, you shouldn't use it!
-*/
+ * \param a a pointer to a pointer
+ * \param oldval the old pointer value
+ * \param newval the new pointer value
+ * \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AtomicCAS
+ * \sa SDL_AtomicGetPtr
+ * \sa SDL_AtomicSetPtr
+ */
 extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
 extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
 
 
 /**
 /**
- * \brief Set a pointer to a value atomically.
+ * Set a pointer to a value atomically.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
+ *
+ * \param a a pointer to a pointer
+ * \param v the desired pointer value
+ * \returns the previous value of the pointer.
  *
  *
- * \return The previous value of the pointer.
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicCASPtr
+ * \sa SDL_AtomicGetPtr
  */
  */
 extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
 extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
 
 
 /**
 /**
- * \brief Get the value of a pointer atomically.
+ * Get the value of a pointer atomically.
+ *
+ * ***Note: If you don't know what this function is for, you shouldn't use
+ * it!***
+ *
+ * \param a a pointer to a pointer
+ * \returns the current value of a pointer.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_AtomicCASPtr
+ * \sa SDL_AtomicSetPtr
  */
  */
 extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
 extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
 
 

+ 1464 - 0
bsp/simulator/SDL2/include/SDL_audio.h

@@ -0,0 +1,1464 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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.
+*/
+
+/* !!! FIXME: several functions in here need Doxygen comments. */
+
+/**
+ *  \file SDL_audio.h
+ *
+ *  Access to the raw audio mixing buffer for the SDL library.
+ */
+
+#ifndef SDL_audio_h_
+#define SDL_audio_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_endian.h"
+#include "SDL_mutex.h"
+#include "SDL_thread.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \brief Audio format flags.
+ *
+ *  These are what the 16 bits in SDL_AudioFormat currently mean...
+ *  (Unspecified bits are always zero).
+ *
+ *  \verbatim
+    ++-----------------------sample is signed if set
+    ||
+    ||       ++-----------sample is bigendian if set
+    ||       ||
+    ||       ||          ++---sample is float if set
+    ||       ||          ||
+    ||       ||          || +---sample bit size---+
+    ||       ||          || |                     |
+    15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
+    \endverbatim
+ *
+ *  There are macros in SDL 2.0 and later to query these bits.
+ */
+typedef Uint16 SDL_AudioFormat;
+
+/**
+ *  \name Audio flags
+ */
+/* @{ */
+
+#define SDL_AUDIO_MASK_BITSIZE       (0xFF)
+#define SDL_AUDIO_MASK_DATATYPE      (1<<8)
+#define SDL_AUDIO_MASK_ENDIAN        (1<<12)
+#define SDL_AUDIO_MASK_SIGNED        (1<<15)
+#define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE)
+#define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE)
+#define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN)
+#define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED)
+#define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
+#define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
+#define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
+
+/**
+ *  \name Audio format flags
+ *
+ *  Defaults to LSB byte order.
+ */
+/* @{ */
+#define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
+#define AUDIO_S8        0x8008  /**< Signed 8-bit samples */
+#define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */
+#define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */
+#define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */
+#define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */
+#define AUDIO_U16       AUDIO_U16LSB
+#define AUDIO_S16       AUDIO_S16LSB
+/* @} */
+
+/**
+ *  \name int32 support
+ */
+/* @{ */
+#define AUDIO_S32LSB    0x8020  /**< 32-bit integer samples */
+#define AUDIO_S32MSB    0x9020  /**< As above, but big-endian byte order */
+#define AUDIO_S32       AUDIO_S32LSB
+/* @} */
+
+/**
+ *  \name float32 support
+ */
+/* @{ */
+#define AUDIO_F32LSB    0x8120  /**< 32-bit floating point samples */
+#define AUDIO_F32MSB    0x9120  /**< As above, but big-endian byte order */
+#define AUDIO_F32       AUDIO_F32LSB
+/* @} */
+
+/**
+ *  \name Native audio byte ordering
+ */
+/* @{ */
+#if SDL_BYTEORDER == SDL_LIL_ENDIAN
+#define AUDIO_U16SYS    AUDIO_U16LSB
+#define AUDIO_S16SYS    AUDIO_S16LSB
+#define AUDIO_S32SYS    AUDIO_S32LSB
+#define AUDIO_F32SYS    AUDIO_F32LSB
+#else
+#define AUDIO_U16SYS    AUDIO_U16MSB
+#define AUDIO_S16SYS    AUDIO_S16MSB
+#define AUDIO_S32SYS    AUDIO_S32MSB
+#define AUDIO_F32SYS    AUDIO_F32MSB
+#endif
+/* @} */
+
+/**
+ *  \name Allow change flags
+ *
+ *  Which audio format changes are allowed when opening a device.
+ */
+/* @{ */
+#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE    0x00000001
+#define SDL_AUDIO_ALLOW_FORMAT_CHANGE       0x00000002
+#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE     0x00000004
+#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE      0x00000008
+#define SDL_AUDIO_ALLOW_ANY_CHANGE          (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
+/* @} */
+
+/* @} *//* Audio flags */
+
+/**
+ *  This function is called when the audio device needs more data.
+ *
+ *  \param userdata An application-specific parameter saved in
+ *                  the SDL_AudioSpec structure
+ *  \param stream A pointer to the audio data buffer.
+ *  \param len    The length of that buffer in bytes.
+ *
+ *  Once the callback returns, the buffer will no longer be valid.
+ *  Stereo samples are stored in a LRLRLR ordering.
+ *
+ *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
+ *  you like. Just open your audio device with a NULL callback.
+ */
+typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
+                                            int len);
+
+/**
+ *  The calculated values in this structure are calculated by SDL_OpenAudio().
+ *
+ *  For multi-channel audio, the default SDL channel mapping is:
+ *  2:  FL FR                       (stereo)
+ *  3:  FL FR LFE                   (2.1 surround)
+ *  4:  FL FR BL BR                 (quad)
+ *  5:  FL FR FC BL BR              (quad + center)
+ *  6:  FL FR FC LFE SL SR          (5.1 surround - last two can also be BL BR)
+ *  7:  FL FR FC LFE BC SL SR       (6.1 surround)
+ *  8:  FL FR FC LFE BL BR SL SR    (7.1 surround)
+ */
+typedef struct SDL_AudioSpec
+{
+    int freq;                   /**< DSP frequency -- samples per second */
+    SDL_AudioFormat format;     /**< Audio data format */
+    Uint8 channels;             /**< Number of channels: 1 mono, 2 stereo */
+    Uint8 silence;              /**< Audio buffer silence value (calculated) */
+    Uint16 samples;             /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
+    Uint16 padding;             /**< Necessary for some compile environments */
+    Uint32 size;                /**< Audio buffer size in bytes (calculated) */
+    SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
+    void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */
+} SDL_AudioSpec;
+
+
+struct SDL_AudioCVT;
+typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
+                                          SDL_AudioFormat format);
+
+/**
+ *  \brief Upper limit of filters in SDL_AudioCVT
+ *
+ *  The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
+ *  currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
+ *  one of which is the terminating NULL pointer.
+ */
+#define SDL_AUDIOCVT_MAX_FILTERS 9
+
+/**
+ *  \struct SDL_AudioCVT
+ *  \brief A structure to hold a set of audio conversion filters and buffers.
+ *
+ *  Note that various parts of the conversion pipeline can take advantage
+ *  of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
+ *  you to pass it aligned data, but can possibly run much faster if you
+ *  set both its (buf) field to a pointer that is aligned to 16 bytes, and its
+ *  (len) field to something that's a multiple of 16, if possible.
+ */
+#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__)
+/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
+   pad it out to 88 bytes to guarantee ABI compatibility between compilers.
+   This is not a concern on CHERI architectures, where pointers must be stored
+   at aligned locations otherwise they will become invalid, and thus structs
+   containing pointers cannot be packed without giving a warning or error.
+   vvv
+   The next time we rev the ABI, make sure to size the ints and add padding.
+*/
+#define SDL_AUDIOCVT_PACKED __attribute__((packed))
+#else
+#define SDL_AUDIOCVT_PACKED
+#endif
+/* */
+typedef struct SDL_AudioCVT
+{
+    int needed;                 /**< Set to 1 if conversion possible */
+    SDL_AudioFormat src_format; /**< Source audio format */
+    SDL_AudioFormat dst_format; /**< Target audio format */
+    double rate_incr;           /**< Rate conversion increment */
+    Uint8 *buf;                 /**< Buffer to hold entire audio data */
+    int len;                    /**< Length of original audio buffer */
+    int len_cvt;                /**< Length of converted audio buffer */
+    int len_mult;               /**< buffer must be len*len_mult big */
+    double len_ratio;           /**< Given len, final size is len*len_ratio */
+    SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
+    int filter_index;           /**< Current audio conversion function */
+} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
+
+
+/* Function prototypes */
+
+/**
+ *  \name Driver discovery functions
+ *
+ *  These functions return the list of built in audio drivers, in the
+ *  order that they are normally initialized by default.
+ */
+/* @{ */
+
+/**
+ * Use this function to get the number of built-in audio drivers.
+ *
+ * This function returns a hardcoded number. This never returns a negative
+ * value; if there are no drivers compiled into this build of SDL, this
+ * function returns zero. The presence of a driver in this list does not mean
+ * it will function, it just means SDL is capable of interacting with that
+ * interface. For example, a build of SDL might have esound support, but if
+ * there's no esound server available, SDL's esound driver would fail if used.
+ *
+ * By default, SDL tries all drivers, in its preferred order, until one is
+ * found to be usable.
+ *
+ * \returns the number of built-in audio drivers.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioDriver
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
+
+/**
+ * Use this function to get the name of a built in audio driver.
+ *
+ * The list of audio drivers is given in the order that they are normally
+ * initialized by default; the drivers that seem more reasonable to choose
+ * first (as far as the SDL developers believe) are earlier in the list.
+ *
+ * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
+ * "coreaudio" or "xaudio2". These never have Unicode characters, and are not
+ * meant to be proper names.
+ *
+ * \param index the index of the audio driver; the value ranges from 0 to
+ *              SDL_GetNumAudioDrivers() - 1
+ * \returns the name of the audio driver at the requested index, or NULL if an
+ *          invalid index was specified.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumAudioDrivers
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
+/* @} */
+
+/**
+ *  \name Initialization and cleanup
+ *
+ *  \internal These functions are used internally, and should not be used unless
+ *            you have a specific need to specify the audio driver you want to
+ *            use.  You should normally use SDL_Init() or SDL_InitSubSystem().
+ */
+/* @{ */
+
+/**
+ * Use this function to initialize a particular audio driver.
+ *
+ * This function is used internally, and should not be used unless you have a
+ * specific need to designate the audio driver you want to use. You should
+ * normally use SDL_Init() or SDL_InitSubSystem().
+ *
+ * \param driver_name the name of the desired audio driver
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AudioQuit
+ */
+extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
+
+/**
+ * Use this function to shut down audio if you initialized it with
+ * SDL_AudioInit().
+ *
+ * This function is used internally, and should not be used unless you have a
+ * specific need to specify the audio driver you want to use. You should
+ * normally use SDL_Quit() or SDL_QuitSubSystem().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AudioInit
+ */
+extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
+/* @} */
+
+/**
+ * Get the name of the current audio driver.
+ *
+ * The returned string points to internal static memory and thus never becomes
+ * invalid, even if you quit the audio subsystem and initialize a new driver
+ * (although such a case would return a different static string from another
+ * call to this function, of course). As such, you should not modify or free
+ * the returned string.
+ *
+ * \returns the name of the current audio driver or NULL if no driver has been
+ *          initialized.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AudioInit
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
+
+/**
+ * This function is a legacy means of opening the audio device.
+ *
+ * This function remains for compatibility with SDL 1.2, but also because it's
+ * slightly easier to use than the new functions in SDL 2.0. The new, more
+ * powerful, and preferred way to do this is SDL_OpenAudioDevice().
+ *
+ * This function is roughly equivalent to:
+ *
+ * ```c
+ * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
+ * ```
+ *
+ * With two notable exceptions:
+ *
+ * - If `obtained` is NULL, we use `desired` (and allow no changes), which
+ *   means desired will be modified to have the correct values for silence,
+ *   etc, and SDL will convert any differences between your app's specific
+ *   request and the hardware behind the scenes.
+ * - The return value is always success or failure, and not a device ID, which
+ *   means you can only have one device open at a time with this function.
+ *
+ * \param desired an SDL_AudioSpec structure representing the desired output
+ *                format. Please refer to the SDL_OpenAudioDevice
+ *                documentation for details on how to prepare this structure.
+ * \param obtained an SDL_AudioSpec structure filled in with the actual
+ *                 parameters, or NULL.
+ * \returns 0 if successful, placing the actual hardware parameters in the
+ *          structure pointed to by `obtained`.
+ *
+ *          If `obtained` is NULL, the audio data passed to the callback
+ *          function will be guaranteed to be in the requested format, and
+ *          will be automatically converted to the actual hardware audio
+ *          format if necessary. If `obtained` is NULL, `desired` will have
+ *          fields modified.
+ *
+ *          This function returns a negative error code on failure to open the
+ *          audio device or failure to set up the audio thread; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CloseAudio
+ * \sa SDL_LockAudio
+ * \sa SDL_PauseAudio
+ * \sa SDL_UnlockAudio
+ */
+extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
+                                          SDL_AudioSpec * obtained);
+
+/**
+ *  SDL Audio Device IDs.
+ *
+ *  A successful call to SDL_OpenAudio() is always device id 1, and legacy
+ *  SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
+ *  always returns devices >= 2 on success. The legacy calls are good both
+ *  for backwards compatibility and when you don't care about multiple,
+ *  specific, or capture devices.
+ */
+typedef Uint32 SDL_AudioDeviceID;
+
+/**
+ * Get the number of built-in audio devices.
+ *
+ * This function is only valid after successfully initializing the audio
+ * subsystem.
+ *
+ * Note that audio capture support is not implemented as of SDL 2.0.4, so the
+ * `iscapture` parameter is for future expansion and should always be zero for
+ * now.
+ *
+ * This function will return -1 if an explicit list of devices can't be
+ * determined. Returning -1 is not an error. For example, if SDL is set up to
+ * talk to a remote audio server, it can't list every one available on the
+ * Internet, but it will still allow a specific host to be specified in
+ * SDL_OpenAudioDevice().
+ *
+ * In many common cases, when this function returns a value <= 0, it can still
+ * successfully open the default device (NULL for first argument of
+ * SDL_OpenAudioDevice()).
+ *
+ * This function may trigger a complete redetect of available hardware. It
+ * should not be called for each iteration of a loop, but rather once at the
+ * start of a loop:
+ *
+ * ```c
+ * // Don't do this:
+ * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
+ *
+ * // do this instead:
+ * const int count = SDL_GetNumAudioDevices(0);
+ * for (int i = 0; i < count; ++i) { do_something_here(); }
+ * ```
+ *
+ * \param iscapture zero to request playback devices, non-zero to request
+ *                  recording devices
+ * \returns the number of available devices exposed by the current driver or
+ *          -1 if an explicit list of devices can't be determined. A return
+ *          value of -1 does not necessarily mean an error condition.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioDeviceName
+ * \sa SDL_OpenAudioDevice
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
+
+/**
+ * Get the human-readable name of a specific audio device.
+ *
+ * This function is only valid after successfully initializing the audio
+ * subsystem. The values returned by this function reflect the latest call to
+ * SDL_GetNumAudioDevices(); re-call that function to redetect available
+ * hardware.
+ *
+ * The string returned by this function is UTF-8 encoded, read-only, and
+ * managed internally. You are not to free it. If you need to keep the string
+ * for any length of time, you should make your own copy of it, as it will be
+ * invalid next time any of several other SDL functions are called.
+ *
+ * \param index the index of the audio device; valid values range from 0 to
+ *              SDL_GetNumAudioDevices() - 1
+ * \param iscapture non-zero to query the list of recording devices, zero to
+ *                  query the list of output devices.
+ * \returns the name of the audio device at the requested index, or NULL on
+ *          error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumAudioDevices
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
+                                                           int iscapture);
+
+/**
+ * Get the preferred audio format of a specific audio device.
+ *
+ * This function is only valid after a successfully initializing the audio
+ * subsystem. The values returned by this function reflect the latest call to
+ * SDL_GetNumAudioDevices(); re-call that function to redetect available
+ * hardware.
+ *
+ * `spec` will be filled with the sample rate, sample format, and channel
+ * count. All other values in the structure are filled with 0. When the
+ * supported struct members are 0, SDL was unable to get the property from the
+ * backend.
+ *
+ * \param index the index of the audio device; valid values range from 0 to
+ *              SDL_GetNumAudioDevices() - 1
+ * \param iscapture non-zero to query the list of recording devices, zero to
+ *                  query the list of output devices.
+ * \param spec The SDL_AudioSpec to be initialized by this function.
+ * \returns 0 on success, nonzero on error
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetNumAudioDevices
+ */
+extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
+                                                   int iscapture,
+                                                   SDL_AudioSpec *spec);
+
+
+/**
+ * Open a specific audio device.
+ *
+ * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such,
+ * this function will never return a 1 so as not to conflict with the legacy
+ * function.
+ *
+ * Please note that SDL 2.0 before 2.0.5 did not support recording; as such,
+ * this function would fail if `iscapture` was not zero. Starting with SDL
+ * 2.0.5, recording is implemented and this value can be non-zero.
+ *
+ * Passing in a `device` name of NULL requests the most reasonable default
+ * (and is equivalent to what SDL_OpenAudio() does to choose a device). The
+ * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
+ * some drivers allow arbitrary and driver-specific strings, such as a
+ * hostname/IP address for a remote audio server, or a filename in the
+ * diskaudio driver.
+ *
+ * An opened audio device starts out paused, and should be enabled for playing
+ * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
+ * callback function to be called. Since the audio driver may modify the
+ * requested size of the audio buffer, you should allocate any local mixing
+ * buffers after you open the audio device.
+ *
+ * The audio callback runs in a separate thread in most cases; you can prevent
+ * race conditions between your callback and other threads without fully
+ * pausing playback with SDL_LockAudioDevice(). For more information about the
+ * callback, see SDL_AudioSpec.
+ *
+ * Managing the audio spec via 'desired' and 'obtained':
+ *
+ * When filling in the desired audio spec structure:
+ *
+ * - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
+ * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
+ * - `desired->samples` is the desired size of the audio buffer, in _sample
+ *   frames_ (with stereo output, two samples--left and right--would make a
+ *   single sample frame). This number should be a power of two, and may be
+ *   adjusted by the audio driver to a value more suitable for the hardware.
+ *   Good values seem to range between 512 and 8096 inclusive, depending on
+ *   the application and CPU speed. Smaller values reduce latency, but can
+ *   lead to underflow if the application is doing heavy processing and cannot
+ *   fill the audio buffer in time. Note that the number of sample frames is
+ *   directly related to time by the following formula: `ms =
+ *   (sampleframes*1000)/freq`
+ * - `desired->size` is the size in _bytes_ of the audio buffer, and is
+ *   calculated by SDL_OpenAudioDevice(). You don't initialize this.
+ * - `desired->silence` is the value used to set the buffer to silence, and is
+ *   calculated by SDL_OpenAudioDevice(). You don't initialize this.
+ * - `desired->callback` should be set to a function that will be called when
+ *   the audio device is ready for more data. It is passed a pointer to the
+ *   audio buffer, and the length in bytes of the audio buffer. This function
+ *   usually runs in a separate thread, and so you should protect data
+ *   structures that it accesses by calling SDL_LockAudioDevice() and
+ *   SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL
+ *   pointer here, and call SDL_QueueAudio() with some frequency, to queue
+ *   more audio samples to be played (or for capture devices, call
+ *   SDL_DequeueAudio() with some frequency, to obtain audio samples).
+ * - `desired->userdata` is passed as the first parameter to your callback
+ *   function. If you passed a NULL callback, this value is ignored.
+ *
+ * `allowed_changes` can have the following flags OR'd together:
+ *
+ * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
+ * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
+ * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
+ * - `SDL_AUDIO_ALLOW_ANY_CHANGE`
+ *
+ * These flags specify how SDL should behave when a device cannot offer a
+ * specific feature. If the application requests a feature that the hardware
+ * doesn't offer, SDL will always try to get the closest equivalent.
+ *
+ * For example, if you ask for float32 audio format, but the sound card only
+ * supports int16, SDL will set the hardware to int16. If you had set
+ * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained`
+ * structure. If that flag was *not* set, SDL will prepare to convert your
+ * callback's float32 audio to int16 before feeding it to the hardware and
+ * will keep the originally requested format in the `obtained` structure.
+ *
+ * The resulting audio specs, varying depending on hardware and on what
+ * changes were allowed, will then be written back to `obtained`.
+ *
+ * If your application can only handle one specific data format, pass a zero
+ * for `allowed_changes` and let SDL transparently handle any differences.
+ *
+ * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a
+ *               driver-specific name as appropriate. NULL requests the most
+ *               reasonable default device.
+ * \param iscapture non-zero to specify a device should be opened for
+ *                  recording, not playback
+ * \param desired an SDL_AudioSpec structure representing the desired output
+ *                format; see SDL_OpenAudio() for more information
+ * \param obtained an SDL_AudioSpec structure filled in with the actual output
+ *                 format; see SDL_OpenAudio() for more information
+ * \param allowed_changes 0, or one or more flags OR'd together
+ * \returns a valid device ID that is > 0 on success or 0 on failure; call
+ *          SDL_GetError() for more information.
+ *
+ *          For compatibility with SDL 1.2, this will never return 1, since
+ *          SDL reserves that ID for the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CloseAudioDevice
+ * \sa SDL_GetAudioDeviceName
+ * \sa SDL_LockAudioDevice
+ * \sa SDL_OpenAudio
+ * \sa SDL_PauseAudioDevice
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(
+                                                  const char *device,
+                                                  int iscapture,
+                                                  const SDL_AudioSpec *desired,
+                                                  SDL_AudioSpec *obtained,
+                                                  int allowed_changes);
+
+
+
+/**
+ *  \name Audio state
+ *
+ *  Get the current audio state.
+ */
+/* @{ */
+typedef enum
+{
+    SDL_AUDIO_STOPPED = 0,
+    SDL_AUDIO_PLAYING,
+    SDL_AUDIO_PAUSED
+} SDL_AudioStatus;
+
+/**
+ * This function is a legacy means of querying the audio device.
+ *
+ * New programs might want to use SDL_GetAudioDeviceStatus() instead. This
+ * function is equivalent to calling...
+ *
+ * ```c
+ * SDL_GetAudioDeviceStatus(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioDeviceStatus
+ */
+extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
+
+/**
+ * Use this function to get the current audio state of an audio device.
+ *
+ * \param dev the ID of an audio device previously opened with
+ *            SDL_OpenAudioDevice()
+ * \returns the SDL_AudioStatus of the specified audio device.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PauseAudioDevice
+ */
+extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
+/* @} *//* Audio State */
+
+/**
+ *  \name Pause audio functions
+ *
+ *  These functions pause and unpause the audio callback processing.
+ *  They should be called with a parameter of 0 after opening the audio
+ *  device to start playing sound.  This is so you can safely initialize
+ *  data for your callback function after opening the audio device.
+ *  Silence will be written to the audio device during the pause.
+ */
+/* @{ */
+
+/**
+ * This function is a legacy means of pausing the audio device.
+ *
+ * New programs might want to use SDL_PauseAudioDevice() instead. This
+ * function is equivalent to calling...
+ *
+ * ```c
+ * SDL_PauseAudioDevice(1, pause_on);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \param pause_on non-zero to pause, 0 to unpause
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetAudioStatus
+ * \sa SDL_PauseAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
+
+/**
+ * Use this function to pause and unpause audio playback on a specified
+ * device.
+ *
+ * This function pauses and unpauses the audio callback processing for a given
+ * device. Newly-opened audio devices start in the paused state, so you must
+ * call this function with **pause_on**=0 after opening the specified audio
+ * device to start playing sound. This allows you to safely initialize data
+ * for your callback function after opening the audio device. Silence will be
+ * written to the audio device while paused, and the audio callback is
+ * guaranteed to not be called. Pausing one device does not prevent other
+ * unpaused devices from running their callbacks.
+ *
+ * Pausing state does not stack; even if you pause a device several times, a
+ * single unpause will start the device playing again, and vice versa. This is
+ * different from how SDL_LockAudioDevice() works.
+ *
+ * If you just need to protect a few variables from race conditions vs your
+ * callback, you shouldn't pause the audio device, as it will lead to dropouts
+ * in the audio playback. Instead, you should use SDL_LockAudioDevice().
+ *
+ * \param dev a device opened by SDL_OpenAudioDevice()
+ * \param pause_on non-zero to pause, 0 to unpause
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
+                                                  int pause_on);
+/* @} *//* Pause audio functions */
+
+/**
+ * Load the audio data of a WAVE file into memory.
+ *
+ * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
+ * be valid pointers. The entire data portion of the file is then loaded into
+ * memory and decoded if necessary.
+ *
+ * If `freesrc` is non-zero, the data source gets automatically closed and
+ * freed before the function returns.
+ *
+ * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
+ * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
+ * A-law and mu-law (8 bits). Other formats are currently unsupported and
+ * cause an error.
+ *
+ * If this function succeeds, the pointer returned by it is equal to `spec`
+ * and the pointer to the audio data allocated by the function is written to
+ * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec
+ * members `freq`, `channels`, and `format` are set to the values of the audio
+ * data in the buffer. The `samples` member is set to a sane default and all
+ * others are set to zero.
+ *
+ * It's necessary to use SDL_FreeWAV() to free the audio data returned in
+ * `audio_buf` when it is no longer used.
+ *
+ * Because of the underspecification of the .WAV format, there are many
+ * problematic files in the wild that cause issues with strict decoders. To
+ * provide compatibility with these files, this decoder is lenient in regards
+ * to the truncation of the file, the fact chunk, and the size of the RIFF
+ * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
+ * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
+ * tune the behavior of the loading process.
+ *
+ * Any file that is invalid (due to truncation, corruption, or wrong values in
+ * the headers), too big, or unsupported causes an error. Additionally, any
+ * critical I/O error from the data source will terminate the loading process
+ * with an error. The function returns NULL on error and in all cases (with
+ * the exception of `src` being NULL), an appropriate error message will be
+ * set.
+ *
+ * It is required that the data source supports seeking.
+ *
+ * Example:
+ *
+ * ```c
+ * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
+ * ```
+ *
+ * Note that the SDL_LoadWAV macro does this same thing for you, but in a less
+ * messy way:
+ *
+ * ```c
+ * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
+ * ```
+ *
+ * \param src The data source for the WAVE data
+ * \param freesrc If non-zero, SDL will _always_ free the data source
+ * \param spec An SDL_AudioSpec that will be filled in with the wave file's
+ *             format details
+ * \param audio_buf A pointer filled with the audio data, allocated by the
+ *                  function.
+ * \param audio_len A pointer filled with the length of the audio data buffer
+ *                  in bytes
+ * \returns This function, if successfully called, returns `spec`, which will
+ *          be filled with the audio data format of the wave source data.
+ *          `audio_buf` will be filled with a pointer to an allocated buffer
+ *          containing the audio data, and `audio_len` is filled with the
+ *          length of that audio buffer in bytes.
+ *
+ *          This function returns NULL if the .WAV file cannot be opened, uses
+ *          an unknown data format, or is corrupt; call SDL_GetError() for
+ *          more information.
+ *
+ *          When the application is done with the data returned in
+ *          `audio_buf`, it should call SDL_FreeWAV() to dispose of it.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeWAV
+ * \sa SDL_LoadWAV
+ */
+extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
+                                                      int freesrc,
+                                                      SDL_AudioSpec * spec,
+                                                      Uint8 ** audio_buf,
+                                                      Uint32 * audio_len);
+
+/**
+ *  Loads a WAV from a file.
+ *  Compatibility convenience function.
+ */
+#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
+    SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
+
+/**
+ * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
+ *
+ * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW()
+ * its data can eventually be freed with SDL_FreeWAV(). It is safe to call
+ * this function with a NULL pointer.
+ *
+ * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
+ *                  SDL_LoadWAV_RW()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadWAV
+ * \sa SDL_LoadWAV_RW
+ */
+extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
+
+/**
+ * Initialize an SDL_AudioCVT structure for conversion.
+ *
+ * Before an SDL_AudioCVT structure can be used to convert audio data it must
+ * be initialized with source and destination information.
+ *
+ * This function will zero out every field of the SDL_AudioCVT, so it must be
+ * called before the application fills in the final buffer information.
+ *
+ * Once this function has returned successfully, and reported that a
+ * conversion is necessary, the application fills in the rest of the fields in
+ * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate,
+ * and then can call SDL_ConvertAudio() to complete the conversion.
+ *
+ * \param cvt an SDL_AudioCVT structure filled in with audio conversion
+ *            information
+ * \param src_format the source format of the audio data; for more info see
+ *                   SDL_AudioFormat
+ * \param src_channels the number of channels in the source
+ * \param src_rate the frequency (sample-frames-per-second) of the source
+ * \param dst_format the destination format of the audio data; for more info
+ *                   see SDL_AudioFormat
+ * \param dst_channels the number of channels in the destination
+ * \param dst_rate the frequency (sample-frames-per-second) of the destination
+ * \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
+ *          or a negative error code on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ConvertAudio
+ */
+extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
+                                              SDL_AudioFormat src_format,
+                                              Uint8 src_channels,
+                                              int src_rate,
+                                              SDL_AudioFormat dst_format,
+                                              Uint8 dst_channels,
+                                              int dst_rate);
+
+/**
+ * Convert audio data to a desired audio format.
+ *
+ * This function does the actual audio data conversion, after the application
+ * has called SDL_BuildAudioCVT() to prepare the conversion information and
+ * then filled in the buffer details.
+ *
+ * Once the application has initialized the `cvt` structure using
+ * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio
+ * data in the source format, this function will convert the buffer, in-place,
+ * to the desired format.
+ *
+ * The data conversion may go through several passes; any given pass may
+ * possibly temporarily increase the size of the data. For example, SDL might
+ * expand 16-bit data to 32 bits before resampling to a lower frequency,
+ * shrinking the data size after having grown it briefly. Since the supplied
+ * buffer will be both the source and destination, converting as necessary
+ * in-place, the application must allocate a buffer that will fully contain
+ * the data during its largest conversion pass. After SDL_BuildAudioCVT()
+ * returns, the application should set the `cvt->len` field to the size, in
+ * bytes, of the source data, and allocate a buffer that is `cvt->len *
+ * cvt->len_mult` bytes long for the `buf` field.
+ *
+ * The source data should be copied into this buffer before the call to
+ * SDL_ConvertAudio(). Upon successful return, this buffer will contain the
+ * converted audio, and `cvt->len_cvt` will be the size of the converted data,
+ * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once
+ * this function returns.
+ *
+ * \param cvt an SDL_AudioCVT structure that was previously set up by
+ *            SDL_BuildAudioCVT().
+ * \returns 0 if the conversion was completed successfully or a negative error
+ *          code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_BuildAudioCVT
+ */
+extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
+
+/* SDL_AudioStream is a new audio conversion interface.
+   The benefits vs SDL_AudioCVT:
+    - it can handle resampling data in chunks without generating
+      artifacts, when it doesn't have the complete buffer available.
+    - it can handle incoming data in any variable size.
+    - You push data as you have it, and pull it when you need it
+ */
+/* this is opaque to the outside world. */
+struct _SDL_AudioStream;
+typedef struct _SDL_AudioStream SDL_AudioStream;
+
+/**
+ * Create a new audio stream.
+ *
+ * \param src_format The format of the source audio
+ * \param src_channels The number of channels of the source audio
+ * \param src_rate The sampling rate of the source audio
+ * \param dst_format The format of the desired audio output
+ * \param dst_channels The number of channels of the desired audio output
+ * \param dst_rate The sampling rate of the desired audio output
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
+                                           const Uint8 src_channels,
+                                           const int src_rate,
+                                           const SDL_AudioFormat dst_format,
+                                           const Uint8 dst_channels,
+                                           const int dst_rate);
+
+/**
+ * Add data to be converted/resampled to the stream.
+ *
+ * \param stream The stream the audio data is being added to
+ * \param buf A pointer to the audio data to add
+ * \param len The number of bytes to write to the stream
+ * \returns 0 on success, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
+
+/**
+ * Get converted/resampled data from the stream
+ *
+ * \param stream The stream the audio is being requested from
+ * \param buf A buffer to fill with audio data
+ * \param len The maximum number of bytes to fill
+ * \returns the number of bytes read from the stream, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
+
+/**
+ * Get the number of converted/resampled bytes available.
+ *
+ * The stream may be buffering data behind the scenes until it has enough to
+ * resample correctly, so this number might be lower than what you expect, or
+ * even be zero. Add more data or flush the stream if you need the data now.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
+
+/**
+ * Tell the stream that you're done sending data, and anything being buffered
+ * should be converted/resampled and made available immediately.
+ *
+ * It is legal to add more data to a stream after flushing, but there will be
+ * audio gaps in the output. Generally this is intended to signal the end of
+ * input, so the complete output becomes available.
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamClear
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
+
+/**
+ * Clear any pending data in the stream without converting it
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_FreeAudioStream
+ */
+extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
+
+/**
+ * Free an audio stream
+ *
+ * \since This function is available since SDL 2.0.7.
+ *
+ * \sa SDL_NewAudioStream
+ * \sa SDL_AudioStreamPut
+ * \sa SDL_AudioStreamGet
+ * \sa SDL_AudioStreamAvailable
+ * \sa SDL_AudioStreamFlush
+ * \sa SDL_AudioStreamClear
+ */
+extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
+
+#define SDL_MIX_MAXVOLUME 128
+
+/**
+ * This function is a legacy means of mixing audio.
+ *
+ * This function is equivalent to calling...
+ *
+ * ```c
+ * SDL_MixAudioFormat(dst, src, format, len, volume);
+ * ```
+ *
+ * ...where `format` is the obtained format of the audio device from the
+ * legacy SDL_OpenAudio() function.
+ *
+ * \param dst the destination for the mixed audio
+ * \param src the source audio buffer to be mixed
+ * \param len the length of the audio buffer in bytes
+ * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
+ *               for full audio volume
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MixAudioFormat
+ */
+extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
+                                          Uint32 len, int volume);
+
+/**
+ * Mix audio data in a specified format.
+ *
+ * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
+ * it into `dst`, performing addition, volume adjustment, and overflow
+ * clipping. The buffer pointed to by `dst` must also be `len` bytes of
+ * `format` data.
+ *
+ * This is provided for convenience -- you can mix your own audio data.
+ *
+ * Do not use this function for mixing together more than two streams of
+ * sample data. The output from repeated application of this function may be
+ * distorted by clipping, because there is no accumulator with greater range
+ * than the input (not to mention this being an inefficient way of doing it).
+ *
+ * It is a common misconception that this function is required to write audio
+ * data to an output stream in an audio callback. While you can do that,
+ * SDL_MixAudioFormat() is really only needed when you're mixing a single
+ * audio stream with a volume adjustment.
+ *
+ * \param dst the destination for the mixed audio
+ * \param src the source audio buffer to be mixed
+ * \param format the SDL_AudioFormat structure representing the desired audio
+ *               format
+ * \param len the length of the audio buffer in bytes
+ * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
+ *               for full audio volume
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
+                                                const Uint8 * src,
+                                                SDL_AudioFormat format,
+                                                Uint32 len, int volume);
+
+/**
+ * Queue more audio on non-callback devices.
+ *
+ * If you are looking to retrieve queued audio from a non-callback capture
+ * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return
+ * -1 to signify an error if you use it with capture devices.
+ *
+ * SDL offers two ways to feed audio to the device: you can either supply a
+ * callback that SDL triggers with some frequency to obtain more audio (pull
+ * method), or you can supply no callback, and then SDL will expect you to
+ * supply data at regular intervals (push method) with this function.
+ *
+ * There are no limits on the amount of data you can queue, short of
+ * exhaustion of address space. Queued data will drain to the device as
+ * necessary without further intervention from you. If the device needs audio
+ * but there is not enough queued, it will play silence to make up the
+ * difference. This means you will have skips in your audio playback if you
+ * aren't routinely queueing sufficient data.
+ *
+ * This function copies the supplied data, so you are safe to free it when the
+ * function returns. This function is thread-safe, but queueing to the same
+ * device from two threads at once does not promise which buffer will be
+ * queued first.
+ *
+ * You may not queue audio on a device that is using an application-supplied
+ * callback; doing so returns an error. You have to use the audio callback or
+ * queue audio with this function, but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before queueing; SDL
+ * handles locking internally for this function.
+ *
+ * Note that SDL2 does not support planar audio. You will need to resample
+ * from planar audio formats into a non-planar one (see SDL_AudioFormat)
+ * before queuing audio.
+ *
+ * \param dev the device ID to which we will queue audio
+ * \param data the data to queue to the device for later playback
+ * \param len the number of bytes (not samples!) to which `data` points
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_ClearQueuedAudio
+ * \sa SDL_GetQueuedAudioSize
+ */
+extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
+
+/**
+ * Dequeue more audio on non-callback devices.
+ *
+ * If you are looking to queue audio for output on a non-callback playback
+ * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always
+ * return 0 if you use it with playback devices.
+ *
+ * SDL offers two ways to retrieve audio from a capture device: you can either
+ * supply a callback that SDL triggers with some frequency as the device
+ * records more audio data, (push method), or you can supply no callback, and
+ * then SDL will expect you to retrieve data at regular intervals (pull
+ * method) with this function.
+ *
+ * There are no limits on the amount of data you can queue, short of
+ * exhaustion of address space. Data from the device will keep queuing as
+ * necessary without further intervention from you. This means you will
+ * eventually run out of memory if you aren't routinely dequeueing data.
+ *
+ * Capture devices will not queue data when paused; if you are expecting to
+ * not need captured audio for some length of time, use SDL_PauseAudioDevice()
+ * to stop the capture device from queueing more data. This can be useful
+ * during, say, level loading times. When unpaused, capture devices will start
+ * queueing data from that point, having flushed any capturable data available
+ * while paused.
+ *
+ * This function is thread-safe, but dequeueing from the same device from two
+ * threads at once does not promise which thread will dequeue data first.
+ *
+ * You may not dequeue audio from a device that is using an
+ * application-supplied callback; doing so returns an error. You have to use
+ * the audio callback, or dequeue audio with this function, but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before dequeueing; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev the device ID from which we will dequeue audio
+ * \param data a pointer into where audio data should be copied
+ * \param len the number of bytes (not samples!) to which (data) points
+ * \returns the number of bytes dequeued, which could be less than requested;
+ *          call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_ClearQueuedAudio
+ * \sa SDL_GetQueuedAudioSize
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
+
+/**
+ * Get the number of bytes of still-queued audio.
+ *
+ * For playback devices: this is the number of bytes that have been queued for
+ * playback with SDL_QueueAudio(), but have not yet been sent to the hardware.
+ *
+ * Once we've sent it to the hardware, this function can not decide the exact
+ * byte boundary of what has been played. It's possible that we just gave the
+ * hardware several kilobytes right before you called this function, but it
+ * hasn't played any of it yet, or maybe half of it, etc.
+ *
+ * For capture devices, this is the number of bytes that have been captured by
+ * the device and are waiting for you to dequeue. This number may grow at any
+ * time, so this only informs of the lower-bound of available data.
+ *
+ * You may not queue or dequeue audio on a device that is using an
+ * application-supplied callback; calling this function on such a device
+ * always returns 0. You have to use the audio callback or queue audio, but
+ * not both.
+ *
+ * You should not call SDL_LockAudio() on the device before querying; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev the device ID of which we will query queued audio size
+ * \returns the number of bytes (not samples!) of queued audio.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_ClearQueuedAudio
+ * \sa SDL_QueueAudio
+ * \sa SDL_DequeueAudio
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
+
+/**
+ * Drop any queued audio data waiting to be sent to the hardware.
+ *
+ * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
+ * output devices, the hardware will start playing silence if more audio isn't
+ * queued. For capture devices, the hardware will start filling the empty
+ * queue with new data if the capture device isn't paused.
+ *
+ * This will not prevent playback of queued audio that's already been sent to
+ * the hardware, as we can not undo that, so expect there to be some fraction
+ * of a second of audio that might still be heard. This can be useful if you
+ * want to, say, drop any pending music or any unprocessed microphone input
+ * during a level change in your game.
+ *
+ * You may not queue or dequeue audio on a device that is using an
+ * application-supplied callback; calling this function on such a device
+ * always returns 0. You have to use the audio callback or queue audio, but
+ * not both.
+ *
+ * You should not call SDL_LockAudio() on the device before clearing the
+ * queue; SDL handles locking internally for this function.
+ *
+ * This function always succeeds and thus returns void.
+ *
+ * \param dev the device ID of which to clear the audio queue
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetQueuedAudioSize
+ * \sa SDL_QueueAudio
+ * \sa SDL_DequeueAudio
+ */
+extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
+
+
+/**
+ *  \name Audio lock functions
+ *
+ *  The lock manipulated by these functions protects the callback function.
+ *  During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
+ *  the callback function is not running.  Do not call these from the callback
+ *  function or you will cause deadlock.
+ */
+/* @{ */
+
+/**
+ * This function is a legacy means of locking the audio device.
+ *
+ * New programs might want to use SDL_LockAudioDevice() instead. This function
+ * is equivalent to calling...
+ *
+ * ```c
+ * SDL_LockAudioDevice(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudioDevice
+ * \sa SDL_UnlockAudio
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_LockAudio(void);
+
+/**
+ * Use this function to lock out the audio callback function for a specified
+ * device.
+ *
+ * The lock manipulated by these functions protects the audio callback
+ * function specified in SDL_OpenAudioDevice(). During a
+ * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed
+ * that the callback function for that device is not running, even if the
+ * device is not paused. While a device is locked, any other unpaused,
+ * unlocked devices may still run their callbacks.
+ *
+ * Calling this function from inside your audio callback is unnecessary. SDL
+ * obtains this lock before calling your function, and releases it when the
+ * function returns.
+ *
+ * You should not hold the lock longer than absolutely necessary. If you hold
+ * it too long, you'll experience dropouts in your audio playback. Ideally,
+ * your application locks the device, sets a few variables and unlocks again.
+ * Do not do heavy work while holding the lock for a device.
+ *
+ * It is safe to lock the audio device multiple times, as long as you unlock
+ * it an equivalent number of times. The callback will not run until the
+ * device has been unlocked completely in this way. If your application fails
+ * to unlock the device appropriately, your callback will never run, you might
+ * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably
+ * deadlock.
+ *
+ * Internally, the audio device lock is a mutex; if you lock from two threads
+ * at once, not only will you block the audio callback, you'll block the other
+ * thread.
+ *
+ * \param dev the ID of the device to be locked
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
+
+/**
+ * This function is a legacy means of unlocking the audio device.
+ *
+ * New programs might want to use SDL_UnlockAudioDevice() instead. This
+ * function is equivalent to calling...
+ *
+ * ```c
+ * SDL_UnlockAudioDevice(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudio
+ * \sa SDL_UnlockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
+
+/**
+ * Use this function to unlock the audio callback function for a specified
+ * device.
+ *
+ * This function should be paired with a previous SDL_LockAudioDevice() call.
+ *
+ * \param dev the ID of the device to be unlocked
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
+/* @} *//* Audio lock functions */
+
+/**
+ * This function is a legacy means of closing the audio device.
+ *
+ * This function is equivalent to calling...
+ *
+ * ```c
+ * SDL_CloseAudioDevice(1);
+ * ```
+ *
+ * ...and is only useful if you used the legacy SDL_OpenAudio() function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_OpenAudio
+ */
+extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
+
+/**
+ * Use this function to shut down audio processing and close the audio device.
+ *
+ * The application should close open audio devices once they are no longer
+ * needed. Calling this function will wait until the device's audio callback
+ * is not running, release the audio hardware and then clean up internal
+ * state. No further audio will play from this device once this function
+ * returns.
+ *
+ * This function may block briefly while pending audio data is played by the
+ * hardware, so that applications don't drop the last buffer of data they
+ * supplied.
+ *
+ * The device ID is invalid as soon as the device is closed, and is eligible
+ * for reuse in a new SDL_OpenAudioDevice() call immediately.
+ *
+ * \param dev an audio device previously opened with SDL_OpenAudioDevice()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_OpenAudioDevice
+ */
+extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_audio_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 20 - 6
bsp/simulator/SDL2-2.0.7/include/SDL_bits.h → bsp/simulator/SDL2/include/SDL_bits.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -45,13 +45,12 @@ extern "C" {
  *  with 0. This operation can also be stated as "count leading zeroes" and
  *  with 0. This operation can also be stated as "count leading zeroes" and
  *  "log base 2".
  *  "log base 2".
  *
  *
- *  \return Index of the most significant bit, or -1 if the value is 0.
+ *  \return the index of the most significant bit, or -1 if the value is 0.
  */
  */
 #if defined(__WATCOMC__) && defined(__386__)
 #if defined(__WATCOMC__) && defined(__386__)
-extern _inline int _SDL_clz_watcom (Uint32);
-#pragma aux _SDL_clz_watcom = \
+extern __inline int _SDL_bsr_watcom(Uint32);
+#pragma aux _SDL_bsr_watcom = \
     "bsr eax, eax" \
     "bsr eax, eax" \
-    "xor eax, 31" \
     parm [eax] nomemory \
     parm [eax] nomemory \
     value [eax] \
     value [eax] \
     modify exact [eax] nomemory;
     modify exact [eax] nomemory;
@@ -72,7 +71,13 @@ SDL_MostSignificantBitIndex32(Uint32 x)
     if (x == 0) {
     if (x == 0) {
         return -1;
         return -1;
     }
     }
-    return 31 - _SDL_clz_watcom(x);
+    return _SDL_bsr_watcom(x);
+#elif defined(_MSC_VER)
+    unsigned long index;
+    if (_BitScanReverse(&index, x)) {
+        return index;
+    }
+    return -1;
 #else
 #else
     /* Based off of Bit Twiddling Hacks by Sean Eron Anderson
     /* Based off of Bit Twiddling Hacks by Sean Eron Anderson
      * <seander@cs.stanford.edu>, released in the public domain.
      * <seander@cs.stanford.edu>, released in the public domain.
@@ -101,6 +106,15 @@ SDL_MostSignificantBitIndex32(Uint32 x)
 #endif
 #endif
 }
 }
 
 
+SDL_FORCE_INLINE SDL_bool
+SDL_HasExactlyOneBitSet32(Uint32 x)
+{
+    if (x && !(x & (x - 1))) {
+        return SDL_TRUE;
+    }
+    return SDL_FALSE;
+}
+
 /* Ends C function definitions when using C++ */
 /* Ends C function definitions when using C++ */
 #ifdef __cplusplus
 #ifdef __cplusplus
 }
 }

+ 200 - 0
bsp/simulator/SDL2/include/SDL_blendmode.h

@@ -0,0 +1,200 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_blendmode.h
+ *
+ *  Header file declaring the SDL_BlendMode enumeration
+ */
+
+#ifndef SDL_blendmode_h_
+#define SDL_blendmode_h_
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \brief The blend mode used in SDL_RenderCopy() and drawing operations.
+ */
+typedef enum
+{
+    SDL_BLENDMODE_NONE = 0x00000000,     /**< no blending
+                                              dstRGBA = srcRGBA */
+    SDL_BLENDMODE_BLEND = 0x00000001,    /**< alpha blending
+                                              dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
+                                              dstA = srcA + (dstA * (1-srcA)) */
+    SDL_BLENDMODE_ADD = 0x00000002,      /**< additive blending
+                                              dstRGB = (srcRGB * srcA) + dstRGB
+                                              dstA = dstA */
+    SDL_BLENDMODE_MOD = 0x00000004,      /**< color modulate
+                                              dstRGB = srcRGB * dstRGB
+                                              dstA = dstA */
+    SDL_BLENDMODE_MUL = 0x00000008,      /**< color multiply
+                                              dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
+                                              dstA = (srcA * dstA) + (dstA * (1-srcA)) */
+    SDL_BLENDMODE_INVALID = 0x7FFFFFFF
+
+    /* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
+
+} SDL_BlendMode;
+
+/**
+ *  \brief The blend operation used when combining source and destination pixel components
+ */
+typedef enum
+{
+    SDL_BLENDOPERATION_ADD              = 0x1,  /**< dst + src: supported by all renderers */
+    SDL_BLENDOPERATION_SUBTRACT         = 0x2,  /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
+    SDL_BLENDOPERATION_REV_SUBTRACT     = 0x3,  /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
+    SDL_BLENDOPERATION_MINIMUM          = 0x4,  /**< min(dst, src) : supported by D3D11 */
+    SDL_BLENDOPERATION_MAXIMUM          = 0x5   /**< max(dst, src) : supported by D3D11 */
+
+} SDL_BlendOperation;
+
+/**
+ *  \brief The normalized factor used to multiply pixel components
+ */
+typedef enum
+{
+    SDL_BLENDFACTOR_ZERO                = 0x1,  /**< 0, 0, 0, 0 */
+    SDL_BLENDFACTOR_ONE                 = 0x2,  /**< 1, 1, 1, 1 */
+    SDL_BLENDFACTOR_SRC_COLOR           = 0x3,  /**< srcR, srcG, srcB, srcA */
+    SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4,  /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
+    SDL_BLENDFACTOR_SRC_ALPHA           = 0x5,  /**< srcA, srcA, srcA, srcA */
+    SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6,  /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
+    SDL_BLENDFACTOR_DST_COLOR           = 0x7,  /**< dstR, dstG, dstB, dstA */
+    SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8,  /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
+    SDL_BLENDFACTOR_DST_ALPHA           = 0x9,  /**< dstA, dstA, dstA, dstA */
+    SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA   /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
+
+} SDL_BlendFactor;
+
+/**
+ * Compose a custom blend mode for renderers.
+ *
+ * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
+ * the SDL_BlendMode returned by this function if the renderer supports it.
+ *
+ * A blend mode controls how the pixels from a drawing operation (source) get
+ * combined with the pixels from the render target (destination). First, the
+ * components of the source and destination pixels get multiplied with their
+ * blend factors. Then, the blend operation takes the two products and
+ * calculates the result that will get stored in the render target.
+ *
+ * Expressed in pseudocode, it would look like this:
+ *
+ * ```c
+ * dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
+ * dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
+ * ```
+ *
+ * Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
+ * dst)` can return one of the following:
+ *
+ * - `src + dst`
+ * - `src - dst`
+ * - `dst - src`
+ * - `min(src, dst)`
+ * - `max(src, dst)`
+ *
+ * The red, green, and blue components are always multiplied with the first,
+ * second, and third components of the SDL_BlendFactor, respectively. The
+ * fourth component is not used.
+ *
+ * The alpha component is always multiplied with the fourth component of the
+ * SDL_BlendFactor. The other components are not used in the alpha
+ * calculation.
+ *
+ * Support for these blend modes varies for each renderer. To check if a
+ * specific SDL_BlendMode is supported, create a renderer and pass it to
+ * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
+ * return with an error if the blend mode is not supported.
+ *
+ * This list describes the support of custom blend modes for each renderer in
+ * SDL 2.0.6. All renderers support the four blend modes listed in the
+ * SDL_BlendMode enumeration.
+ *
+ * - **direct3d**: Supports `SDL_BLENDOPERATION_ADD` with all factors.
+ * - **direct3d11**: Supports all operations with all factors. However, some
+ *   factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
+ *   `SDL_BLENDOPERATION_MAXIMUM`.
+ * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
+ *   factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
+ *   2.0.6.
+ * - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
+ *   factors. Color and alpha factors need to be the same. OpenGL ES 1
+ *   implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
+ *   and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
+ *   operations being different from each other. May support color and alpha
+ *   factors being different from each other.
+ * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
+ *   `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
+ *   operations with all factors.
+ * - **psp**: No custom blend mode support.
+ * - **software**: No custom blend mode support.
+ *
+ * Some renderers do not provide an alpha component for the default render
+ * target. The `SDL_BLENDFACTOR_DST_ALPHA` and
+ * `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
+ * case.
+ *
+ * \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
+ *                       blue components of the source pixels
+ * \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
+ *                       blue components of the destination pixels
+ * \param colorOperation the SDL_BlendOperation used to combine the red,
+ *                       green, and blue components of the source and
+ *                       destination pixels
+ * \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
+ *                       the source pixels
+ * \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
+ *                       the destination pixels
+ * \param alphaOperation the SDL_BlendOperation used to combine the alpha
+ *                       component of the source and destination pixels
+ * \returns an SDL_BlendMode that represents the chosen factors and
+ *          operations.
+ *
+ * \since This function is available since SDL 2.0.6.
+ *
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_GetRenderDrawBlendMode
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_GetTextureBlendMode
+ */
+extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
+                                                                 SDL_BlendFactor dstColorFactor,
+                                                                 SDL_BlendOperation colorOperation,
+                                                                 SDL_BlendFactor srcAlphaFactor,
+                                                                 SDL_BlendFactor dstAlphaFactor,
+                                                                 SDL_BlendOperation alphaOperation);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_blendmode_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 30 - 7
bsp/simulator/SDL2-2.0.7/include/SDL_clipboard.h → bsp/simulator/SDL2/include/SDL_clipboard.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -39,23 +39,46 @@ extern "C" {
 /* Function prototypes */
 /* Function prototypes */
 
 
 /**
 /**
- * \brief Put UTF-8 text into the clipboard
+ * Put UTF-8 text into the clipboard.
  *
  *
- * \sa SDL_GetClipboardText()
+ * \param text the text to store in the clipboard
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetClipboardText
+ * \sa SDL_HasClipboardText
  */
  */
 extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
 extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
 
 
 /**
 /**
- * \brief Get UTF-8 text from the clipboard, which must be freed with SDL_free()
+ * Get UTF-8 text from the clipboard, which must be freed with SDL_free().
+ *
+ * This functions returns empty string if there was not enough memory left for
+ * a copy of the clipboard's content.
+ *
+ * \returns the clipboard text on success or an empty string on failure; call
+ *          SDL_GetError() for more information. Caller must call SDL_free()
+ *          on the returned pointer when done with it (even if there was an
+ *          error).
  *
  *
- * \sa SDL_SetClipboardText()
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasClipboardText
+ * \sa SDL_SetClipboardText
  */
  */
 extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
 extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
 
 
 /**
 /**
- * \brief Returns a flag indicating whether the clipboard exists and contains a text string that is non-empty
+ * Query whether the clipboard exists and contains a non-empty text string.
+ *
+ * \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not.
+ *
+ * \since This function is available since SDL 2.0.0.
  *
  *
- * \sa SDL_GetClipboardText()
+ * \sa SDL_GetClipboardText
+ * \sa SDL_SetClipboardText
  */
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
 extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
 
 

+ 97 - 26
bsp/simulator/SDL2-2.0.7/include/SDL_config.h → bsp/simulator/SDL2/include/SDL_config.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -25,10 +25,23 @@
 
 
 #include "SDL_platform.h"
 #include "SDL_platform.h"
 
 
+/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK,
+ * but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence.
+ * If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H.  */
+#if !defined(HAVE_WINSDKVER_H) && defined(__has_include)
+#if __has_include(<winsdkver.h>)
+#define HAVE_WINSDKVER_H 1
+#endif
+#endif
+
+#ifdef HAVE_WINSDKVER_H
+#include <winsdkver.h>
+#endif
+
 /* This is a set of defines to configure the SDL features */
 /* This is a set of defines to configure the SDL features */
 
 
 #if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
 #if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
-#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
+#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) || defined(__clang__) || defined(__BORLANDC__) || defined(__CODEGEARC__)
 #define HAVE_STDINT_H   1
 #define HAVE_STDINT_H   1
 #elif defined(_MSC_VER)
 #elif defined(_MSC_VER)
 typedef signed __int8 int8_t;
 typedef signed __int8 int8_t;
@@ -82,6 +95,23 @@ typedef unsigned int uintptr_t;
 #define HAVE_DSOUND_H 1
 #define HAVE_DSOUND_H 1
 #define HAVE_DXGI_H 1
 #define HAVE_DXGI_H 1
 #define HAVE_XINPUT_H 1
 #define HAVE_XINPUT_H 1
+#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00  /* Windows 10 SDK */
+#define HAVE_WINDOWS_GAMING_INPUT_H 1
+#endif
+#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602  /* Windows 8 SDK */
+#define HAVE_D3D11_H 1
+#endif
+#define HAVE_MMDEVICEAPI_H 1
+#define HAVE_AUDIOCLIENT_H 1
+#define HAVE_TPCSHRD_H 1
+#define HAVE_SENSORSAPI_H 1
+#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
+#define HAVE_IMMINTRIN_H 1
+#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
+# if __has_include(<immintrin.h>)
+#   define HAVE_IMMINTRIN_H 1
+# endif
+#endif
 
 
 /* This is disabled by default to avoid C runtime dependencies and manifest requirements */
 /* This is disabled by default to avoid C runtime dependencies and manifest requirements */
 #ifdef HAVE_LIBC
 #ifdef HAVE_LIBC
@@ -109,13 +139,16 @@ typedef unsigned int uintptr_t;
 #define HAVE_MEMCMP 1
 #define HAVE_MEMCMP 1
 #define HAVE_STRLEN 1
 #define HAVE_STRLEN 1
 #define HAVE__STRREV 1
 #define HAVE__STRREV 1
-#define HAVE__STRUPR 1
-#define HAVE__STRLWR 1
+/* These functions have security warnings, so we won't use them */
+/* #undef HAVE__STRUPR */
+/* #undef HAVE__STRLWR */
 #define HAVE_STRCHR 1
 #define HAVE_STRCHR 1
 #define HAVE_STRRCHR 1
 #define HAVE_STRRCHR 1
 #define HAVE_STRSTR 1
 #define HAVE_STRSTR 1
-#define HAVE__LTOA 1
-#define HAVE__ULTOA 1
+/* #undef HAVE_STRTOK_R */
+/* These functions have security warnings, so we won't use them */
+/* #undef HAVE__LTOA */
+/* #undef HAVE__ULTOA */
 #define HAVE_STRTOL 1
 #define HAVE_STRTOL 1
 #define HAVE_STRTOUL 1
 #define HAVE_STRTOUL 1
 #define HAVE_STRTOD 1
 #define HAVE_STRTOD 1
@@ -125,30 +158,55 @@ typedef unsigned int uintptr_t;
 #define HAVE_STRNCMP 1
 #define HAVE_STRNCMP 1
 #define HAVE__STRICMP 1
 #define HAVE__STRICMP 1
 #define HAVE__STRNICMP 1
 #define HAVE__STRNICMP 1
-#define HAVE_ATAN 1
-#define HAVE_ATAN2 1
-#define HAVE_ACOS  1
-#define HAVE_ASIN  1
-#define HAVE_CEIL 1
-#define HAVE_COS 1
-#define HAVE_COSF 1
-#define HAVE_FABS 1
-#define HAVE_FLOOR 1
-#define HAVE_LOG 1
-#define HAVE_POW 1
-#define HAVE_SIN 1
-#define HAVE_SINF 1
-#define HAVE_SQRT 1
-#define HAVE_SQRTF 1
-#define HAVE_TAN 1
-#define HAVE_TANF 1
+#define HAVE__WCSICMP 1
+#define HAVE__WCSNICMP 1
+#define HAVE__WCSDUP 1
+#define HAVE_ACOS   1
+#define HAVE_ACOSF  1
+#define HAVE_ASIN   1
+#define HAVE_ASINF  1
+#define HAVE_ATAN   1
+#define HAVE_ATANF  1
+#define HAVE_ATAN2  1
+#define HAVE_ATAN2F 1
+#define HAVE_CEILF  1
 #define HAVE__COPYSIGN 1
 #define HAVE__COPYSIGN 1
+#define HAVE_COS    1
+#define HAVE_COSF   1
+#define HAVE_EXP    1
+#define HAVE_EXPF   1
+#define HAVE_FABS   1
+#define HAVE_FABSF  1
+#define HAVE_FLOOR  1
+#define HAVE_FLOORF 1
+#define HAVE_FMOD   1
+#define HAVE_FMODF  1
+#define HAVE_LOG    1
+#define HAVE_LOGF   1
+#define HAVE_LOG10  1
+#define HAVE_LOG10F 1
+#define HAVE_POW    1
+#define HAVE_POWF   1
+#define HAVE_SIN    1
+#define HAVE_SINF   1
+#define HAVE_SQRT   1
+#define HAVE_SQRTF  1
+#define HAVE_TAN    1
+#define HAVE_TANF   1
 #if defined(_MSC_VER)
 #if defined(_MSC_VER)
 /* These functions were added with the VC++ 2013 C runtime library */
 /* These functions were added with the VC++ 2013 C runtime library */
 #if _MSC_VER >= 1800
 #if _MSC_VER >= 1800
 #define HAVE_STRTOLL 1
 #define HAVE_STRTOLL 1
+#define HAVE_STRTOULL 1
 #define HAVE_VSSCANF 1
 #define HAVE_VSSCANF 1
+#define HAVE_LROUND 1
+#define HAVE_LROUNDF 1
+#define HAVE_ROUND 1
+#define HAVE_ROUNDF 1
 #define HAVE_SCALBN 1
 #define HAVE_SCALBN 1
+#define HAVE_SCALBNF 1
+#define HAVE_TRUNC  1
+#define HAVE_TRUNCF 1
 #endif
 #endif
 /* This function is available with at least the VC++ 2008 C runtime library */
 /* This function is available with at least the VC++ 2008 C runtime library */
 #if _MSC_VER >= 1400
 #if _MSC_VER >= 1400
@@ -166,21 +224,32 @@ typedef unsigned int uintptr_t;
 /* Enable various audio drivers */
 /* Enable various audio drivers */
 #define SDL_AUDIO_DRIVER_WASAPI 1
 #define SDL_AUDIO_DRIVER_WASAPI 1
 #define SDL_AUDIO_DRIVER_DSOUND 1
 #define SDL_AUDIO_DRIVER_DSOUND 1
-#define SDL_AUDIO_DRIVER_XAUDIO2    0
 #define SDL_AUDIO_DRIVER_WINMM  1
 #define SDL_AUDIO_DRIVER_WINMM  1
 #define SDL_AUDIO_DRIVER_DISK   1
 #define SDL_AUDIO_DRIVER_DISK   1
 #define SDL_AUDIO_DRIVER_DUMMY  1
 #define SDL_AUDIO_DRIVER_DUMMY  1
 
 
 /* Enable various input drivers */
 /* Enable various input drivers */
 #define SDL_JOYSTICK_DINPUT 1
 #define SDL_JOYSTICK_DINPUT 1
+#define SDL_JOYSTICK_HIDAPI 1
+#ifndef __WINRT__
+#define SDL_JOYSTICK_RAWINPUT   1
+#endif
+#define SDL_JOYSTICK_VIRTUAL    1
+#ifdef HAVE_WINDOWS_GAMING_INPUT_H
+#define SDL_JOYSTICK_WGI    1
+#endif
 #define SDL_JOYSTICK_XINPUT 1
 #define SDL_JOYSTICK_XINPUT 1
 #define SDL_HAPTIC_DINPUT   1
 #define SDL_HAPTIC_DINPUT   1
 #define SDL_HAPTIC_XINPUT   1
 #define SDL_HAPTIC_XINPUT   1
 
 
+/* Enable the sensor driver */
+#define SDL_SENSOR_WINDOWS  1
+
 /* Enable various shared object loading systems */
 /* Enable various shared object loading systems */
 #define SDL_LOADSO_WINDOWS  1
 #define SDL_LOADSO_WINDOWS  1
 
 
 /* Enable various threading systems */
 /* Enable various threading systems */
+#define SDL_THREAD_GENERIC_COND_SUFFIX 1
 #define SDL_THREAD_WINDOWS  1
 #define SDL_THREAD_WINDOWS  1
 
 
 /* Enable various timer systems */
 /* Enable various timer systems */
@@ -193,8 +262,8 @@ typedef unsigned int uintptr_t;
 #ifndef SDL_VIDEO_RENDER_D3D
 #ifndef SDL_VIDEO_RENDER_D3D
 #define SDL_VIDEO_RENDER_D3D    1
 #define SDL_VIDEO_RENDER_D3D    1
 #endif
 #endif
-#ifndef SDL_VIDEO_RENDER_D3D11
-#define SDL_VIDEO_RENDER_D3D11  0
+#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
+#define SDL_VIDEO_RENDER_D3D11  1
 #endif
 #endif
 
 
 /* Enable OpenGL support */
 /* Enable OpenGL support */
@@ -232,3 +301,5 @@ typedef unsigned int uintptr_t;
 #endif
 #endif
 
 
 #endif /* SDL_config_windows_h_ */
 #endif /* SDL_config_windows_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config.h.cmake → bsp/simulator/SDL2/include/SDL_config.h.cmake


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config.h.in → bsp/simulator/SDL2/include/SDL_config.h.in


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_android.h → bsp/simulator/SDL2/include/SDL_config_android.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_iphoneos.h → bsp/simulator/SDL2/include/SDL_config_iphoneos.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_macosx.h → bsp/simulator/SDL2/include/SDL_config_macosx.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_minimal.h → bsp/simulator/SDL2/include/SDL_config_minimal.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_pandora.h → bsp/simulator/SDL2/include/SDL_config_pandora.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_psp.h → bsp/simulator/SDL2/include/SDL_config_psp.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_windows.h → bsp/simulator/SDL2/include/SDL_config_windows.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_winrt.h → bsp/simulator/SDL2/include/SDL_config_winrt.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_config_wiz.h → bsp/simulator/SDL2/include/SDL_config_wiz.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_copying.h → bsp/simulator/SDL2/include/SDL_copying.h


+ 559 - 0
bsp/simulator/SDL2/include/SDL_cpuinfo.h

@@ -0,0 +1,559 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_cpuinfo.h
+ *
+ *  CPU feature detection for SDL.
+ */
+
+#ifndef SDL_cpuinfo_h_
+#define SDL_cpuinfo_h_
+
+#include "SDL_stdinc.h"
+
+/* Need to do this here because intrin.h has C++ code in it */
+/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
+#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
+#ifdef __clang__
+/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
+   so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
+
+#ifndef __PRFCHWINTRIN_H
+#define __PRFCHWINTRIN_H
+
+static __inline__ void __attribute__((__always_inline__, __nodebug__))
+_m_prefetch(void *__P)
+{
+  __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
+}
+
+#endif /* __PRFCHWINTRIN_H */
+#endif /* __clang__ */
+#include <intrin.h>
+#ifndef _WIN64
+#ifndef __MMX__
+#define __MMX__
+#endif
+#ifndef __3dNOW__
+#define __3dNOW__
+#endif
+#endif
+#ifndef __SSE__
+#define __SSE__
+#endif
+#ifndef __SSE2__
+#define __SSE2__
+#endif
+#ifndef __SSE3__
+#define __SSE3__
+#endif
+#elif defined(__MINGW64_VERSION_MAJOR)
+#include <intrin.h>
+#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON)
+#  include <arm_neon.h>
+#endif
+#else
+/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
+#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
+#include <altivec.h>
+#endif
+#if !defined(SDL_DISABLE_ARM_NEON_H)
+#  if defined(__ARM_NEON)
+#    include <arm_neon.h>
+#  elif defined(__WINDOWS__) || defined(__WINRT__)
+/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
+#    if defined(_M_ARM)
+#      include <armintr.h>
+#      include <arm_neon.h>
+#      define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
+#    endif
+#    if defined (_M_ARM64)
+#      include <arm64intr.h>
+#      include <arm64_neon.h>
+#      define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
+#    endif
+#  endif
+#endif
+#endif /* compiler version */
+
+#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
+#include <mm3dnow.h>
+#endif
+#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
+#include <immintrin.h>
+#else
+#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
+#include <mmintrin.h>
+#endif
+#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H)
+#include <xmmintrin.h>
+#endif
+#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H)
+#include <emmintrin.h>
+#endif
+#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H)
+#include <pmmintrin.h>
+#endif
+#endif /* HAVE_IMMINTRIN_H */
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* This is a guess for the cacheline size used for padding.
+ * Most x86 processors have a 64 byte cache line.
+ * The 64-bit PowerPC processors have a 128 byte cache line.
+ * We'll use the larger value to be generally safe.
+ */
+#define SDL_CACHELINE_SIZE  128
+
+/**
+ * Get the number of CPU cores available.
+ *
+ * \returns the total number of logical CPU cores. On CPUs that include
+ *          technologies such as hyperthreading, the number of logical cores
+ *          may be more than the number of physical cores.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
+
+/**
+ * Determine the L1 cache line size of the CPU.
+ *
+ * This is useful for determining multi-threaded structure padding or SIMD
+ * prefetch sizes.
+ *
+ * \returns the L1 cache line size of the CPU, in bytes.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
+
+/**
+ * Determine whether the CPU has the RDTSC instruction.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has the RDTSC instruction or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
+
+/**
+ * Determine whether the CPU has AltiVec features.
+ *
+ * This always returns false on CPUs that aren't using PowerPC instruction
+ * sets.
+ *
+ * \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
+
+/**
+ * Determine whether the CPU has MMX features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
+
+/**
+ * Determine whether the CPU has 3DNow! features.
+ *
+ * This always returns false on CPUs that aren't using AMD instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has 3DNow! features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
+
+/**
+ * Determine whether the CPU has SSE features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
+
+/**
+ * Determine whether the CPU has SSE2 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
+
+/**
+ * Determine whether the CPU has SSE3 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
+
+/**
+ * Determine whether the CPU has SSE4.1 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
+
+/**
+ * Determine whether the CPU has SSE4.2 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
+
+/**
+ * Determine whether the CPU has AVX features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX2
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
+
+/**
+ * Determine whether the CPU has AVX2 features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_Has3DNow
+ * \sa SDL_HasAltiVec
+ * \sa SDL_HasAVX
+ * \sa SDL_HasMMX
+ * \sa SDL_HasRDTSC
+ * \sa SDL_HasSSE
+ * \sa SDL_HasSSE2
+ * \sa SDL_HasSSE3
+ * \sa SDL_HasSSE41
+ * \sa SDL_HasSSE42
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
+
+/**
+ * Determine whether the CPU has AVX-512F (foundation) features.
+ *
+ * This always returns false on CPUs that aren't using Intel instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_HasAVX
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
+
+/**
+ * Determine whether the CPU has ARM SIMD (ARMv6) features.
+ *
+ * This is different from ARM NEON, which is a different instruction set.
+ *
+ * This always returns false on CPUs that aren't using ARM instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_HasNEON
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void);
+
+/**
+ * Determine whether the CPU has NEON (ARM SIMD) features.
+ *
+ * This always returns false on CPUs that aren't using ARM instruction sets.
+ *
+ * \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
+
+/**
+ * Get the amount of RAM configured in the system.
+ *
+ * \returns the amount of RAM configured in the system in MB.
+ *
+ * \since This function is available since SDL 2.0.1.
+ */
+extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
+
+/**
+ * Report the alignment this system needs for SIMD allocations.
+ *
+ * This will return the minimum number of bytes to which a pointer must be
+ * aligned to be compatible with SIMD instructions on the current machine. For
+ * example, if the machine supports SSE only, it will return 16, but if it
+ * supports AVX-512F, it'll return 64 (etc). This only reports values for
+ * instruction sets SDL knows about, so if your SDL build doesn't have
+ * SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
+ * not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
+ * Plan accordingly.
+ *
+ * \returns the alignment in bytes needed for available, known SIMD
+ *          instructions.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
+
+/**
+ * Allocate memory in a SIMD-friendly way.
+ *
+ * This will allocate a block of memory that is suitable for use with SIMD
+ * instructions. Specifically, it will be properly aligned and padded for the
+ * system's supported vector instructions.
+ *
+ * The memory returned will be padded such that it is safe to read or write an
+ * incomplete vector at the end of the memory block. This can be useful so you
+ * don't have to drop back to a scalar fallback at the end of your SIMD
+ * processing loop to deal with the final elements without overflowing the
+ * allocated buffer.
+ *
+ * You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or
+ * delete[], etc.
+ *
+ * Note that SDL will only deal with SIMD instruction sets it is aware of; for
+ * example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and
+ * AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants
+ * 64. To be clear: if you can't decide to use an instruction set with an
+ * SDL_Has*() function, don't use that instruction set with memory allocated
+ * through here.
+ *
+ * SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
+ * out of memory, but you are not allowed to dereference it (because you only
+ * own zero bytes of that buffer).
+ *
+ * \param len The length, in bytes, of the block to allocate. The actual
+ *            allocated block might be larger due to padding, etc.
+ * \returns a pointer to the newly-allocated block, NULL if out of memory.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_SIMDAlignment
+ * \sa SDL_SIMDRealloc
+ * \sa SDL_SIMDFree
+ */
+extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
+
+/**
+ * Reallocate memory obtained from SDL_SIMDAlloc
+ *
+ * It is not valid to use this function on a pointer from anything but
+ * SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
+ * SDL_malloc, memalign, new[], etc.
+ *
+ * \param mem The pointer obtained from SDL_SIMDAlloc. This function also
+ *            accepts NULL, at which point this function is the same as
+ *            calling SDL_SIMDAlloc with a NULL pointer.
+ * \param len The length, in bytes, of the block to allocated. The actual
+ *            allocated block might be larger due to padding, etc. Passing 0
+ *            will return a non-NULL pointer, assuming the system isn't out of
+ *            memory.
+ * \returns a pointer to the newly-reallocated block, NULL if out of memory.
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_SIMDAlignment
+ * \sa SDL_SIMDAlloc
+ * \sa SDL_SIMDFree
+ */
+extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, const size_t len);
+
+/**
+ * Deallocate memory obtained from SDL_SIMDAlloc
+ *
+ * It is not valid to use this function on a pointer from anything but
+ * SDL_SIMDAlloc() or SDL_SIMDRealloc(). It can't be used on pointers from
+ * malloc, realloc, SDL_malloc, memalign, new[], etc.
+ *
+ * However, SDL_SIMDFree(NULL) is a legal no-op.
+ *
+ * The memory pointed to by `ptr` is no longer valid for access upon return,
+ * and may be returned to the system or reused by a future allocation. The
+ * pointer passed to this function is no longer safe to dereference once this
+ * function returns, and should be discarded.
+ *
+ * \param ptr The pointer, returned from SDL_SIMDAlloc or SDL_SIMDRealloc, to
+ *            deallocate. NULL is a legal no-op.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_SIMDAlloc
+ * \sa SDL_SIMDRealloc
+ */
+extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_cpuinfo_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

File diff suppressed because it is too large
+ 380 - 266
bsp/simulator/SDL2/include/SDL_egl.h


+ 106 - 49
bsp/simulator/SDL2-2.0.7/include/SDL_endian.h → bsp/simulator/SDL2/include/SDL_endian.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -30,6 +30,23 @@
 
 
 #include "SDL_stdinc.h"
 #include "SDL_stdinc.h"
 
 
+#if defined(_MSC_VER) && (_MSC_VER >= 1400)
+/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
+   so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
+#ifdef __clang__
+#ifndef __PRFCHWINTRIN_H
+#define __PRFCHWINTRIN_H
+static __inline__ void __attribute__((__always_inline__, __nodebug__))
+_m_prefetch(void *__P)
+{
+  __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
+}
+#endif /* __PRFCHWINTRIN_H */
+#endif /* __clang__ */
+
+#include <intrin.h>
+#endif
+
 /**
 /**
  *  \name The two types of endianness
  *  \name The two types of endianness
  */
  */
@@ -42,10 +59,16 @@
 #ifdef __linux__
 #ifdef __linux__
 #include <endian.h>
 #include <endian.h>
 #define SDL_BYTEORDER  __BYTE_ORDER
 #define SDL_BYTEORDER  __BYTE_ORDER
-#else /* __linux__ */
+#elif defined(__OpenBSD__)
+#include <endian.h>
+#define SDL_BYTEORDER  BYTE_ORDER
+#elif defined(__FreeBSD__) || defined(__NetBSD__)
+#include <sys/endian.h>
+#define SDL_BYTEORDER  BYTE_ORDER
+#else
 #if defined(__hppa__) || \
 #if defined(__hppa__) || \
     defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
     defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
-    (defined(__MIPS__) && defined(__MISPEB__)) || \
+    (defined(__MIPS__) && defined(__MIPSEB__)) || \
     defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
     defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
     defined(__sparc__)
     defined(__sparc__)
 #define SDL_BYTEORDER   SDL_BIG_ENDIAN
 #define SDL_BYTEORDER   SDL_BIG_ENDIAN
@@ -65,22 +88,45 @@ extern "C" {
 /**
 /**
  *  \file SDL_endian.h
  *  \file SDL_endian.h
  */
  */
-#if defined(__GNUC__) && defined(__i386__) && \
-   !(__GNUC__ == 2 && __GNUC_MINOR__ == 95 /* broken gcc version */)
+
+/* various modern compilers may have builtin swap */
+#if defined(__GNUC__) || defined(__clang__)
+#   define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \
+        (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
+#   define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \
+        (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
+#   define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \
+        (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
+
+    /* this one is broken */
+#   define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
+#else
+#   define HAS_BUILTIN_BSWAP16 0
+#   define HAS_BUILTIN_BSWAP32 0
+#   define HAS_BUILTIN_BSWAP64 0
+#   define HAS_BROKEN_BSWAP 0
+#endif
+
+#if HAS_BUILTIN_BSWAP16
+#define SDL_Swap16(x) __builtin_bswap16(x)
+#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
+#pragma intrinsic(_byteswap_ushort)
+#define SDL_Swap16(x) _byteswap_ushort(x)
+#elif defined(__i386__) && !HAS_BROKEN_BSWAP
 SDL_FORCE_INLINE Uint16
 SDL_FORCE_INLINE Uint16
 SDL_Swap16(Uint16 x)
 SDL_Swap16(Uint16 x)
 {
 {
   __asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
   __asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
     return x;
     return x;
 }
 }
-#elif defined(__GNUC__) && defined(__x86_64__)
+#elif defined(__x86_64__)
 SDL_FORCE_INLINE Uint16
 SDL_FORCE_INLINE Uint16
 SDL_Swap16(Uint16 x)
 SDL_Swap16(Uint16 x)
 {
 {
   __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
   __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
     return x;
     return x;
 }
 }
-#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
+#elif (defined(__powerpc__) || defined(__ppc__))
 SDL_FORCE_INLINE Uint16
 SDL_FORCE_INLINE Uint16
 SDL_Swap16(Uint16 x)
 SDL_Swap16(Uint16 x)
 {
 {
@@ -89,7 +135,7 @@ SDL_Swap16(Uint16 x)
   __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
   __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
     return (Uint16)result;
     return (Uint16)result;
 }
 }
-#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
+#elif (defined(__m68k__) && !defined(__mcoldfire__))
 SDL_FORCE_INLINE Uint16
 SDL_FORCE_INLINE Uint16
 SDL_Swap16(Uint16 x)
 SDL_Swap16(Uint16 x)
 {
 {
@@ -97,7 +143,7 @@ SDL_Swap16(Uint16 x)
     return x;
     return x;
 }
 }
 #elif defined(__WATCOMC__) && defined(__386__)
 #elif defined(__WATCOMC__) && defined(__386__)
-extern _inline Uint16 SDL_Swap16(Uint16);
+extern __inline Uint16 SDL_Swap16(Uint16);
 #pragma aux SDL_Swap16 = \
 #pragma aux SDL_Swap16 = \
   "xchg al, ah" \
   "xchg al, ah" \
   parm   [ax]   \
   parm   [ax]   \
@@ -110,32 +156,37 @@ SDL_Swap16(Uint16 x)
 }
 }
 #endif
 #endif
 
 
-#if defined(__GNUC__) && defined(__i386__)
+#if HAS_BUILTIN_BSWAP32
+#define SDL_Swap32(x) __builtin_bswap32(x)
+#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
+#pragma intrinsic(_byteswap_ulong)
+#define SDL_Swap32(x) _byteswap_ulong(x)
+#elif defined(__i386__) && !HAS_BROKEN_BSWAP
 SDL_FORCE_INLINE Uint32
 SDL_FORCE_INLINE Uint32
 SDL_Swap32(Uint32 x)
 SDL_Swap32(Uint32 x)
 {
 {
   __asm__("bswap %0": "=r"(x):"0"(x));
   __asm__("bswap %0": "=r"(x):"0"(x));
     return x;
     return x;
 }
 }
-#elif defined(__GNUC__) && defined(__x86_64__)
+#elif defined(__x86_64__)
 SDL_FORCE_INLINE Uint32
 SDL_FORCE_INLINE Uint32
 SDL_Swap32(Uint32 x)
 SDL_Swap32(Uint32 x)
 {
 {
   __asm__("bswapl %0": "=r"(x):"0"(x));
   __asm__("bswapl %0": "=r"(x):"0"(x));
     return x;
     return x;
 }
 }
-#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
+#elif (defined(__powerpc__) || defined(__ppc__))
 SDL_FORCE_INLINE Uint32
 SDL_FORCE_INLINE Uint32
 SDL_Swap32(Uint32 x)
 SDL_Swap32(Uint32 x)
 {
 {
     Uint32 result;
     Uint32 result;
 
 
-  __asm__("rlwimi %0,%2,24,16,23": "=&r"(result):"0"(x >> 24), "r"(x));
-  __asm__("rlwimi %0,%2,8,8,15": "=&r"(result):"0"(result), "r"(x));
-  __asm__("rlwimi %0,%2,24,0,7": "=&r"(result):"0"(result), "r"(x));
+  __asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24),  "r"(x));
+  __asm__("rlwimi %0,%2,8,8,15"  : "=&r"(result): "0" (result), "r"(x));
+  __asm__("rlwimi %0,%2,24,0,7"  : "=&r"(result): "0" (result), "r"(x));
     return result;
     return result;
 }
 }
-#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__)) && !defined(__mcoldfire__)
+#elif (defined(__m68k__) && !defined(__mcoldfire__))
 SDL_FORCE_INLINE Uint32
 SDL_FORCE_INLINE Uint32
 SDL_Swap32(Uint32 x)
 SDL_Swap32(Uint32 x)
 {
 {
@@ -143,20 +194,11 @@ SDL_Swap32(Uint32 x)
     return x;
     return x;
 }
 }
 #elif defined(__WATCOMC__) && defined(__386__)
 #elif defined(__WATCOMC__) && defined(__386__)
-extern _inline Uint32 SDL_Swap32(Uint32);
-#ifndef __SW_3 /* 486+ */
+extern __inline Uint32 SDL_Swap32(Uint32);
 #pragma aux SDL_Swap32 = \
 #pragma aux SDL_Swap32 = \
   "bswap eax"  \
   "bswap eax"  \
   parm   [eax] \
   parm   [eax] \
   modify [eax];
   modify [eax];
-#else  /* 386-only */
-#pragma aux SDL_Swap32 = \
-  "xchg al, ah"  \
-  "ror  eax, 16" \
-  "xchg al, ah"  \
-  parm   [eax]   \
-  modify [eax];
-#endif
 #else
 #else
 SDL_FORCE_INLINE Uint32
 SDL_FORCE_INLINE Uint32
 SDL_Swap32(Uint32 x)
 SDL_Swap32(Uint32 x)
@@ -166,31 +208,42 @@ SDL_Swap32(Uint32 x)
 }
 }
 #endif
 #endif
 
 
-#if defined(__GNUC__) && defined(__i386__)
+#if HAS_BUILTIN_BSWAP64
+#define SDL_Swap64(x) __builtin_bswap64(x)
+#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
+#pragma intrinsic(_byteswap_uint64)
+#define SDL_Swap64(x) _byteswap_uint64(x)
+#elif defined(__i386__) && !HAS_BROKEN_BSWAP
 SDL_FORCE_INLINE Uint64
 SDL_FORCE_INLINE Uint64
 SDL_Swap64(Uint64 x)
 SDL_Swap64(Uint64 x)
 {
 {
-    union
-    {
-        struct
-        {
+    union {
+        struct {
             Uint32 a, b;
             Uint32 a, b;
         } s;
         } s;
         Uint64 u;
         Uint64 u;
     } v;
     } v;
     v.u = x;
     v.u = x;
-  __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1": "=r"(v.s.a), "=r"(v.s.b):"0"(v.s.a),
-            "1"(v.s.
-                b));
+  __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
+          : "=r"(v.s.a), "=r"(v.s.b)
+          : "0" (v.s.a),  "1"(v.s.b));
     return v.u;
     return v.u;
 }
 }
-#elif defined(__GNUC__) && defined(__x86_64__)
+#elif defined(__x86_64__)
 SDL_FORCE_INLINE Uint64
 SDL_FORCE_INLINE Uint64
 SDL_Swap64(Uint64 x)
 SDL_Swap64(Uint64 x)
 {
 {
   __asm__("bswapq %0": "=r"(x):"0"(x));
   __asm__("bswapq %0": "=r"(x):"0"(x));
     return x;
     return x;
 }
 }
+#elif defined(__WATCOMC__) && defined(__386__)
+extern __inline Uint64 SDL_Swap64(Uint64);
+#pragma aux SDL_Swap64 = \
+  "bswap eax"     \
+  "bswap edx"     \
+  "xchg eax,edx"  \
+  parm [eax edx]  \
+  modify [eax edx];
 #else
 #else
 SDL_FORCE_INLINE Uint64
 SDL_FORCE_INLINE Uint64
 SDL_Swap64(Uint64 x)
 SDL_Swap64(Uint64 x)
@@ -212,8 +265,7 @@ SDL_Swap64(Uint64 x)
 SDL_FORCE_INLINE float
 SDL_FORCE_INLINE float
 SDL_SwapFloat(float x)
 SDL_SwapFloat(float x)
 {
 {
-    union
-    {
+    union {
         float f;
         float f;
         Uint32 ui32;
         Uint32 ui32;
     } swapper;
     } swapper;
@@ -222,6 +274,11 @@ SDL_SwapFloat(float x)
     return swapper.f;
     return swapper.f;
 }
 }
 
 
+/* remove extra macros */
+#undef HAS_BROKEN_BSWAP
+#undef HAS_BUILTIN_BSWAP16
+#undef HAS_BUILTIN_BSWAP32
+#undef HAS_BUILTIN_BSWAP64
 
 
 /**
 /**
  *  \name Swap to native
  *  \name Swap to native
@@ -229,22 +286,22 @@ SDL_SwapFloat(float x)
  */
  */
 /* @{ */
 /* @{ */
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-#define SDL_SwapLE16(X) (X)
-#define SDL_SwapLE32(X) (X)
-#define SDL_SwapLE64(X) (X)
+#define SDL_SwapLE16(X)     (X)
+#define SDL_SwapLE32(X)     (X)
+#define SDL_SwapLE64(X)     (X)
 #define SDL_SwapFloatLE(X)  (X)
 #define SDL_SwapFloatLE(X)  (X)
-#define SDL_SwapBE16(X) SDL_Swap16(X)
-#define SDL_SwapBE32(X) SDL_Swap32(X)
-#define SDL_SwapBE64(X) SDL_Swap64(X)
+#define SDL_SwapBE16(X)     SDL_Swap16(X)
+#define SDL_SwapBE32(X)     SDL_Swap32(X)
+#define SDL_SwapBE64(X)     SDL_Swap64(X)
 #define SDL_SwapFloatBE(X)  SDL_SwapFloat(X)
 #define SDL_SwapFloatBE(X)  SDL_SwapFloat(X)
 #else
 #else
-#define SDL_SwapLE16(X) SDL_Swap16(X)
-#define SDL_SwapLE32(X) SDL_Swap32(X)
-#define SDL_SwapLE64(X) SDL_Swap64(X)
+#define SDL_SwapLE16(X)     SDL_Swap16(X)
+#define SDL_SwapLE32(X)     SDL_Swap32(X)
+#define SDL_SwapLE64(X)     SDL_Swap64(X)
 #define SDL_SwapFloatLE(X)  SDL_SwapFloat(X)
 #define SDL_SwapFloatLE(X)  SDL_SwapFloat(X)
-#define SDL_SwapBE16(X) (X)
-#define SDL_SwapBE32(X) (X)
-#define SDL_SwapBE64(X) (X)
+#define SDL_SwapBE16(X)     (X)
+#define SDL_SwapBE32(X)     (X)
+#define SDL_SwapBE64(X)     (X)
 #define SDL_SwapFloatBE(X)  (X)
 #define SDL_SwapFloatBE(X)  (X)
 #endif
 #endif
 /* @} *//* Swap to native */
 /* @} *//* Swap to native */

+ 163 - 0
bsp/simulator/SDL2/include/SDL_error.h

@@ -0,0 +1,163 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_error.h
+ *
+ *  Simple error message routines for SDL.
+ */
+
+#ifndef SDL_error_h_
+#define SDL_error_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Public functions */
+
+
+/**
+ * Set the SDL error message for the current thread.
+ *
+ * Calling this function will replace any previous error message that was set.
+ *
+ * This function always returns -1, since SDL frequently uses -1 to signify an
+ * failing result, leading to this idiom:
+ *
+ * ```c
+ * if (error_code) {
+ *     return SDL_SetError("This operation has failed: %d", error_code);
+ * }
+ * ```
+ *
+ * \param fmt a printf()-style message format string
+ * \param ... additional parameters matching % tokens in the `fmt` string, if
+ *            any
+ * \returns always -1.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ClearError
+ * \sa SDL_GetError
+ */
+extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
+
+/**
+ * Retrieve a message about the last error that occurred on the current
+ * thread.
+ *
+ * It is possible for multiple errors to occur before calling SDL_GetError().
+ * Only the last error is returned.
+ *
+ * The message is only applicable when an SDL function has signaled an error.
+ * You must check the return values of SDL function calls to determine when to
+ * appropriately call SDL_GetError(). You should *not* use the results of
+ * SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
+ * an error string even when reporting success.
+ *
+ * SDL will *not* clear the error string for successful API calls. You *must*
+ * check return values for failure cases before you can assume the error
+ * string applies.
+ *
+ * Error strings are set per-thread, so an error set in a different thread
+ * will not interfere with the current thread's operation.
+ *
+ * The returned string is internally allocated and must not be freed by the
+ * application.
+ *
+ * \returns a message with information about the specific error that occurred,
+ *          or an empty string if there hasn't been an error message set since
+ *          the last call to SDL_ClearError(). The message is only applicable
+ *          when an SDL function has signaled an error. You must check the
+ *          return values of SDL function calls to determine when to
+ *          appropriately call SDL_GetError().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ClearError
+ * \sa SDL_SetError
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetError(void);
+
+/**
+ * Get the last error message that was set for the current thread.
+ *
+ * This allows the caller to copy the error string into a provided buffer, but
+ * otherwise operates exactly the same as SDL_GetError().
+ *
+ * \param errstr A buffer to fill with the last error message that was set for
+ *               the current thread
+ * \param maxlen The size of the buffer pointed to by the errstr parameter
+ * \returns the pointer passed in as the `errstr` parameter.
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_GetError
+ */
+extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen);
+
+/**
+ * Clear any previous error message for this thread.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetError
+ * \sa SDL_SetError
+ */
+extern DECLSPEC void SDLCALL SDL_ClearError(void);
+
+/**
+ *  \name Internal error functions
+ *
+ *  \internal
+ *  Private error reporting function - used internally.
+ */
+/* @{ */
+#define SDL_OutOfMemory()   SDL_Error(SDL_ENOMEM)
+#define SDL_Unsupported()   SDL_Error(SDL_UNSUPPORTED)
+#define SDL_InvalidParamError(param)    SDL_SetError("Parameter '%s' is invalid", (param))
+typedef enum
+{
+    SDL_ENOMEM,
+    SDL_EFREAD,
+    SDL_EFWRITE,
+    SDL_EFSEEK,
+    SDL_UNSUPPORTED,
+    SDL_LASTERROR
+} SDL_errorcode;
+/* SDL_Error() unconditionally returns -1. */
+extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
+/* @} *//* Internal error functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_error_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 485 - 104
bsp/simulator/SDL2-2.0.7/include/SDL_events.h → bsp/simulator/SDL2/include/SDL_events.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -50,7 +50,7 @@ extern "C" {
 #define SDL_PRESSED 1
 #define SDL_PRESSED 1
 
 
 /**
 /**
- * \brief The types of events that can be delivered.
+ * The types of events that can be delivered.
  */
  */
 typedef enum
 typedef enum
 {
 {
@@ -85,6 +85,11 @@ typedef enum
                                      Called on Android in onResume()
                                      Called on Android in onResume()
                                 */
                                 */
 
 
+    SDL_LOCALECHANGED,  /**< The user's locale preferences have changed. */
+
+    /* Display events */
+    SDL_DISPLAYEVENT   = 0x150,  /**< Display state change */
+
     /* Window events */
     /* Window events */
     SDL_WINDOWEVENT    = 0x200, /**< Window state change */
     SDL_WINDOWEVENT    = 0x200, /**< Window state change */
     SDL_SYSWMEVENT,             /**< System specific event */
     SDL_SYSWMEVENT,             /**< System specific event */
@@ -120,6 +125,10 @@ typedef enum
     SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
     SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
     SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
     SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
     SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
     SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
+    SDL_CONTROLLERTOUCHPADDOWN,        /**< Game controller touchpad was touched */
+    SDL_CONTROLLERTOUCHPADMOTION,      /**< Game controller touchpad finger was moved */
+    SDL_CONTROLLERTOUCHPADUP,          /**< Game controller touchpad finger was lifted */
+    SDL_CONTROLLERSENSORUPDATE,        /**< Game controller sensor was updated */
 
 
     /* Touch events */
     /* Touch events */
     SDL_FINGERDOWN      = 0x700,
     SDL_FINGERDOWN      = 0x700,
@@ -144,10 +153,16 @@ typedef enum
     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
 
 
+    /* Sensor events */
+    SDL_SENSORUPDATE = 0x1200,     /**< A sensor was updated */
+
     /* Render events */
     /* Render events */
     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
 
 
+    /* Internal events */
+    SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
+
     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
      *  and should be allocated with SDL_RegisterEvents()
      *  and should be allocated with SDL_RegisterEvents()
      */
      */
@@ -168,6 +183,21 @@ typedef struct SDL_CommonEvent
     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 } SDL_CommonEvent;
 } SDL_CommonEvent;
 
 
+/**
+ *  \brief Display state change event data (event.display.*)
+ */
+typedef struct SDL_DisplayEvent
+{
+    Uint32 type;        /**< ::SDL_DISPLAYEVENT */
+    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
+    Uint32 display;     /**< The associated display index */
+    Uint8 event;        /**< ::SDL_DisplayEventID */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    Sint32 data1;       /**< event dependent data */
+} SDL_DisplayEvent;
+
 /**
 /**
  *  \brief Window state change event data (event.window.*)
  *  \brief Window state change event data (event.window.*)
  */
  */
@@ -271,6 +301,8 @@ typedef struct SDL_MouseWheelEvent
     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
     Uint32 direction;   /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
     Uint32 direction;   /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
+    float preciseX;     /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
+    float preciseY;     /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
 } SDL_MouseWheelEvent;
 } SDL_MouseWheelEvent;
 
 
 /**
 /**
@@ -392,6 +424,33 @@ typedef struct SDL_ControllerDeviceEvent
     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
 } SDL_ControllerDeviceEvent;
 } SDL_ControllerDeviceEvent;
 
 
+/**
+ *  \brief Game controller touchpad event structure (event.ctouchpad.*)
+ */
+typedef struct SDL_ControllerTouchpadEvent
+{
+    Uint32 type;        /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
+    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Sint32 touchpad;    /**< The index of the touchpad */
+    Sint32 finger;      /**< The index of the finger on the touchpad */
+    float x;            /**< Normalized in the range 0...1 with 0 being on the left */
+    float y;            /**< Normalized in the range 0...1 with 0 being at the top */
+    float pressure;     /**< Normalized in the range 0...1 */
+} SDL_ControllerTouchpadEvent;
+
+/**
+ *  \brief Game controller sensor event structure (event.csensor.*)
+ */
+typedef struct SDL_ControllerSensorEvent
+{
+    Uint32 type;        /**< ::SDL_CONTROLLERSENSORUPDATE */
+    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Sint32 sensor;      /**< The type of the sensor, one of the values of ::SDL_SensorType */
+    float data[3];      /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
+} SDL_ControllerSensorEvent;
+
 /**
 /**
  *  \brief Audio device event structure (event.adevice.*)
  *  \brief Audio device event structure (event.adevice.*)
  */
  */
@@ -421,6 +480,7 @@ typedef struct SDL_TouchFingerEvent
     float dx;           /**< Normalized in the range -1...1 */
     float dx;           /**< Normalized in the range -1...1 */
     float dy;           /**< Normalized in the range -1...1 */
     float dy;           /**< Normalized in the range -1...1 */
     float pressure;     /**< Normalized in the range 0...1 */
     float pressure;     /**< Normalized in the range 0...1 */
+    Uint32 windowID;    /**< The window underneath the finger, if any */
 } SDL_TouchFingerEvent;
 } SDL_TouchFingerEvent;
 
 
 
 
@@ -471,6 +531,17 @@ typedef struct SDL_DropEvent
 } SDL_DropEvent;
 } SDL_DropEvent;
 
 
 
 
+/**
+ *  \brief Sensor event structure (event.sensor.*)
+ */
+typedef struct SDL_SensorEvent
+{
+    Uint32 type;        /**< ::SDL_SENSORUPDATE */
+    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
+    Sint32 which;       /**< The instance ID of the sensor */
+    float data[6];      /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
+} SDL_SensorEvent;
+
 /**
 /**
  *  \brief The "quit requested" event
  *  \brief The "quit requested" event
  */
  */
@@ -524,51 +595,79 @@ typedef struct SDL_SysWMEvent
  */
  */
 typedef union SDL_Event
 typedef union SDL_Event
 {
 {
-    Uint32 type;                    /**< Event type, shared with all events */
-    SDL_CommonEvent common;         /**< Common event data */
-    SDL_WindowEvent window;         /**< Window event data */
-    SDL_KeyboardEvent key;          /**< Keyboard event data */
-    SDL_TextEditingEvent edit;      /**< Text editing event data */
-    SDL_TextInputEvent text;        /**< Text input event data */
-    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
-    SDL_MouseButtonEvent button;    /**< Mouse button event data */
-    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
-    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
-    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
-    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
-    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
-    SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
-    SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
-    SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
-    SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
-    SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
-    SDL_QuitEvent quit;             /**< Quit request event data */
-    SDL_UserEvent user;             /**< Custom event data */
-    SDL_SysWMEvent syswm;           /**< System dependent window event data */
-    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
-    SDL_MultiGestureEvent mgesture; /**< Gesture event data */
-    SDL_DollarGestureEvent dgesture; /**< Gesture event data */
-    SDL_DropEvent drop;             /**< Drag and drop event data */
-
-    /* This is necessary for ABI compatibility between Visual C++ and GCC
-       Visual C++ will respect the push pack pragma and use 52 bytes for
-       this structure, and GCC will use the alignment of the largest datatype
-       within the union, which is 8 bytes.
+    Uint32 type;                            /**< Event type, shared with all events */
+    SDL_CommonEvent common;                 /**< Common event data */
+    SDL_DisplayEvent display;               /**< Display event data */
+    SDL_WindowEvent window;                 /**< Window event data */
+    SDL_KeyboardEvent key;                  /**< Keyboard event data */
+    SDL_TextEditingEvent edit;              /**< Text editing event data */
+    SDL_TextInputEvent text;                /**< Text input event data */
+    SDL_MouseMotionEvent motion;            /**< Mouse motion event data */
+    SDL_MouseButtonEvent button;            /**< Mouse button event data */
+    SDL_MouseWheelEvent wheel;              /**< Mouse wheel event data */
+    SDL_JoyAxisEvent jaxis;                 /**< Joystick axis event data */
+    SDL_JoyBallEvent jball;                 /**< Joystick ball event data */
+    SDL_JoyHatEvent jhat;                   /**< Joystick hat event data */
+    SDL_JoyButtonEvent jbutton;             /**< Joystick button event data */
+    SDL_JoyDeviceEvent jdevice;             /**< Joystick device change event data */
+    SDL_ControllerAxisEvent caxis;          /**< Game Controller axis event data */
+    SDL_ControllerButtonEvent cbutton;      /**< Game Controller button event data */
+    SDL_ControllerDeviceEvent cdevice;      /**< Game Controller device event data */
+    SDL_ControllerTouchpadEvent ctouchpad;  /**< Game Controller touchpad event data */
+    SDL_ControllerSensorEvent csensor;      /**< Game Controller sensor event data */
+    SDL_AudioDeviceEvent adevice;           /**< Audio device event data */
+    SDL_SensorEvent sensor;                 /**< Sensor event data */
+    SDL_QuitEvent quit;                     /**< Quit request event data */
+    SDL_UserEvent user;                     /**< Custom event data */
+    SDL_SysWMEvent syswm;                   /**< System dependent window event data */
+    SDL_TouchFingerEvent tfinger;           /**< Touch finger event data */
+    SDL_MultiGestureEvent mgesture;         /**< Gesture event data */
+    SDL_DollarGestureEvent dgesture;        /**< Gesture event data */
+    SDL_DropEvent drop;                     /**< Drag and drop event data */
+
+    /* This is necessary for ABI compatibility between Visual C++ and GCC.
+       Visual C++ will respect the push pack pragma and use 52 bytes (size of
+       SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
+       architectures) for this union, and GCC will use the alignment of the
+       largest datatype within the union, which is 8 bytes on 64-bit
+       architectures.
 
 
        So... we'll add padding to force the size to be 56 bytes for both.
        So... we'll add padding to force the size to be 56 bytes for both.
+
+       On architectures where pointers are 16 bytes, this needs rounding up to
+       the next multiple of 16, 64, and on architectures where pointers are
+       even larger the size of SDL_UserEvent will dominate as being 3 pointers.
     */
     */
-    Uint8 padding[56];
+    Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
 } SDL_Event;
 } SDL_Event;
 
 
+/* Make sure we haven't broken binary compatibility */
+SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
+
 
 
 /* Function prototypes */
 /* Function prototypes */
 
 
 /**
 /**
- *  Pumps the event loop, gathering events from the input devices.
+ * Pump the event loop, gathering events from the input devices.
+ *
+ * This function updates the event queue and internal input device state.
+ *
+ * **WARNING**: This should only be run in the thread that initialized the
+ * video subsystem, and for extra safety, you should consider only doing those
+ * things on the main thread in any case.
  *
  *
- *  This function updates the event queue and internal input device state.
+ * SDL_PumpEvents() gathers all the pending input information from devices and
+ * places it in the event queue. Without calls to SDL_PumpEvents() no events
+ * would ever be placed on the queue. Often the need for calls to
+ * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
+ * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
+ * polling or waiting for events (e.g. you are filtering them), then you must
+ * call SDL_PumpEvents() to force an event queue update.
  *
  *
- *  This should only be run in the thread that sets the video mode.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_WaitEvent
  */
  */
 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
 
 
@@ -581,22 +680,42 @@ typedef enum
 } SDL_eventaction;
 } SDL_eventaction;
 
 
 /**
 /**
- *  Checks the event queue for messages and optionally returns them.
+ * Check the event queue for messages and optionally return them.
+ *
+ * `action` may be any of the following:
  *
  *
- *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
- *  the back of the event queue.
+ * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
+ *   event queue.
+ * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
+ *   within the specified minimum and maximum type, will be returned to the
+ *   caller and will _not_ be removed from the queue.
+ * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
+ *   within the specified minimum and maximum type, will be returned to the
+ *   caller and will be removed from the queue.
  *
  *
- *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
- *  of the event queue, within the specified minimum and maximum type,
- *  will be returned and will not be removed from the queue.
+ * You may have to call SDL_PumpEvents() before calling this function.
+ * Otherwise, the events may not be ready to be filtered when you call
+ * SDL_PeepEvents().
  *
  *
- *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
- *  of the event queue, within the specified minimum and maximum type,
- *  will be returned and will be removed from the queue.
+ * This function is thread-safe.
  *
  *
- *  \return The number of events actually stored, or -1 if there was an error.
+ * \param events destination buffer for the retrieved events
+ * \param numevents if action is SDL_ADDEVENT, the number of events to add
+ *                  back to the event queue; if action is SDL_PEEKEVENT or
+ *                  SDL_GETEVENT, the maximum number of events to retrieve
+ * \param action action to take; see [[#action|Remarks]] for details
+ * \param minType minimum value of the event type to be considered;
+ *                SDL_FIRSTEVENT is a safe choice
+ * \param maxType maximum value of the event type to be considered;
+ *                SDL_LASTEVENT is a safe choice
+ * \returns the number of events actually stored or a negative error code on
+ *          failure; call SDL_GetError() for more information.
  *
  *
- *  This function is thread-safe.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_PushEvent
  */
  */
 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
                                            SDL_eventaction action,
                                            SDL_eventaction action,
@@ -604,113 +723,354 @@ extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
 /* @} */
 /* @} */
 
 
 /**
 /**
- *  Checks to see if certain event types are in the event queue.
+ * Check for the existence of a certain event type in the event queue.
+ *
+ * If you need to check for a range of event types, use SDL_HasEvents()
+ * instead.
+ *
+ * \param type the type of event to be queried; see SDL_EventType for details
+ * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
+ *          events matching `type` are not present.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasEvents
  */
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
+
+
+/**
+ * Check for the existence of certain event types in the event queue.
+ *
+ * If you need to check for a single event type, use SDL_HasEvent() instead.
+ *
+ * \param minType the low end of event type to be queried, inclusive; see
+ *                SDL_EventType for details
+ * \param maxType the high end of event type to be queried, inclusive; see
+ *                SDL_EventType for details
+ * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
+ *          present, or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasEvents
+ */
 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
 
 
 /**
 /**
- *  This function clears events from the event queue
- *  This function only affects currently queued events. If you want to make
- *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
- *  on the main thread immediately before the flush call.
+ * Clear events of a specific type from the event queue.
+ *
+ * This will unconditionally remove any events from the queue that match
+ * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
+ * instead.
+ *
+ * It's also normal to just ignore events you don't care about in your event
+ * loop without calling this function.
+ *
+ * This function only affects currently queued events. If you want to make
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
+ * on the main thread immediately before the flush call.
+ *
+ * \param type the type of event to be cleared; see SDL_EventType for details
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FlushEvents
  */
  */
 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
+
+/**
+ * Clear events of a range of types from the event queue.
+ *
+ * This will unconditionally remove any events from the queue that are in the
+ * range of `minType` to `maxType`, inclusive. If you need to remove a single
+ * event type, use SDL_FlushEvent() instead.
+ *
+ * It's also normal to just ignore events you don't care about in your event
+ * loop without calling this function.
+ *
+ * This function only affects currently queued events. If you want to make
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
+ * on the main thread immediately before the flush call.
+ *
+ * \param minType the low end of event type to be cleared, inclusive; see
+ *                SDL_EventType for details
+ * \param maxType the high end of event type to be cleared, inclusive; see
+ *                SDL_EventType for details
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FlushEvent
+ */
 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
 
 
 /**
 /**
- *  \brief Polls for currently pending events.
+ * Poll for currently pending events.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
+ * this event, immediately stored in the SDL Event structure -- not an event
+ * to follow.
+ *
+ * If `event` is NULL, it simply returns 1 if there is an event in the queue,
+ * but will not remove it from the queue.
+ *
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that set the video mode.
+ *
+ * SDL_PollEvent() is the favored way of receiving system events since it can
+ * be done from the main loop and does not suspend the main loop while waiting
+ * on an event to be posted.
+ *
+ * The common practice is to fully process the event queue once every frame,
+ * usually as a first step before updating the game's state:
  *
  *
- *  \return 1 if there are any pending events, or 0 if there are none available.
+ * ```c
+ * while (game_is_still_running) {
+ *     SDL_Event event;
+ *     while (SDL_PollEvent(&event)) {  // poll until all events are handled!
+ *         // decide what to do with this event.
+ *     }
  *
  *
- *  \param event If not NULL, the next event is removed from the queue and
- *               stored in that area.
+ *     // update game state, draw the current frame
+ * }
+ * ```
+ *
+ * \param event the SDL_Event structure to be filled with the next event from
+ *              the queue, or NULL
+ * \returns 1 if there is a pending event or 0 if there are none available.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventFilter
+ * \sa SDL_PeepEvents
+ * \sa SDL_PushEvent
+ * \sa SDL_SetEventFilter
+ * \sa SDL_WaitEvent
+ * \sa SDL_WaitEventTimeout
  */
  */
 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
 
 
 /**
 /**
- *  \brief Waits indefinitely for the next available event.
+ * Wait indefinitely for the next available event.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`.
  *
  *
- *  \return 1, or 0 if there was an error while waiting for events.
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that initialized the video subsystem.
  *
  *
- *  \param event If not NULL, the next event is removed from the queue and
- *               stored in that area.
+ * \param event the SDL_Event structure to be filled in with the next event
+ *              from the queue, or NULL
+ * \returns 1 on success or 0 if there was an error while waiting for events;
+ *          call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_WaitEventTimeout
  */
  */
 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
 
 
 /**
 /**
- *  \brief Waits until the specified timeout (in milliseconds) for the next
- *         available event.
+ * Wait until the specified timeout (in milliseconds) for the next available
+ * event.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`.
+ *
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that initialized the video subsystem.
  *
  *
- *  \return 1, or 0 if there was an error while waiting for events.
+ * \param event the SDL_Event structure to be filled in with the next event
+ *              from the queue, or NULL
+ * \param timeout the maximum number of milliseconds to wait for the next
+ *                available event
+ * \returns 1 on success or 0 if there was an error while waiting for events;
+ *          call SDL_GetError() for more information. This also returns 0 if
+ *          the timeout elapsed without an event arriving.
  *
  *
- *  \param event If not NULL, the next event is removed from the queue and
- *               stored in that area.
- *  \param timeout The timeout (in milliseconds) to wait for next event.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_WaitEvent
  */
  */
 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
                                                  int timeout);
                                                  int timeout);
 
 
 /**
 /**
- *  \brief Add an event to the event queue.
+ * Add an event to the event queue.
+ *
+ * The event queue can actually be used as a two way communication channel.
+ * Not only can events be read from the queue, but the user can also push
+ * their own events onto it. `event` is a pointer to the event structure you
+ * wish to push onto the queue. The event is copied into the queue, and the
+ * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
+ *
+ * Note: Pushing device input events onto the queue doesn't modify the state
+ * of the device within SDL.
+ *
+ * This function is thread-safe, and can be called from other threads safely.
+ *
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
+ * the event filter but events added with SDL_PeepEvents() do not.
+ *
+ * For pushing application-specific events, please use SDL_RegisterEvents() to
+ * get an event type that does not conflict with other code that also wants
+ * its own custom event types.
+ *
+ * \param event the SDL_Event to be added to the queue
+ * \returns 1 on success, 0 if the event was filtered, or a negative error
+ *          code on failure; call SDL_GetError() for more information. A
+ *          common reason for error is the event queue being full.
+ *
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
- *          was full or there was some other error.
+ * \sa SDL_PeepEvents
+ * \sa SDL_PollEvent
+ * \sa SDL_RegisterEvents
  */
  */
 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
 
 
+/**
+ * A function pointer used for callbacks that watch the event queue.
+ *
+ * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
+ *        or SDL_AddEventWatch, etc
+ * \param event the event that triggered the callback
+ * \returns 1 to permit event to be added to the queue, and 0 to disallow
+ *          it. When used with SDL_AddEventWatch, the return value is ignored.
+ *
+ * \sa SDL_SetEventFilter
+ * \sa SDL_AddEventWatch
+ */
 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
 
 
 /**
 /**
- *  Sets up a filter to process all events before they change internal state and
- *  are posted to the internal event queue.
+ * Set up a filter to process all events before they change internal state and
+ * are posted to the internal event queue.
+ *
+ * If the filter function returns 1 when called, then the event will be added
+ * to the internal queue. If it returns 0, then the event will be dropped from
+ * the queue, but the internal state will still be updated. This allows
+ * selective filtering of dynamically arriving events.
+ *
+ * **WARNING**: Be very careful of what you do in the event filter function,
+ * as it may run in a different thread!
+ *
+ * On platforms that support it, if the quit event is generated by an
+ * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
+ * application at the next event poll.
  *
  *
- *  The filter is prototyped as:
- *  \code
- *      int SDL_EventFilter(void *userdata, SDL_Event * event);
- *  \endcode
+ * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
+ * event filter is only called when the window manager desires to close the
+ * application window. If the event filter returns 1, then the window will be
+ * closed, otherwise the window will remain open if possible.
  *
  *
- *  If the filter returns 1, then the event will be added to the internal queue.
- *  If it returns 0, then the event will be dropped from the queue, but the
- *  internal state will still be updated.  This allows selective filtering of
- *  dynamically arriving events.
+ * Note: Disabled events never make it to the event filter function; see
+ * SDL_EventState().
  *
  *
- *  \warning  Be very careful of what you do in the event filter function, as
- *            it may run in a different thread!
+ * Note: If you just want to inspect events without filtering, you should use
+ * SDL_AddEventWatch() instead.
  *
  *
- *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
- *  event filter is only called when the window manager desires to close the
- *  application window.  If the event filter returns 1, then the window will
- *  be closed, otherwise the window will remain open if possible.
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
+ * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
+ * not.
  *
  *
- *  If the quit event is generated by an interrupt signal, it will bypass the
- *  internal queue and be delivered to the application at the next event poll.
+ * \param filter An SDL_EventFilter function to call when an event happens
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddEventWatch
+ * \sa SDL_EventState
+ * \sa SDL_GetEventFilter
+ * \sa SDL_PeepEvents
+ * \sa SDL_PushEvent
  */
  */
 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
                                                 void *userdata);
                                                 void *userdata);
 
 
 /**
 /**
- *  Return the current event filter - can be used to "chain" filters.
- *  If there is no event filter set, this function returns SDL_FALSE.
+ * Query the current event filter.
+ *
+ * This function can be used to "chain" filters, by saving the existing filter
+ * before replacing it with a function that will call that saved filter.
+ *
+ * \param filter the current callback function will be stored here
+ * \param userdata the pointer that is passed to the current event filter will
+ *                 be stored here
+ * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetEventFilter
  */
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
                                                     void **userdata);
                                                     void **userdata);
 
 
 /**
 /**
- *  Add a function which is called when an event is added to the queue.
+ * Add a callback to be triggered when an event is added to the event queue.
+ *
+ * `filter` will be called when an event happens, and its return value is
+ * ignored.
+ *
+ * **WARNING**: Be very careful of what you do in the event filter function,
+ * as it may run in a different thread!
+ *
+ * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
+ * the internal queue and be delivered to the watch callback immediately, and
+ * arrive at the next event poll.
+ *
+ * Note: the callback is called for events posted by the user through
+ * SDL_PushEvent(), but not for disabled events, nor for events by a filter
+ * callback set with SDL_SetEventFilter(), nor for events posted by the user
+ * through SDL_PeepEvents().
+ *
+ * \param filter an SDL_EventFilter function to call when an event happens.
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DelEventWatch
+ * \sa SDL_SetEventFilter
  */
  */
 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
                                                void *userdata);
                                                void *userdata);
 
 
 /**
 /**
- *  Remove an event watch function added with SDL_AddEventWatch()
+ * Remove an event watch callback added with SDL_AddEventWatch().
+ *
+ * This function takes the same input as SDL_AddEventWatch() to identify and
+ * delete the corresponding callback.
+ *
+ * \param filter the function originally passed to SDL_AddEventWatch()
+ * \param userdata the pointer originally passed to SDL_AddEventWatch()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddEventWatch
  */
  */
 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
                                                void *userdata);
                                                void *userdata);
 
 
 /**
 /**
- *  Run the filter function on the current event queue, removing any
- *  events for which the filter returns 0.
+ * Run a specific filter function on the current event queue, removing any
+ * events for which the filter returns 0.
+ *
+ * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
+ * this function does not change the filter permanently, it only uses the
+ * supplied filter until this function returns.
+ *
+ * \param filter the SDL_EventFilter function to call when an event happens
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventFilter
+ * \sa SDL_SetEventFilter
  */
  */
 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
                                               void *userdata);
                                               void *userdata);
@@ -722,24 +1082,45 @@ extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
 #define SDL_ENABLE   1
 #define SDL_ENABLE   1
 
 
 /**
 /**
- *  This function allows you to set the state of processing certain events.
- *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
- *     dropped from the event queue and will not be filtered.
- *   - If \c state is set to ::SDL_ENABLE, that event will be processed
- *     normally.
- *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
- *     current processing state of the specified event.
+ * Set the state of processing events by type.
+ *
+ * `state` may be any of the following:
+ *
+ * - `SDL_QUERY`: returns the current processing state of the specified event
+ * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
+ *   from the event queue and will not be filtered
+ * - `SDL_ENABLE`: the event will be processed normally
+ *
+ * \param type the type of event; see SDL_EventType for details
+ * \param state how to process the event
+ * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
+ *          of the event before this function makes any changes to it.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventState
  */
  */
 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
 /* @} */
 /* @} */
 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
 
 
 /**
 /**
- *  This function allocates a set of user-defined events, and returns
- *  the beginning event number for that set of events.
+ * Allocate a set of user-defined events, and return the beginning event
+ * number for that set of events.
+ *
+ * Calling this function with `numevents` <= 0 is an error and will return
+ * (Uint32)-1.
+ *
+ * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
+ * 0xFFFFFFFF), but is clearer to write.
+ *
+ * \param numevents the number of events to be allocated
+ * \returns the beginning event number, or (Uint32)-1 if there are not enough
+ *          user-defined events left.
+ *
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  If there aren't enough user-defined events left, this function
- *  returns (Uint32)-1
+ * \sa SDL_PushEvent
  */
  */
 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
 
 

+ 145 - 0
bsp/simulator/SDL2/include/SDL_filesystem.h

@@ -0,0 +1,145 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_filesystem.h
+ *
+ *  \brief Include file for filesystem SDL API functions
+ */
+
+#ifndef SDL_filesystem_h_
+#define SDL_filesystem_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Get the directory where the application was run from.
+ *
+ * This is not necessarily a fast call, so you should call this once near
+ * startup and save the string if you need it.
+ *
+ * **Mac OS X and iOS Specific Functionality**: If the application is in a
+ * ".app" bundle, this function returns the Resource directory (e.g.
+ * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
+ * a property to the Info.plist file. Adding a string key with the name
+ * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
+ * behaviour.
+ *
+ * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
+ * application in /Applications/SDLApp/MyApp.app):
+ *
+ * - `resource`: bundle resource directory (the default). For example:
+ *   `/Applications/SDLApp/MyApp.app/Contents/Resources`
+ * - `bundle`: the Bundle directory. For example:
+ *   `/Applications/SDLApp/MyApp.app/`
+ * - `parent`: the containing directory of the bundle. For example:
+ *   `/Applications/SDLApp/`
+ *
+ * The returned path is guaranteed to end with a path separator ('\' on
+ * Windows, '/' on most other platforms).
+ *
+ * The pointer returned is owned by the caller. Please call SDL_free() on the
+ * pointer when done with it.
+ *
+ * \returns an absolute path in UTF-8 encoding to the application data
+ *          directory. NULL will be returned on error or when the platform
+ *          doesn't implement this functionality, call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_GetPrefPath
+ */
+extern DECLSPEC char *SDLCALL SDL_GetBasePath(void);
+
+/**
+ * Get the user-and-app-specific path where files can be written.
+ *
+ * Get the "pref dir". This is meant to be where users can write personal
+ * files (preferences and save games, etc) that are specific to your
+ * application. This directory is unique per user, per application.
+ *
+ * This function will decide the appropriate location in the native
+ * filesystem, create the directory if necessary, and return a string of the
+ * absolute path to the directory in UTF-8 encoding.
+ *
+ * On Windows, the string might look like:
+ *
+ * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
+ *
+ * On Linux, the string might look like"
+ *
+ * `/home/bob/.local/share/My Program Name/`
+ *
+ * On Mac OS X, the string might look like:
+ *
+ * `/Users/bob/Library/Application Support/My Program Name/`
+ *
+ * You should assume the path returned by this function is the only safe place
+ * to write files (and that SDL_GetBasePath(), while it might be writable, or
+ * even the parent of the returned path, isn't where you should be writing
+ * things).
+ *
+ * Both the org and app strings may become part of a directory name, so please
+ * follow these rules:
+ *
+ * - Try to use the same org string (_including case-sensitivity_) for all
+ *   your applications that use this function.
+ * - Always use a unique app string for each one, and make sure it never
+ *   changes for an app once you've decided on it.
+ * - Unicode characters are legal, as long as it's UTF-8 encoded, but...
+ * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
+ *   Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
+ *
+ * The returned path is guaranteed to end with a path separator ('\' on
+ * Windows, '/' on most other platforms).
+ *
+ * The pointer returned is owned by the caller. Please call SDL_free() on the
+ * pointer when done with it.
+ *
+ * \param org the name of your organization
+ * \param app the name of your application
+ * \returns a UTF-8 string of the user directory in platform-dependent
+ *          notation. NULL if there's a problem (creating directory failed,
+ *          etc.).
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_GetBasePath
+ */
+extern DECLSPEC char *SDLCALL SDL_GetPrefPath(const char *org, const char *app);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_filesystem_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 1001 - 0
bsp/simulator/SDL2/include/SDL_gamecontroller.h

@@ -0,0 +1,1001 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_gamecontroller.h
+ *
+ *  Include file for SDL game controller event handling
+ */
+
+#ifndef SDL_gamecontroller_h_
+#define SDL_gamecontroller_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_rwops.h"
+#include "SDL_sensor.h"
+#include "SDL_joystick.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \file SDL_gamecontroller.h
+ *
+ *  In order to use these functions, SDL_Init() must have been called
+ *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
+ *  for game controllers, and load appropriate drivers.
+ *
+ *  If you would like to receive controller updates while the application
+ *  is in the background, you should set the following hint before calling
+ *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
+ */
+
+/**
+ * The gamecontroller structure used to identify an SDL game controller
+ */
+struct _SDL_GameController;
+typedef struct _SDL_GameController SDL_GameController;
+
+typedef enum
+{
+    SDL_CONTROLLER_TYPE_UNKNOWN = 0,
+    SDL_CONTROLLER_TYPE_XBOX360,
+    SDL_CONTROLLER_TYPE_XBOXONE,
+    SDL_CONTROLLER_TYPE_PS3,
+    SDL_CONTROLLER_TYPE_PS4,
+    SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
+    SDL_CONTROLLER_TYPE_VIRTUAL,
+    SDL_CONTROLLER_TYPE_PS5,
+    SDL_CONTROLLER_TYPE_AMAZON_LUNA,
+    SDL_CONTROLLER_TYPE_GOOGLE_STADIA
+} SDL_GameControllerType;
+
+typedef enum
+{
+    SDL_CONTROLLER_BINDTYPE_NONE = 0,
+    SDL_CONTROLLER_BINDTYPE_BUTTON,
+    SDL_CONTROLLER_BINDTYPE_AXIS,
+    SDL_CONTROLLER_BINDTYPE_HAT
+} SDL_GameControllerBindType;
+
+/**
+ *  Get the SDL joystick layer binding for this controller button/axis mapping
+ */
+typedef struct SDL_GameControllerButtonBind
+{
+    SDL_GameControllerBindType bindType;
+    union
+    {
+        int button;
+        int axis;
+        struct {
+            int hat;
+            int hat_mask;
+        } hat;
+    } value;
+
+} SDL_GameControllerButtonBind;
+
+
+/**
+ *  To count the number of game controllers in the system for the following:
+ *
+ *  ```c
+ *  int nJoysticks = SDL_NumJoysticks();
+ *  int nGameControllers = 0;
+ *  for (int i = 0; i < nJoysticks; i++) {
+ *      if (SDL_IsGameController(i)) {
+ *          nGameControllers++;
+ *      }
+ *  }
+ *  ```
+ *
+ *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
+ *  guid,name,mappings
+ *
+ *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
+ *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
+ *  The mapping format for joystick is:
+ *      bX - a joystick button, index X
+ *      hX.Y - hat X with value Y
+ *      aX - axis X of the joystick
+ *  Buttons can be used as a controller axis and vice versa.
+ *
+ *  This string shows an example of a valid mapping for a controller
+ *
+ * ```c
+ * "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
+ * ```
+ */
+
+/**
+ * Load a set of Game Controller mappings from a seekable SDL data stream.
+ *
+ * You can call this function several times, if needed, to load different
+ * database files.
+ *
+ * If a new mapping is loaded for an already known controller GUID, the later
+ * version will overwrite the one currently loaded.
+ *
+ * Mappings not belonging to the current platform or with no platform field
+ * specified will be ignored (i.e. mappings for Linux will be ignored in
+ * Windows, etc).
+ *
+ * This function will load the text database entirely in memory before
+ * processing it, so take this into consideration if you are in a memory
+ * constrained environment.
+ *
+ * \param rw the data stream for the mappings to be added
+ * \param freerw non-zero to close the stream after being read
+ * \returns the number of mappings added or -1 on error; call SDL_GetError()
+ *          for more information.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_GameControllerAddMapping
+ * \sa SDL_GameControllerAddMappingsFromFile
+ * \sa SDL_GameControllerMappingForGUID
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);
+
+/**
+ *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
+ *
+ *  Convenience macro.
+ */
+#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)
+
+/**
+ * Add support for controllers that SDL is unaware of or to cause an existing
+ * controller to have a different binding.
+ *
+ * The mapping string has the format "GUID,name,mapping", where GUID is the
+ * string value from SDL_JoystickGetGUIDString(), name is the human readable
+ * string for the device and mappings are controller mappings to joystick
+ * ones. Under Windows there is a reserved GUID of "xinput" that covers all
+ * XInput devices. The mapping format for joystick is: {| |bX |a joystick
+ * button, index X |- |hX.Y |hat X with value Y |- |aX |axis X of the joystick
+ * |} Buttons can be used as a controller axes and vice versa.
+ *
+ * This string shows an example of a valid mapping for a controller:
+ *
+ * ```c
+ * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"
+ * ```
+ *
+ * \param mappingString the mapping string
+ * \returns 1 if a new mapping is added, 0 if an existing mapping is updated,
+ *          -1 on error; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerMapping
+ * \sa SDL_GameControllerMappingForGUID
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);
+
+/**
+ * Get the number of mappings installed.
+ *
+ * \returns the number of mappings.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);
+
+/**
+ * Get the mapping at a particular index.
+ *
+ * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
+ *          the index is out of range.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);
+
+/**
+ * Get the game controller mapping string for a given GUID.
+ *
+ * The returned string must be freed with SDL_free().
+ *
+ * \param guid a structure containing the GUID for which a mapping is desired
+ * \returns a mapping string or NULL on error; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetDeviceGUID
+ * \sa SDL_JoystickGetGUID
+ */
+extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);
+
+/**
+ * Get the current mapping of a Game Controller.
+ *
+ * The returned string must be freed with SDL_free().
+ *
+ * Details about mappings are discussed with SDL_GameControllerAddMapping().
+ *
+ * \param gamecontroller the game controller you want to get the current
+ *                       mapping for
+ * \returns a string that has the controller's mapping or NULL if no mapping
+ *          is available; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerAddMapping
+ * \sa SDL_GameControllerMappingForGUID
+ */
+extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);
+
+/**
+ * Check if the given joystick is supported by the game controller interface.
+ *
+ * `joystick_index` is the same as the `device_index` passed to
+ * SDL_JoystickOpen().
+ *
+ * \param joystick_index the device_index of a device, up to
+ *                       SDL_NumJoysticks()
+ * \returns SDL_TRUE if the given joystick is supported by the game controller
+ *          interface, SDL_FALSE if it isn't or it's an invalid index.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerNameForIndex
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);
+
+/**
+ * Get the implementation dependent name for the game controller.
+ *
+ * This function can be called before any controllers are opened.
+ *
+ * `joystick_index` is the same as the `device_index` passed to
+ * SDL_JoystickOpen().
+ *
+ * \param joystick_index the device_index of a device, from zero to
+ *                       SDL_NumJoysticks()-1
+ * \returns the implementation-dependent name for the game controller, or NULL
+ *          if there is no name or the index is invalid.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerName
+ * \sa SDL_GameControllerOpen
+ * \sa SDL_IsGameController
+ */
+extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);
+
+/**
+ * Get the type of a game controller.
+ *
+ * This can be called before any controllers are opened.
+ *
+ * \param joystick_index the device_index of a device, from zero to
+ *                       SDL_NumJoysticks()-1
+ * \returns the controller type.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);
+
+/**
+ * Get the mapping of a game controller.
+ *
+ * This can be called before any controllers are opened.
+ *
+ * \param joystick_index the device_index of a device, from zero to
+ *                       SDL_NumJoysticks()-1
+ * \returns the mapping string. Must be freed with SDL_free(). Returns NULL if
+ *          no mapping is available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);
+
+/**
+ * Open a game controller for use.
+ *
+ * `joystick_index` is the same as the `device_index` passed to
+ * SDL_JoystickOpen().
+ *
+ * The index passed as an argument refers to the N'th game controller on the
+ * system. This index is not the value which will identify this controller in
+ * future controller events. The joystick's instance id (SDL_JoystickID) will
+ * be used there instead.
+ *
+ * \param joystick_index the device_index of a device, up to
+ *                       SDL_NumJoysticks()
+ * \returns a gamecontroller identifier or NULL if an error occurred; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerClose
+ * \sa SDL_GameControllerNameForIndex
+ * \sa SDL_IsGameController
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
+
+/**
+ * Get the SDL_GameController associated with an instance id.
+ *
+ * \param joyid the instance id to get the SDL_GameController for
+ * \returns an SDL_GameController on success or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);
+
+/**
+ * Get the SDL_GameController associated with a player index.
+ *
+ * Please note that the player index is _not_ the device index, nor is it the
+ * instance id!
+ *
+ * \param player_index the player index, which is not the device index or the
+ *                     instance id!
+ * \returns the SDL_GameController associated with a player index.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_GameControllerGetPlayerIndex
+ * \sa SDL_GameControllerSetPlayerIndex
+ */
+extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);
+
+/**
+ * Get the implementation-dependent name for an opened game controller.
+ *
+ * This is the same name as returned by SDL_GameControllerNameForIndex(), but
+ * it takes a controller identifier instead of the (unstable) device index.
+ *
+ * \param gamecontroller a game controller identifier previously returned by
+ *                       SDL_GameControllerOpen()
+ * \returns the implementation dependent name for the game controller, or NULL
+ *          if there is no name or the identifier passed is invalid.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerNameForIndex
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);
+
+/**
+ * Get the type of this currently opened controller
+ *
+ * This is the same name as returned by SDL_GameControllerTypeForIndex(), but
+ * it takes a controller identifier instead of the (unstable) device index.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \returns the controller type.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);
+
+/**
+ * Get the player index of an opened game controller.
+ *
+ * For XInput controllers this returns the XInput user index.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \returns the player index for controller, or -1 if it's not available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);
+
+/**
+ * Set the player index of an opened game controller.
+ *
+ * \param gamecontroller the game controller object to adjust.
+ * \param player_index Player index to assign to this controller.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);
+
+/**
+ * Get the USB vendor ID of an opened controller, if available.
+ *
+ * If the vendor ID isn't available this function returns 0.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the USB vendor ID, or zero if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);
+
+/**
+ * Get the USB product ID of an opened controller, if available.
+ *
+ * If the product ID isn't available this function returns 0.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the USB product ID, or zero if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);
+
+/**
+ * Get the product version of an opened controller, if available.
+ *
+ * If the product version isn't available this function returns 0.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the USB product version, or zero if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);
+
+/**
+ * Get the serial number of an opened controller, if available.
+ *
+ * Returns the serial number of the controller, or NULL if it is not
+ * available.
+ *
+ * \param gamecontroller the game controller object to query.
+ * \return the serial number, or NULL if unavailable.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);
+
+/**
+ * Check if a controller has been opened and is currently connected.
+ *
+ * \param gamecontroller a game controller identifier previously returned by
+ *                       SDL_GameControllerOpen()
+ * \returns SDL_TRUE if the controller has been opened and is currently
+ *          connected, or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerClose
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);
+
+/**
+ * Get the Joystick ID from a Game Controller.
+ *
+ * This function will give you a SDL_Joystick object, which allows you to use
+ * the SDL_Joystick functions with a SDL_GameController object. This would be
+ * useful for getting a joystick's position at any given time, even if it
+ * hasn't moved (moving it would produce an event, which would have the axis'
+ * value).
+ *
+ * The pointer returned is owned by the SDL_GameController. You should not
+ * call SDL_JoystickClose() on it, for example, since doing so will likely
+ * cause SDL to crash.
+ *
+ * \param gamecontroller the game controller object that you want to get a
+ *                       joystick from
+ * \returns a SDL_Joystick object; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);
+
+/**
+ * Query or change current state of Game Controller events.
+ *
+ * If controller events are disabled, you must call SDL_GameControllerUpdate()
+ * yourself and check the state of the controller when you want controller
+ * information.
+ *
+ * Any number can be passed to SDL_GameControllerEventState(), but only -1, 0,
+ * and 1 will have any effect. Other numbers will just be returned.
+ *
+ * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
+ * \returns the same value passed to the function, with exception to -1
+ *          (SDL_QUERY), which will return the current state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickEventState
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);
+
+/**
+ * Manually pump game controller updates if not using the loop.
+ *
+ * This function is called automatically by the event loop if events are
+ * enabled. Under such circumstances, it will not be necessary to call this
+ * function.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);
+
+
+/**
+ *  The list of axes available from a controller
+ *
+ *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
+ *  and are centered within ~8000 of zero, though advanced UI will allow users to set
+ *  or autodetect the dead zone, which varies between controllers.
+ *
+ *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
+ */
+typedef enum
+{
+    SDL_CONTROLLER_AXIS_INVALID = -1,
+    SDL_CONTROLLER_AXIS_LEFTX,
+    SDL_CONTROLLER_AXIS_LEFTY,
+    SDL_CONTROLLER_AXIS_RIGHTX,
+    SDL_CONTROLLER_AXIS_RIGHTY,
+    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
+    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
+    SDL_CONTROLLER_AXIS_MAX
+} SDL_GameControllerAxis;
+
+/**
+ * Convert a string into SDL_GameControllerAxis enum.
+ *
+ * This function is called internally to translate SDL_GameController mapping
+ * strings for the underlying joystick device into the consistent
+ * SDL_GameController mapping. You do not normally need to call this function
+ * unless you are parsing SDL_GameController mappings in your own code.
+ *
+ * Note specially that "righttrigger" and "lefttrigger" map to
+ * `SDL_CONTROLLER_AXIS_TRIGGERRIGHT` and `SDL_CONTROLLER_AXIS_TRIGGERLEFT`,
+ * respectively.
+ *
+ * \param str string representing a SDL_GameController axis
+ * \returns the SDL_GameControllerAxis enum corresponding to the input string,
+ *          or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetStringForAxis
+ */
+extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *str);
+
+/**
+ * Convert from an SDL_GameControllerAxis enum to a string.
+ *
+ * The caller should not SDL_free() the returned string.
+ *
+ * \param axis an enum value for a given SDL_GameControllerAxis
+ * \returns a string for the given axis, or NULL if an invalid axis is
+ *          specified. The string returned is of the format used by
+ *          SDL_GameController mapping strings.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetAxisFromString
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);
+
+/**
+ * Get the SDL joystick layer binding for a controller axis mapping.
+ *
+ * \param gamecontroller a game controller
+ * \param axis an axis enum value (one of the SDL_GameControllerAxis values)
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
+ *          (like the given Controller axis doesn't exist on the device), its
+ *          `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetBindForButton
+ */
+extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
+SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
+                                 SDL_GameControllerAxis axis);
+
+/**
+ * Query whether a game controller has a given axis.
+ *
+ * This merely reports whether the controller's mapping defined this axis, as
+ * that is all the information SDL has about the physical device.
+ *
+ * \param gamecontroller a game controller
+ * \param axis an axis enum value (an SDL_GameControllerAxis value)
+ * \returns SDL_TRUE if the controller has this axis, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL
+SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
+
+/**
+ * Get the current state of an axis control on a game controller.
+ *
+ * The axis indices start at index 0.
+ *
+ * The state is a value ranging from -32768 to 32767. Triggers, however, range
+ * from 0 to 32767 (they never return a negative value).
+ *
+ * \param gamecontroller a game controller
+ * \param axis an axis index (one of the SDL_GameControllerAxis values)
+ * \returns axis state (including 0) on success or 0 (also) on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetButton
+ */
+extern DECLSPEC Sint16 SDLCALL
+SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
+
+/**
+ *  The list of buttons available from a controller
+ */
+typedef enum
+{
+    SDL_CONTROLLER_BUTTON_INVALID = -1,
+    SDL_CONTROLLER_BUTTON_A,
+    SDL_CONTROLLER_BUTTON_B,
+    SDL_CONTROLLER_BUTTON_X,
+    SDL_CONTROLLER_BUTTON_Y,
+    SDL_CONTROLLER_BUTTON_BACK,
+    SDL_CONTROLLER_BUTTON_GUIDE,
+    SDL_CONTROLLER_BUTTON_START,
+    SDL_CONTROLLER_BUTTON_LEFTSTICK,
+    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
+    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
+    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
+    SDL_CONTROLLER_BUTTON_DPAD_UP,
+    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
+    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
+    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
+    SDL_CONTROLLER_BUTTON_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
+    SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 */
+    SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 */
+    SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 */
+    SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 */
+    SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
+    SDL_CONTROLLER_BUTTON_MAX
+} SDL_GameControllerButton;
+
+/**
+ * Convert a string into an SDL_GameControllerButton enum.
+ *
+ * This function is called internally to translate SDL_GameController mapping
+ * strings for the underlying joystick device into the consistent
+ * SDL_GameController mapping. You do not normally need to call this function
+ * unless you are parsing SDL_GameController mappings in your own code.
+ *
+ * \param str string representing a SDL_GameController axis
+ * \returns the SDL_GameControllerButton enum corresponding to the input
+ *          string, or `SDL_CONTROLLER_AXIS_INVALID` if no match was found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *str);
+
+/**
+ * Convert from an SDL_GameControllerButton enum to a string.
+ *
+ * The caller should not SDL_free() the returned string.
+ *
+ * \param button an enum value for a given SDL_GameControllerButton
+ * \returns a string for the given button, or NULL if an invalid axis is
+ *          specified. The string returned is of the format used by
+ *          SDL_GameController mapping strings.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetButtonFromString
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);
+
+/**
+ * Get the SDL joystick layer binding for a controller button mapping.
+ *
+ * \param gamecontroller a game controller
+ * \param button an button enum value (an SDL_GameControllerButton value)
+ * \returns a SDL_GameControllerButtonBind describing the bind. On failure
+ *          (like the given Controller button doesn't exist on the device),
+ *          its `.bindType` will be `SDL_CONTROLLER_BINDTYPE_NONE`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetBindForAxis
+ */
+extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
+SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
+                                   SDL_GameControllerButton button);
+
+/**
+ * Query whether a game controller has a given button.
+ *
+ * This merely reports whether the controller's mapping defined this button,
+ * as that is all the information SDL has about the physical device.
+ *
+ * \param gamecontroller a game controller
+ * \param button a button enum value (an SDL_GameControllerButton value)
+ * \returns SDL_TRUE if the controller has this button, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
+                                                             SDL_GameControllerButton button);
+
+/**
+ * Get the current state of a button on a game controller.
+ *
+ * \param gamecontroller a game controller
+ * \param button a button index (one of the SDL_GameControllerButton values)
+ * \returns 1 for pressed state or 0 for not pressed state or error; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerGetAxis
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
+                                                          SDL_GameControllerButton button);
+
+/**
+ * Get the number of touchpads on a game controller.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);
+
+/**
+ * Get the number of supported simultaneous fingers on a touchpad on a game
+ * controller.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);
+
+/**
+ * Get the current state of a finger on a touchpad on a game controller.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);
+
+/**
+ * Return whether a game controller has a particular sensor.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \returns SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);
+
+/**
+ * Set whether data reporting for a game controller sensor is enabled.
+ *
+ * \param gamecontroller The controller to update
+ * \param type The type of sensor to enable/disable
+ * \param enabled Whether data reporting should be enabled
+ * \returns 0 or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);
+
+/**
+ * Query whether sensor data reporting is enabled for a game controller.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \returns SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);
+
+/**
+ * Get the data rate (number of events per second) of a game controller
+ * sensor.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \return the data rate, or 0.0f if the data rate is not available.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC float SDLCALL SDL_GameControllerGetSensorDataRate(SDL_GameController *gamecontroller, SDL_SensorType type);
+
+/**
+ * Get the current state of a game controller sensor.
+ *
+ * The number of values and interpretation of the data is sensor dependent.
+ * See SDL_sensor.h for the details for each type of sensor.
+ *
+ * \param gamecontroller The controller to query
+ * \param type The type of sensor to query
+ * \param data A pointer filled with the current sensor state
+ * \param num_values The number of values to write to data
+ * \return 0 or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);
+
+/**
+ * Start a rumble effect on a game controller.
+ *
+ * Each call to this function cancels any previous rumble effect, and calling
+ * it with 0 intensity stops any rumbling.
+ *
+ * \param gamecontroller The controller to vibrate
+ * \param low_frequency_rumble The intensity of the low frequency (left)
+ *                             rumble motor, from 0 to 0xFFFF
+ * \param high_frequency_rumble The intensity of the high frequency (right)
+ *                              rumble motor, from 0 to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if rumble isn't supported on this controller
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_GameControllerHasRumble
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
+
+/**
+ * Start a rumble effect in the game controller's triggers.
+ *
+ * Each call to this function cancels any previous trigger rumble effect, and
+ * calling it with 0 intensity stops any rumbling.
+ *
+ * Note that this is rumbling of the _triggers_ and not the game controller as
+ * a whole. The first controller to offer this feature was the PlayStation 5's
+ * DualShock 5.
+ *
+ * \param gamecontroller The controller to vibrate
+ * \param left_rumble The intensity of the left trigger rumble motor, from 0
+ *                    to 0xFFFF
+ * \param right_rumble The intensity of the right trigger rumble motor, from 0
+ *                     to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if trigger rumble isn't supported on this controller
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_GameControllerHasRumbleTriggers
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
+
+/**
+ * Query whether a game controller has an LED.
+ *
+ * \param gamecontroller The controller to query
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have a
+ *          modifiable LED
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);
+
+/**
+ * Query whether a game controller has rumble support.
+ *
+ * \param gamecontroller The controller to query
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have rumble
+ *          support
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerRumble
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumble(SDL_GameController *gamecontroller);
+
+/**
+ * Query whether a game controller has rumble support on triggers.
+ *
+ * \param gamecontroller The controller to query
+ * \returns SDL_TRUE, or SDL_FALSE if this controller does not have trigger
+ *          rumble support
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerRumbleTriggers
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasRumbleTriggers(SDL_GameController *gamecontroller);
+
+/**
+ * Update a game controller's LED color.
+ *
+ * \param gamecontroller The controller to update
+ * \param red The intensity of the red LED
+ * \param green The intensity of the green LED
+ * \param blue The intensity of the blue LED
+ * \returns 0, or -1 if this controller does not have a modifiable LED
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);
+
+/**
+ * Send a controller specific effect packet
+ *
+ * \param gamecontroller The controller to affect
+ * \param data The data to send to the controller
+ * \param size The size of the data to send to the controller
+ * \returns 0, or -1 if this controller or driver doesn't support effect
+ *          packets
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_GameControllerSendEffect(SDL_GameController *gamecontroller, const void *data, int size);
+
+/**
+ * Close a game controller previously opened with SDL_GameControllerOpen().
+ *
+ * \param gamecontroller a game controller identifier previously returned by
+ *                       SDL_GameControllerOpen()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerOpen
+ */
+extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);
+
+/**
+ * Return the sfSymbolsName for a given button on a game controller on Apple
+ * platforms.
+ *
+ * \param gamecontroller the controller to query
+ * \param button a button on the game controller
+ * \returns the sfSymbolsName or NULL if the name can't be found
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
+
+/**
+ * Return the sfSymbolsName for a given axis on a game controller on Apple
+ * platforms.
+ *
+ * \param gamecontroller the controller to query
+ * \param axis an axis on the game controller
+ * \returns the sfSymbolsName or NULL if the name can't be found
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
+ */
+extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_gamecontroller_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 36 - 6
bsp/simulator/SDL2-2.0.7/include/SDL_gesture.h → bsp/simulator/SDL2/include/SDL_gesture.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -46,36 +46,66 @@ typedef Sint64 SDL_GestureID;
 /* Function prototypes */
 /* Function prototypes */
 
 
 /**
 /**
- *  \brief Begin Recording a gesture on the specified touch, or all touches (-1)
+ * Begin recording a gesture on a specified touch device or all touch devices.
  *
  *
+ * If the parameter `touchId` is -1 (i.e., all devices), this function will
+ * always return 1, regardless of whether there actually are any devices.
  *
  *
+ * \param touchId the touch device id, or -1 for all touch devices
+ * \returns 1 on success or 0 if the specified device could not be found.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTouchDevice
  */
  */
 extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
 extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
 
 
 
 
 /**
 /**
- *  \brief Save all currently loaded Dollar Gesture templates
+ * Save all currently loaded Dollar Gesture templates.
+ *
+ * \param dst a SDL_RWops to save to
+ * \returns the number of saved templates on success or 0 on failure; call
+ *          SDL_GetError() for more information.
  *
  *
+ * \since This function is available since SDL 2.0.0.
  *
  *
+ * \sa SDL_LoadDollarTemplates
+ * \sa SDL_SaveDollarTemplate
  */
  */
 extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
 extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
 
 
 /**
 /**
- *  \brief Save a currently loaded Dollar Gesture template
+ * Save a currently loaded Dollar Gesture template.
  *
  *
+ * \param gestureId a gesture id
+ * \param dst a SDL_RWops to save to
+ * \returns 1 on success or 0 on failure; call SDL_GetError() for more
+ *          information.
  *
  *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadDollarTemplates
+ * \sa SDL_SaveAllDollarTemplates
  */
  */
 extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
 extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
 
 
 
 
 /**
 /**
- *  \brief Load Dollar Gesture templates from a file
+ * Load Dollar Gesture templates from a file.
+ *
+ * \param touchId a touch id
+ * \param src a SDL_RWops to load from
+ * \returns the number of loaded templates on success or a negative error code
+ *          (or 0) on failure; call SDL_GetError() for more information.
  *
  *
+ * \since This function is available since SDL 2.0.0.
  *
  *
+ * \sa SDL_SaveAllDollarTemplates
+ * \sa SDL_SaveDollarTemplate
  */
  */
 extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
 extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
 
 
-
 /* Ends C function definitions when using C++ */
 /* Ends C function definitions when using C++ */
 #ifdef __cplusplus
 #ifdef __cplusplus
 }
 }

+ 327 - 213
bsp/simulator/SDL2-2.0.7/include/SDL_haptic.h → bsp/simulator/SDL2/include/SDL_haptic.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -76,7 +76,7 @@
  *    }
  *    }
  *
  *
  *    // Create the effect
  *    // Create the effect
- *    memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
+ *    SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
  *    effect.type = SDL_HAPTIC_SINE;
  *    effect.type = SDL_HAPTIC_SINE;
  *    effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
  *    effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
  *    effect.periodic.direction.dir[0] = 18000; // Force comes from south
  *    effect.periodic.direction.dir[0] = 18000; // Force comes from south
@@ -117,6 +117,17 @@
 extern "C" {
 extern "C" {
 #endif /* __cplusplus */
 #endif /* __cplusplus */
 
 
+/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
+ *
+ * At the moment the magnitude variables are mixed between signed/unsigned, and
+ * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
+ *
+ * Some platforms may have higher precision than that (Linux FF, Windows XInput)
+ * so we should fix the inconsistency in favor of higher possible precision,
+ * adjusting for platforms that use different scales.
+ * -flibit
+ */
+
 /**
 /**
  *  \typedef SDL_Haptic
  *  \typedef SDL_Haptic
  *
  *
@@ -325,6 +336,14 @@ typedef struct _SDL_Haptic SDL_Haptic;
  */
  */
 #define SDL_HAPTIC_SPHERICAL  2
 #define SDL_HAPTIC_SPHERICAL  2
 
 
+/**
+ *  \brief Use this value to play an effect on the steering wheel axis. This
+ *  provides better compatibility across platforms and devices as SDL will guess
+ *  the correct axis.
+ *  \sa SDL_HapticDirection
+ */
+#define SDL_HAPTIC_STEERING_AXIS 3
+
 /* @} *//* Direction encodings */
 /* @} *//* Direction encodings */
 
 
 /* @} *//* Haptic features */
 /* @} *//* Haptic features */
@@ -433,6 +452,7 @@ typedef struct _SDL_Haptic SDL_Haptic;
  *  \sa SDL_HAPTIC_POLAR
  *  \sa SDL_HAPTIC_POLAR
  *  \sa SDL_HAPTIC_CARTESIAN
  *  \sa SDL_HAPTIC_CARTESIAN
  *  \sa SDL_HAPTIC_SPHERICAL
  *  \sa SDL_HAPTIC_SPHERICAL
+ *  \sa SDL_HAPTIC_STEERING_AXIS
  *  \sa SDL_HapticEffect
  *  \sa SDL_HapticEffect
  *  \sa SDL_HapticNumAxes
  *  \sa SDL_HapticNumAxes
  */
  */
@@ -656,8 +676,8 @@ typedef struct SDL_HapticRamp
  * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
  * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
  *
  *
  * The Left/Right effect is used to explicitly control the large and small
  * The Left/Right effect is used to explicitly control the large and small
- * motors, commonly found in modern game controllers. One motor is high
- * frequency, the other is low frequency.
+ * motors, commonly found in modern game controllers. The small (right) motor
+ * is high frequency, and the large (left) motor is low frequency.
  *
  *
  * \sa SDL_HAPTIC_LEFTRIGHT
  * \sa SDL_HAPTIC_LEFTRIGHT
  * \sa SDL_HapticEffect
  * \sa SDL_HapticEffect
@@ -668,7 +688,7 @@ typedef struct SDL_HapticLeftRight
     Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */
     Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */
 
 
     /* Replay */
     /* Replay */
-    Uint32 length;          /**< Duration of the effect. */
+    Uint32 length;          /**< Duration of the effect in milliseconds. */
 
 
     /* Rumble */
     /* Rumble */
     Uint16 large_magnitude; /**< Control of the large controller motor. */
     Uint16 large_magnitude; /**< Control of the large controller motor. */
@@ -800,419 +820,513 @@ typedef union SDL_HapticEffect
 
 
 
 
 /* Function prototypes */
 /* Function prototypes */
+
 /**
 /**
- *  \brief Count the number of haptic devices attached to the system.
+ * Count the number of haptic devices attached to the system.
+ *
+ * \returns the number of haptic devices detected on the system or a negative
+ *          error code on failure; call SDL_GetError() for more information.
  *
  *
- *  \return Number of haptic devices detected on the system.
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticName
  */
  */
 extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
 extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
 
 
 /**
 /**
- *  \brief Get the implementation dependent name of a haptic device.
+ * Get the implementation dependent name of a haptic device.
+ *
+ * This can be called before any joysticks are opened. If no name can be
+ * found, this function returns NULL.
  *
  *
- *  This can be called before any joysticks are opened.
- *  If no name can be found, this function returns NULL.
+ * \param device_index index of the device to query.
+ * \returns the name of the device or NULL on failure; call SDL_GetError() for
+ *          more information.
  *
  *
- *  \param device_index Index of the device to get its name.
- *  \return Name of the device or NULL on error.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_NumHaptics
+ * \sa SDL_NumHaptics
  */
  */
 extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
 extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
 
 
 /**
 /**
- *  \brief Opens a haptic device for use.
+ * Open a haptic device for use.
  *
  *
- *  The index passed as an argument refers to the N'th haptic device on this
- *  system.
+ * The index passed as an argument refers to the N'th haptic device on this
+ * system.
  *
  *
- *  When opening a haptic device, its gain will be set to maximum and
- *  autocenter will be disabled.  To modify these values use
- *  SDL_HapticSetGain() and SDL_HapticSetAutocenter().
+ * When opening a haptic device, its gain will be set to maximum and
+ * autocenter will be disabled. To modify these values use SDL_HapticSetGain()
+ * and SDL_HapticSetAutocenter().
  *
  *
- *  \param device_index Index of the device to open.
- *  \return Device identifier or NULL on error.
+ * \param device_index index of the device to open
+ * \returns the device identifier or NULL on failure; call SDL_GetError() for
+ *          more information.
  *
  *
- *  \sa SDL_HapticIndex
- *  \sa SDL_HapticOpenFromMouse
- *  \sa SDL_HapticOpenFromJoystick
- *  \sa SDL_HapticClose
- *  \sa SDL_HapticSetGain
- *  \sa SDL_HapticSetAutocenter
- *  \sa SDL_HapticPause
- *  \sa SDL_HapticStopAll
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticClose
+ * \sa SDL_HapticIndex
+ * \sa SDL_HapticOpenFromJoystick
+ * \sa SDL_HapticOpenFromMouse
+ * \sa SDL_HapticPause
+ * \sa SDL_HapticSetAutocenter
+ * \sa SDL_HapticSetGain
+ * \sa SDL_HapticStopAll
  */
  */
 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
 
 
 /**
 /**
- *  \brief Checks if the haptic device at index has been opened.
+ * Check if the haptic device at the designated index has been opened.
  *
  *
- *  \param device_index Index to check to see if it has been opened.
- *  \return 1 if it has been opened or 0 if it hasn't.
+ * \param device_index the index of the device to query
+ * \returns 1 if it has been opened, 0 if it hasn't or on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticOpen
- *  \sa SDL_HapticIndex
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticIndex
+ * \sa SDL_HapticOpen
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
 extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
 
 
 /**
 /**
- *  \brief Gets the index of a haptic device.
+ * Get the index of a haptic device.
  *
  *
- *  \param haptic Haptic device to get the index of.
- *  \return The index of the haptic device or -1 on error.
+ * \param haptic the SDL_Haptic device to query
+ * \returns the index of the specified haptic device or a negative error code
+ *          on failure; call SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticOpen
- *  \sa SDL_HapticOpened
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpen
+ * \sa SDL_HapticOpened
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Gets whether or not the current mouse has haptic capabilities.
+ * Query whether or not the current mouse has haptic capabilities.
  *
  *
- *  \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
+ * \returns SDL_TRUE if the mouse is haptic or SDL_FALSE if it isn't.
  *
  *
- *  \sa SDL_HapticOpenFromMouse
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpenFromMouse
  */
  */
 extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
 extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
 
 
 /**
 /**
- *  \brief Tries to open a haptic device from the current mouse.
+ * Try to open a haptic device from the current mouse.
  *
  *
- *  \return The haptic device identifier or NULL on error.
+ * \returns the haptic device identifier or NULL on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_MouseIsHaptic
- *  \sa SDL_HapticOpen
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpen
+ * \sa SDL_MouseIsHaptic
  */
  */
 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
 
 
 /**
 /**
- *  \brief Checks to see if a joystick has haptic features.
+ * Query if a joystick has haptic features.
  *
  *
- *  \param joystick Joystick to test for haptic capabilities.
- *  \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
- *          or -1 if an error occurred.
+ * \param joystick the SDL_Joystick to test for haptic capabilities
+ * \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a
+ *          negative error code on failure; call SDL_GetError() for more
+ *          information.
  *
  *
- *  \sa SDL_HapticOpenFromJoystick
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpenFromJoystick
  */
  */
 extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
 extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
 
 
 /**
 /**
- *  \brief Opens a haptic device for use from a joystick device.
+ * Open a haptic device for use from a joystick device.
  *
  *
- *  You must still close the haptic device separately.  It will not be closed
- *  with the joystick.
+ * You must still close the haptic device separately. It will not be closed
+ * with the joystick.
  *
  *
- *  When opening from a joystick you should first close the haptic device before
- *  closing the joystick device.  If not, on some implementations the haptic
- *  device will also get unallocated and you'll be unable to use force feedback
- *  on that device.
+ * When opened from a joystick you should first close the haptic device before
+ * closing the joystick device. If not, on some implementations the haptic
+ * device will also get unallocated and you'll be unable to use force feedback
+ * on that device.
  *
  *
- *  \param joystick Joystick to create a haptic device from.
- *  \return A valid haptic device identifier on success or NULL on error.
+ * \param joystick the SDL_Joystick to create a haptic device from
+ * \returns a valid haptic device identifier on success or NULL on failure;
+ *          call SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticOpen
- *  \sa SDL_HapticClose
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticClose
+ * \sa SDL_HapticOpen
+ * \sa SDL_JoystickIsHaptic
  */
  */
 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
                                                                joystick);
                                                                joystick);
 
 
 /**
 /**
- *  \brief Closes a haptic device previously opened with SDL_HapticOpen().
+ * Close a haptic device previously opened with SDL_HapticOpen().
+ *
+ * \param haptic the SDL_Haptic device to close
+ *
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \param haptic Haptic device to close.
+ * \sa SDL_HapticOpen
  */
  */
 extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
 extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Returns the number of effects a haptic device can store.
+ * Get the number of effects a haptic device can store.
  *
  *
- *  On some platforms this isn't fully supported, and therefore is an
- *  approximation.  Always check to see if your created effect was actually
- *  created and do not rely solely on SDL_HapticNumEffects().
+ * On some platforms this isn't fully supported, and therefore is an
+ * approximation. Always check to see if your created effect was actually
+ * created and do not rely solely on SDL_HapticNumEffects().
  *
  *
- *  \param haptic The haptic device to query effect max.
- *  \return The number of effects the haptic device can store or
- *          -1 on error.
+ * \param haptic the SDL_Haptic device to query
+ * \returns the number of effects the haptic device can store or a negative
+ *          error code on failure; call SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticNumEffectsPlaying
- *  \sa SDL_HapticQuery
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticNumEffectsPlaying
+ * \sa SDL_HapticQuery
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Returns the number of effects a haptic device can play at the same
- *         time.
+ * Get the number of effects a haptic device can play at the same time.
+ *
+ * This is not supported on all platforms, but will always return a value.
  *
  *
- *  This is not supported on all platforms, but will always return a value.
- *  Added here for the sake of completeness.
+ * \param haptic the SDL_Haptic device to query maximum playing effects
+ * \returns the number of effects the haptic device can play at the same time
+ *          or a negative error code on failure; call SDL_GetError() for more
+ *          information.
  *
  *
- *  \param haptic The haptic device to query maximum playing effects.
- *  \return The number of effects the haptic device can play at the same time
- *          or -1 on error.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticNumEffects
- *  \sa SDL_HapticQuery
+ * \sa SDL_HapticNumEffects
+ * \sa SDL_HapticQuery
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Gets the haptic device's supported features in bitwise manner.
+ * Get the haptic device's supported features in bitwise manner.
  *
  *
- *  Example:
- *  \code
- *  if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
- *      printf("We have constant haptic effect!\n");
- *  }
- *  \endcode
+ * \param haptic the SDL_Haptic device to query
+ * \returns a list of supported haptic features in bitwise manner (OR'd), or 0
+ *          on failure; call SDL_GetError() for more information.
  *
  *
- *  \param haptic The haptic device to query.
- *  \return Haptic features in bitwise manner (OR'd).
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticNumEffects
- *  \sa SDL_HapticEffectSupported
+ * \sa SDL_HapticEffectSupported
+ * \sa SDL_HapticNumEffects
  */
  */
 extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
 extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
 
 
 
 
 /**
 /**
- *  \brief Gets the number of haptic axes the device has.
+ * Get the number of haptic axes the device has.
  *
  *
- *  \sa SDL_HapticDirection
+ * The number of haptic axes might be useful if working with the
+ * SDL_HapticDirection effect.
+ *
+ * \param haptic the SDL_Haptic device to query
+ * \returns the number of axes on success or a negative error code on failure;
+ *          call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Checks to see if effect is supported by haptic.
+ * Check to see if an effect is supported by a haptic device.
+ *
+ * \param haptic the SDL_Haptic device to query
+ * \param effect the desired effect to query
+ * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
+ *          negative error code on failure; call SDL_GetError() for more
+ *          information.
  *
  *
- *  \param haptic Haptic device to check on.
- *  \param effect Effect to check to see if it is supported.
- *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticQuery
- *  \sa SDL_HapticNewEffect
+ * \sa SDL_HapticNewEffect
+ * \sa SDL_HapticQuery
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
 extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
                                                       SDL_HapticEffect *
                                                       SDL_HapticEffect *
                                                       effect);
                                                       effect);
 
 
 /**
 /**
- *  \brief Creates a new haptic effect on the device.
+ * Create a new haptic effect on a specified device.
  *
  *
- *  \param haptic Haptic device to create the effect on.
- *  \param effect Properties of the effect to create.
- *  \return The identifier of the effect on success or -1 on error.
+ * \param haptic an SDL_Haptic device to create the effect on
+ * \param effect an SDL_HapticEffect structure containing the properties of
+ *               the effect to create
+ * \returns the ID of the effect on success or a negative error code on
+ *          failure; call SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticUpdateEffect
- *  \sa SDL_HapticRunEffect
- *  \sa SDL_HapticDestroyEffect
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticRunEffect
+ * \sa SDL_HapticUpdateEffect
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
 extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
                                                 SDL_HapticEffect * effect);
                                                 SDL_HapticEffect * effect);
 
 
 /**
 /**
- *  \brief Updates the properties of an effect.
+ * Update the properties of an effect.
  *
  *
- *  Can be used dynamically, although behavior when dynamically changing
- *  direction may be strange.  Specifically the effect may reupload itself
- *  and start playing from the start.  You cannot change the type either when
- *  running SDL_HapticUpdateEffect().
+ * Can be used dynamically, although behavior when dynamically changing
+ * direction may be strange. Specifically the effect may re-upload itself and
+ * start playing from the start. You also cannot change the type either when
+ * running SDL_HapticUpdateEffect().
  *
  *
- *  \param haptic Haptic device that has the effect.
- *  \param effect Identifier of the effect to update.
- *  \param data New effect properties to use.
- *  \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device that has the effect
+ * \param effect the identifier of the effect to update
+ * \param data an SDL_HapticEffect structure containing the new effect
+ *             properties to use
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticNewEffect
- *  \sa SDL_HapticRunEffect
- *  \sa SDL_HapticDestroyEffect
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticNewEffect
+ * \sa SDL_HapticRunEffect
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
 extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
                                                    int effect,
                                                    int effect,
                                                    SDL_HapticEffect * data);
                                                    SDL_HapticEffect * data);
 
 
 /**
 /**
- *  \brief Runs the haptic effect on its associated haptic device.
+ * Run the haptic effect on its associated haptic device.
  *
  *
- *  If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
- *  repeating the envelope (attack and fade) every time.  If you only want the
- *  effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
- *  parameter.
+ * To repeat the effect over and over indefinitely, set `iterations` to
+ * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make
+ * one instance of the effect last indefinitely (so the effect does not fade),
+ * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY`
+ * instead.
  *
  *
- *  \param haptic Haptic device to run the effect on.
- *  \param effect Identifier of the haptic effect to run.
- *  \param iterations Number of iterations to run the effect. Use
- *         ::SDL_HAPTIC_INFINITY for infinity.
- *  \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to run the effect on
+ * \param effect the ID of the haptic effect to run
+ * \param iterations the number of iterations to run the effect; use
+ *                   `SDL_HAPTIC_INFINITY` to repeat forever
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticStopEffect
- *  \sa SDL_HapticDestroyEffect
- *  \sa SDL_HapticGetEffectStatus
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticGetEffectStatus
+ * \sa SDL_HapticStopEffect
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
 extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
                                                 int effect,
                                                 int effect,
                                                 Uint32 iterations);
                                                 Uint32 iterations);
 
 
 /**
 /**
- *  \brief Stops the haptic effect on its associated haptic device.
+ * Stop the haptic effect on its associated haptic device.
+ *
+ * *
+ *
+ * \param haptic the SDL_Haptic device to stop the effect on
+ * \param effect the ID of the haptic effect to stop
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \param haptic Haptic device to stop the effect on.
- *  \param effect Identifier of the effect to stop.
- *  \return 0 on success or -1 on error.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticRunEffect
- *  \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticDestroyEffect
+ * \sa SDL_HapticRunEffect
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
 extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
                                                  int effect);
                                                  int effect);
 
 
 /**
 /**
- *  \brief Destroys a haptic effect on the device.
+ * Destroy a haptic effect on the device.
+ *
+ * This will stop the effect if it's running. Effects are automatically
+ * destroyed when the device is closed.
  *
  *
- *  This will stop the effect if it's running.  Effects are automatically
- *  destroyed when the device is closed.
+ * \param haptic the SDL_Haptic device to destroy the effect on
+ * \param effect the ID of the haptic effect to destroy
  *
  *
- *  \param haptic Device to destroy the effect on.
- *  \param effect Identifier of the effect to destroy.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticNewEffect
+ * \sa SDL_HapticNewEffect
  */
  */
 extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
 extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
                                                      int effect);
                                                      int effect);
 
 
 /**
 /**
- *  \brief Gets the status of the current effect on the haptic device.
+ * Get the status of the current effect on the specified haptic device.
  *
  *
- *  Device must support the ::SDL_HAPTIC_STATUS feature.
+ * Device must support the SDL_HAPTIC_STATUS feature.
  *
  *
- *  \param haptic Haptic device to query the effect status on.
- *  \param effect Identifier of the effect to query its status.
- *  \return 0 if it isn't playing, 1 if it is playing or -1 on error.
+ * \param haptic the SDL_Haptic device to query for the effect status on
+ * \param effect the ID of the haptic effect to query its status
+ * \returns 0 if it isn't playing, 1 if it is playing, or a negative error
+ *          code on failure; call SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticRunEffect
- *  \sa SDL_HapticStopEffect
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticRunEffect
+ * \sa SDL_HapticStopEffect
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
 extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
                                                       int effect);
                                                       int effect);
 
 
 /**
 /**
- *  \brief Sets the global gain of the device.
+ * Set the global gain of the specified haptic device.
  *
  *
- *  Device must support the ::SDL_HAPTIC_GAIN feature.
+ * Device must support the SDL_HAPTIC_GAIN feature.
  *
  *
- *  The user may specify the maximum gain by setting the environment variable
- *  SDL_HAPTIC_GAIN_MAX which should be between 0 and 100.  All calls to
- *  SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
- *  maximum.
+ * The user may specify the maximum gain by setting the environment variable
+ * `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to
+ * SDL_HapticSetGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the
+ * maximum.
  *
  *
- *  \param haptic Haptic device to set the gain on.
- *  \param gain Value to set the gain to, should be between 0 and 100.
- *  \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to set the gain on
+ * \param gain value to set the gain to, should be between 0 and 100 (0 - 100)
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticQuery
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticQuery
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
 extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
 
 
 /**
 /**
- *  \brief Sets the global autocenter of the device.
+ * Set the global autocenter of the device.
+ *
+ * Autocenter should be between 0 and 100. Setting it to 0 will disable
+ * autocentering.
  *
  *
- *  Autocenter should be between 0 and 100.  Setting it to 0 will disable
- *  autocentering.
+ * Device must support the SDL_HAPTIC_AUTOCENTER feature.
  *
  *
- *  Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
+ * \param haptic the SDL_Haptic device to set autocentering on
+ * \param autocenter value to set autocenter to (0-100)
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \param haptic Haptic device to set autocentering on.
- *  \param autocenter Value to set autocenter to, 0 disables autocentering.
- *  \return 0 on success or -1 on error.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticQuery
+ * \sa SDL_HapticQuery
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
 extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
                                                     int autocenter);
                                                     int autocenter);
 
 
 /**
 /**
- *  \brief Pauses a haptic device.
+ * Pause a haptic device.
  *
  *
- *  Device must support the ::SDL_HAPTIC_PAUSE feature.  Call
- *  SDL_HapticUnpause() to resume playback.
+ * Device must support the `SDL_HAPTIC_PAUSE` feature. Call
+ * SDL_HapticUnpause() to resume playback.
  *
  *
- *  Do not modify the effects nor add new ones while the device is paused.
- *  That can cause all sorts of weird errors.
+ * Do not modify the effects nor add new ones while the device is paused. That
+ * can cause all sorts of weird errors.
  *
  *
- *  \param haptic Haptic device to pause.
- *  \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to pause
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticUnpause
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticUnpause
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Unpauses a haptic device.
+ * Unpause a haptic device.
  *
  *
- *  Call to unpause after SDL_HapticPause().
+ * Call to unpause after SDL_HapticPause().
  *
  *
- *  \param haptic Haptic device to unpause.
- *  \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to unpause
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticPause
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticPause
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Stops all the currently playing effects on a haptic device.
+ * Stop all the currently playing effects on a haptic device.
  *
  *
- *  \param haptic Haptic device to stop.
- *  \return 0 on success or -1 on error.
+ * \param haptic the SDL_Haptic device to stop
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Checks to see if rumble is supported on a haptic device.
+ * Check whether rumble is supported on a haptic device.
+ *
+ * \param haptic haptic device to check for rumble support
+ * \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
+ *          negative error code on failure; call SDL_GetError() for more
+ *          information.
  *
  *
- *  \param haptic Haptic device to check to see if it supports rumble.
- *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticRumbleInit
- *  \sa SDL_HapticRumblePlay
- *  \sa SDL_HapticRumbleStop
+ * \sa SDL_HapticRumbleInit
+ * \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleStop
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Initializes the haptic device for simple rumble playback.
+ * Initialize a haptic device for simple rumble playback.
  *
  *
- *  \param haptic Haptic device to initialize for simple rumble playback.
- *  \return 0 on success or -1 on error.
+ * \param haptic the haptic device to initialize for simple rumble playback
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticOpen
- *  \sa SDL_HapticRumbleSupported
- *  \sa SDL_HapticRumblePlay
- *  \sa SDL_HapticRumbleStop
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticOpen
+ * \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleStop
+ * \sa SDL_HapticRumbleSupported
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
 
 
 /**
 /**
- *  \brief Runs simple rumble on a haptic device
+ * Run a simple rumble effect on a haptic device.
  *
  *
- *  \param haptic Haptic device to play rumble effect on.
- *  \param strength Strength of the rumble to play as a 0-1 float value.
- *  \param length Length of the rumble to play in milliseconds.
- *  \return 0 on success or -1 on error.
+ * \param haptic the haptic device to play the rumble effect on
+ * \param strength strength of the rumble to play as a 0-1 float value
+ * \param length length of the rumble to play in milliseconds
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \sa SDL_HapticRumbleSupported
- *  \sa SDL_HapticRumbleInit
- *  \sa SDL_HapticRumbleStop
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HapticRumbleInit
+ * \sa SDL_HapticRumbleStop
+ * \sa SDL_HapticRumbleSupported
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
 extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
 
 
 /**
 /**
- *  \brief Stops the simple rumble on a haptic device.
+ * Stop the simple rumble on a haptic device.
+ *
+ * \param haptic the haptic device to stop the rumble effect on
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
  *
  *
- *  \param haptic Haptic to stop the rumble on.
- *  \return 0 on success or -1 on error.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_HapticRumbleSupported
- *  \sa SDL_HapticRumbleInit
- *  \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleInit
+ * \sa SDL_HapticRumblePlay
+ * \sa SDL_HapticRumbleSupported
  */
  */
 extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
 extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
 
 

+ 451 - 0
bsp/simulator/SDL2/include/SDL_hidapi.h

@@ -0,0 +1,451 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_hidapi.h
+ *
+ *  Header file for SDL HIDAPI functions.
+ *
+ *  This is an adaptation of the original HIDAPI interface by Alan Ott,
+ *  and includes source code licensed under the following BSD license:
+ *
+    Copyright (c) 2010, Alan Ott, Signal 11 Software
+    All rights reserved.
+
+    Redistribution and use in source and binary forms, with or without
+    modification, are permitted provided that the following conditions are met:
+
+    * Redistributions of source code must retain the above copyright notice,
+      this list of conditions and the following disclaimer.
+    * Redistributions in binary form must reproduce the above copyright
+      notice, this list of conditions and the following disclaimer in the
+      documentation and/or other materials provided with the distribution.
+    * Neither the name of Signal 11 Software nor the names of its
+      contributors may be used to endorse or promote products derived from
+      this software without specific prior written permission.
+
+    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+    ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+    LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+    CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+    SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+    INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+    ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+    POSSIBILITY OF SUCH DAMAGE.
+ *
+ * If you would like a version of SDL without this code, you can build SDL
+ * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for example
+ * on iOS or tvOS to avoid a dependency on the CoreBluetooth framework.
+ */
+
+#ifndef SDL_hidapi_h_
+#define SDL_hidapi_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \brief  A handle representing an open HID device
+ */
+struct SDL_hid_device_;
+typedef struct SDL_hid_device_ SDL_hid_device; /**< opaque hidapi structure */
+
+/** hidapi info structure */
+/**
+ *  \brief  Information about a connected HID device
+ */
+typedef struct SDL_hid_device_info
+{
+    /** Platform-specific device path */
+    char *path;
+    /** Device Vendor ID */
+    unsigned short vendor_id;
+    /** Device Product ID */
+    unsigned short product_id;
+    /** Serial Number */
+    wchar_t *serial_number;
+    /** Device Release Number in binary-coded decimal,
+        also known as Device Version Number */
+    unsigned short release_number;
+    /** Manufacturer String */
+    wchar_t *manufacturer_string;
+    /** Product string */
+    wchar_t *product_string;
+    /** Usage Page for this Device/Interface
+        (Windows/Mac only). */
+    unsigned short usage_page;
+    /** Usage for this Device/Interface
+        (Windows/Mac only).*/
+    unsigned short usage;
+    /** The USB interface which this logical device
+        represents.
+
+        * Valid on both Linux implementations in all cases.
+        * Valid on the Windows implementation only if the device
+          contains more than one interface. */
+    int interface_number;
+
+    /** Additional information about the USB interface.
+        Valid on libusb and Android implementations. */
+    int interface_class;
+    int interface_subclass;
+    int interface_protocol;
+
+    /** Pointer to the next device */
+    struct SDL_hid_device_info *next;
+} SDL_hid_device_info;
+
+
+/**
+ * Initialize the HIDAPI library.
+ *
+ * This function initializes the HIDAPI library. Calling it is not strictly
+ * necessary, as it will be called automatically by SDL_hid_enumerate() and
+ * any of the SDL_hid_open_*() functions if it is needed. This function should
+ * be called at the beginning of execution however, if there is a chance of
+ * HIDAPI handles being opened by different threads simultaneously.
+ *
+ * Each call to this function should have a matching call to SDL_hid_exit()
+ *
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_exit
+ */
+extern DECLSPEC int SDLCALL SDL_hid_init(void);
+
+/**
+ * Finalize the HIDAPI library.
+ *
+ * This function frees all of the static data associated with HIDAPI. It
+ * should be called at the end of execution to avoid memory leaks.
+ *
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_init
+ */
+extern DECLSPEC int SDLCALL SDL_hid_exit(void);
+
+/**
+ * Check to see if devices may have been added or removed.
+ *
+ * Enumerating the HID devices is an expensive operation, so you can call this
+ * to see if there have been any system device changes since the last call to
+ * this function. A change in the counter returned doesn't necessarily mean
+ * that anything has changed, but you can call SDL_hid_enumerate() to get an
+ * updated device list.
+ *
+ * Calling this function for the first time may cause a thread or other system
+ * resource to be allocated to track device change notifications.
+ *
+ * \returns a change counter that is incremented with each potential device
+ *          change, or 0 if device change detection isn't available.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_enumerate
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void);
+
+/**
+ * Enumerate the HID Devices.
+ *
+ * This function returns a linked list of all the HID devices attached to the
+ * system which match vendor_id and product_id. If `vendor_id` is set to 0
+ * then any vendor matches. If `product_id` is set to 0 then any product
+ * matches. If `vendor_id` and `product_id` are both set to 0, then all HID
+ * devices will be returned.
+ *
+ * \param vendor_id The Vendor ID (VID) of the types of device to open.
+ * \param product_id The Product ID (PID) of the types of device to open.
+ * \returns a pointer to a linked list of type SDL_hid_device_info, containing
+ *          information about the HID devices attached to the system, or NULL
+ *          in the case of failure. Free this linked list by calling
+ *          SDL_hid_free_enumeration().
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_hid_device_change_count
+ */
+extern DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id);
+
+/**
+ * Free an enumeration Linked List
+ *
+ * This function frees a linked list created by SDL_hid_enumerate().
+ *
+ * \param devs Pointer to a list of struct_device returned from
+ *             SDL_hid_enumerate().
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs);
+
+/**
+ * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally
+ * a serial number.
+ *
+ * If `serial_number` is NULL, the first device with the specified VID and PID
+ * is opened.
+ *
+ * \param vendor_id The Vendor ID (VID) of the device to open.
+ * \param product_id The Product ID (PID) of the device to open.
+ * \param serial_number The Serial Number of the device to open (Optionally
+ *                      NULL).
+ * \returns a pointer to a SDL_hid_device object on success or NULL on
+ *          failure.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number);
+
+/**
+ * Open a HID device by its path name.
+ *
+ * The path name be determined by calling SDL_hid_enumerate(), or a
+ * platform-specific path name can be used (eg: /dev/hidraw0 on Linux).
+ *
+ * \param path The path name of the device to open
+ * \returns a pointer to a SDL_hid_device object on success or NULL on
+ *          failure.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path, int bExclusive /* = false */);
+
+/**
+ * Write an Output report to a HID device.
+ *
+ * The first byte of `data` must contain the Report ID. For devices which only
+ * support a single report, this must be set to 0x0. The remaining bytes
+ * contain the report data. Since the Report ID is mandatory, calls to
+ * SDL_hid_write() will always contain one more byte than the report contains.
+ * For example, if a hid report is 16 bytes long, 17 bytes must be passed to
+ * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report),
+ * followed by the report data (16 bytes). In this example, the length passed
+ * in would be 17.
+ *
+ * SDL_hid_write() will send the data on the first OUT endpoint, if one
+ * exists. If it does not, it will send the data through the Control Endpoint
+ * (Endpoint 0).
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data The data to send, including the report number as the first
+ *             byte.
+ * \param length The length in bytes of the data to send.
+ * \returns the actual number of bytes written and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length);
+
+/**
+ * Read an Input report from a HID device with timeout.
+ *
+ * Input reports are returned to the host through the INTERRUPT IN endpoint.
+ * The first byte will contain the Report number if the device uses numbered
+ * reports.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data A buffer to put the read data into.
+ * \param length The number of bytes to read. For devices with multiple
+ *               reports, make sure to read an extra byte for the report
+ *               number.
+ * \param milliseconds timeout in milliseconds or -1 for blocking wait.
+ * \returns the actual number of bytes read and -1 on error. If no packet was
+ *          available to be read within the timeout period, this function
+ *          returns 0.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds);
+
+/**
+ * Read an Input report from a HID device.
+ *
+ * Input reports are returned to the host through the INTERRUPT IN endpoint.
+ * The first byte will contain the Report number if the device uses numbered
+ * reports.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data A buffer to put the read data into.
+ * \param length The number of bytes to read. For devices with multiple
+ *               reports, make sure to read an extra byte for the report
+ *               number.
+ * \returns the actual number of bytes read and -1 on error. If no packet was
+ *          available to be read and the handle is in non-blocking mode, this
+ *          function returns 0.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length);
+
+/**
+ * Set the device handle to be non-blocking.
+ *
+ * In non-blocking mode calls to SDL_hid_read() will return immediately with a
+ * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read()
+ * will wait (block) until there is data to read before returning.
+ *
+ * Nonblocking can be turned on and off at any time.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param nonblock enable or not the nonblocking reads - 1 to enable
+ *                 nonblocking - 0 to disable nonblocking.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock);
+
+/**
+ * Send a Feature report to the device.
+ *
+ * Feature reports are sent over the Control endpoint as a Set_Report
+ * transfer. The first byte of `data` must contain the Report ID. For devices
+ * which only support a single report, this must be set to 0x0. The remaining
+ * bytes contain the report data. Since the Report ID is mandatory, calls to
+ * SDL_hid_send_feature_report() will always contain one more byte than the
+ * report contains. For example, if a hid report is 16 bytes long, 17 bytes
+ * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for
+ * devices which do not use numbered reports), followed by the report data (16
+ * bytes). In this example, the length passed in would be 17.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data The data to send, including the report number as the first
+ *             byte.
+ * \param length The length in bytes of the data to send, including the report
+ *               number.
+ * \returns the actual number of bytes written and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length);
+
+/**
+ * Get a feature report from a HID device.
+ *
+ * Set the first byte of `data` to the Report ID of the report to be read.
+ * Make sure to allow space for this extra byte in `data`. Upon return, the
+ * first byte will still contain the Report ID, and the report data will start
+ * in data[1].
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param data A buffer to put the read data into, including the Report ID.
+ *             Set the first byte of `data` to the Report ID of the report to
+ *             be read, or set it to zero if your device does not use numbered
+ *             reports.
+ * \param length The number of bytes to read, including an extra byte for the
+ *               report ID. The buffer can be longer than the actual report.
+ * \returns the number of bytes read plus one for the report ID (which is
+ *          still in the first byte), or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length);
+
+/**
+ * Close a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void SDLCALL SDL_hid_close(SDL_hid_device *dev);
+
+/**
+ * Get The Manufacturer String from a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
+
+/**
+ * Get The Product String from a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
+
+/**
+ * Get The Serial Number String from a HID device.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen);
+
+/**
+ * Get a string from a HID device, based on its string index.
+ *
+ * \param dev A device handle returned from SDL_hid_open().
+ * \param string_index The index of the string to get.
+ * \param string A wide string buffer to put the data into.
+ * \param maxlen The length of the buffer in multiples of wchar_t.
+ * \returns 0 on success and -1 on error.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen);
+
+/**
+ * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers
+ *
+ * \param active SDL_TRUE to start the scan, SDL_FALSE to stop the scan
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void SDLCALL SDL_hid_ble_scan(SDL_bool active);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_hidapi_h_ */
+
+/* vi: set sts=4 ts=4 sw=4 expandtab: */

+ 1967 - 0
bsp/simulator/SDL2/include/SDL_hints.h

@@ -0,0 +1,1967 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_hints.h
+ *
+ *  Official documentation for SDL configuration variables
+ *
+ *  This file contains functions to set and get configuration hints,
+ *  as well as listing each of them alphabetically.
+ *
+ *  The convention for naming hints is SDL_HINT_X, where "SDL_X" is
+ *  the environment variable that can be used to override the default.
+ *
+ *  In general these hints are just that - they may or may not be
+ *  supported or applicable on any given platform, but they provide
+ *  a way for an application or user to give the library a hint as
+ *  to how they would like the library to work.
+ */
+
+#ifndef SDL_hints_h_
+#define SDL_hints_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \brief  A variable controlling whether the Android / iOS built-in
+ *  accelerometer should be listed as a joystick device.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - The accelerometer is not listed as a joystick
+ *    "1"       - The accelerometer is available as a 3 axis joystick (the default).
+ */
+#define SDL_HINT_ACCELEROMETER_AS_JOYSTICK "SDL_ACCELEROMETER_AS_JOYSTICK"
+
+/**
+ *  \brief Specify the behavior of Alt+Tab while the keyboard is grabbed.
+ *
+ * By default, SDL emulates Alt+Tab functionality while the keyboard is grabbed
+ * and your window is full-screen. This prevents the user from getting stuck in
+ * your application if you've enabled keyboard grab.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL will not handle Alt+Tab. Your application is responsible
+                 for handling Alt+Tab while the keyboard is grabbed.
+ *   "1"       - SDL will minimize your window when Alt+Tab is pressed (default)
+*/
+#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED"
+
+/**
+ *  \brief If set to "0" then never set the top most bit on a SDL Window, even if the video mode expects it.
+ *      This is a debugging aid for developers and not expected to be used by end users. The default is "1"
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - don't allow topmost
+ *    "1"       - allow topmost
+ */
+#define SDL_HINT_ALLOW_TOPMOST "SDL_ALLOW_TOPMOST"
+
+/**
+ * \brief Android APK expansion main file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION"
+
+/**
+ * \brief Android APK expansion patch file version. Should be a string number like "1", "2" etc.
+ *
+ * Must be set together with SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION.
+ *
+ * If both hints were set then SDL_RWFromFile() will look into expansion files
+ * after a given relative path was not found in the internal storage and assets.
+ *
+ * By default this hint is not set and the APK expansion files are not searched.
+ */
+#define SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION "SDL_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION"
+
+/**
+ * \brief A variable to control whether the event loop will block itself when the app is paused.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - Non blocking.
+ *   "1"       - Blocking. (default)
+ *
+ * The value should be set before SDL is initialized.
+ */
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE"
+
+/**
+ * \brief A variable to control whether SDL will pause audio in background
+ *        (Requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
+ *
+ * The variable can be set to the following values:
+ *   "0"       - Non paused.
+ *   "1"       - Paused. (default)
+ *
+ * The value should be set before SDL is initialized.
+ */
+#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO "SDL_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO"
+
+/**
+ * \brief A variable to control whether we trap the Android back button to handle it manually.
+ *        This is necessary for the right mouse button to work on some Android devices, or
+ *        to be able to trap the back button for use in your code reliably.  If set to true,
+ *        the back button will show up as an SDL_KEYDOWN / SDL_KEYUP pair with a keycode of
+ *        SDL_SCANCODE_AC_BACK.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - Back button will be handled as usual for system. (default)
+ *   "1"       - Back button will be trapped, allowing you to handle the key press
+ *               manually.  (This will also let right mouse click work on systems
+ *               where the right mouse button functions as back.)
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
+
+/**
+ *  \brief Specify an application name.
+ *
+ * This hint lets you specify the application name sent to the OS when
+ * required. For example, this will often appear in volume control applets for
+ * audio streams, and in lists of applications which are inhibiting the
+ * screensaver.  You should use a string that describes your program ("My Game
+ * 2: The Revenge")
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: probably the application's name or "SDL Application" if SDL
+ * doesn't have any better information.
+ *
+ * Note that, for audio streams, this can be overridden with
+ * SDL_HINT_AUDIO_DEVICE_APP_NAME.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_APP_NAME "SDL_APP_NAME"
+
+/**
+ *  \brief  A variable controlling whether controllers used with the Apple TV
+ *  generate UI events.
+ *
+ * When UI events are generated by controller input, the app will be
+ * backgrounded when the Apple TV remote's menu button is pressed, and when the
+ * pause or B buttons on gamepads are pressed.
+ *
+ * More information about properly making use of controllers for the Apple TV
+ * can be found here:
+ * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Controller input does not generate UI events (the default).
+ *    "1"       - Controller input generates UI events.
+ */
+#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS"
+
+/**
+ * \brief  A variable controlling whether the Apple TV remote's joystick axes
+ *         will automatically match the rotation of the remote.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Remote orientation does not affect joystick axes (the default).
+ *    "1"       - Joystick axes are based on the orientation of the remote.
+ */
+#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION"
+
+/**
+ *  \brief  A variable controlling the audio category on iOS and Mac OS X
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "ambient"     - Use the AVAudioSessionCategoryAmbient audio category, will be muted by the phone mute switch (default)
+ *    "playback"    - Use the AVAudioSessionCategoryPlayback category
+ *
+ *  For more information, see Apple's documentation:
+ *  https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html
+ */
+#define SDL_HINT_AUDIO_CATEGORY   "SDL_AUDIO_CATEGORY"
+
+/**
+ *  \brief Specify an application name for an audio device.
+ *
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
+ * stream. Among other things, this description might show up in a system
+ * control panel that lets the user adjust the volume on specific audio
+ * streams instead of using one giant master volume slider.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your program ("My Game 2: The Revenge")
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
+ * set. Otherwise, it'll probably the application's name or "SDL Application"
+ * if SDL doesn't have any better information.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
+
+/**
+ *  \brief Specify an application name for an audio device.
+ *
+ * Some audio backends (such as PulseAudio) allow you to describe your audio
+ * stream. Among other things, this description might show up in a system
+ * control panel that lets the user adjust the volume on specific audio
+ * streams instead of using one giant master volume slider.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing ("audio stream" is
+ * probably sufficient in many cases, but this could be useful for something
+ * like "team chat" if you have a headset playing VoIP audio separately).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "audio stream" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME"
+
+/**
+ *  \brief Specify an application role for an audio device.
+ *
+ * Some audio backends (such as Pipewire) allow you to describe the role of
+ * your audio stream. Among other things, this description might show up in
+ * a system control panel or software for displaying and manipulating media
+ * playback/capture graphs.
+ *
+ * This hints lets you transmit that information to the OS. The contents of
+ * this hint are used while opening an audio device. You should use a string
+ * that describes your what your program is playing (Game, Music, Movie,
+ * etc...).
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "Game" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE"
+
+/**
+ *  \brief  A variable controlling speed/quality tradeoff of audio resampling.
+ *
+ *  If available, SDL can use libsamplerate ( http://www.mega-nerd.com/SRC/ )
+ *  to handle audio resampling. There are different resampling modes available
+ *  that produce different levels of quality, using more CPU.
+ *
+ *  If this hint isn't specified to a valid setting, or libsamplerate isn't
+ *  available, SDL will use the default, internal resampling algorithm.
+ *
+ *  Note that this is currently only applicable to resampling audio that is
+ *  being written to a device for playback or audio being read from a device
+ *  for capture. SDL_AudioCVT always uses the default resampler (although this
+ *  might change for SDL 2.1).
+ *
+ *  This hint is currently only checked at audio subsystem initialization.
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "0" or "default" - Use SDL's internal resampling (Default when not set - low quality, fast)
+ *    "1" or "fast"    - Use fast, slightly higher quality resampling, if available
+ *    "2" or "medium"  - Use medium quality resampling, if available
+ *    "3" or "best"    - Use high quality resampling, if available
+ */
+#define SDL_HINT_AUDIO_RESAMPLING_MODE   "SDL_AUDIO_RESAMPLING_MODE"
+
+/**
+ *  \brief  A variable controlling whether SDL updates joystick state when getting input events
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "0"     - You'll call SDL_JoystickUpdate() manually
+ *    "1"     - SDL will automatically call SDL_JoystickUpdate() (default)
+ *
+ *  This hint can be toggled on and off at runtime.
+ */
+#define SDL_HINT_AUTO_UPDATE_JOYSTICKS  "SDL_AUTO_UPDATE_JOYSTICKS"
+
+/**
+ *  \brief  A variable controlling whether SDL updates sensor state when getting input events
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "0"     - You'll call SDL_SensorUpdate() manually
+ *    "1"     - SDL will automatically call SDL_SensorUpdate() (default)
+ *
+ *  This hint can be toggled on and off at runtime.
+ */
+#define SDL_HINT_AUTO_UPDATE_SENSORS    "SDL_AUTO_UPDATE_SENSORS"
+
+/**
+ *  \brief Prevent SDL from using version 4 of the bitmap header when saving BMPs.
+ *
+ * The bitmap header version 4 is required for proper alpha channel support and
+ * SDL will use it when required. Should this not be desired, this hint can
+ * force the use of the 40 byte header version which is supported everywhere.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - Surfaces with a colorkey or an alpha channel are saved to a
+ *               32-bit BMP file with an alpha mask. SDL will use the bitmap
+ *               header version 4 and set the alpha mask accordingly.
+ *   "1"       - Surfaces with a colorkey or an alpha channel are saved to a
+ *               32-bit BMP file without an alpha mask. The alpha channel data
+ *               will be in the file, but applications are going to ignore it.
+ *
+ * The default value is "0".
+ */
+#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT"
+
+/**
+ *  \brief Override for SDL_GetDisplayUsableBounds()
+ *
+ *  If set, this hint will override the expected results for
+ *  SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want
+ *  to do this, but this allows an embedded system to request that some of the
+ *  screen be reserved for other uses when paired with a well-behaved
+ *  application.
+ *
+ *  The contents of this hint must be 4 comma-separated integers, the first
+ *  is the bounds x, then y, width and height, in that order.
+ */
+#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS"
+
+/**
+ *  \brief Disable giving back control to the browser automatically
+ *  when running with asyncify
+ *
+ * With -s ASYNCIFY, SDL2 calls emscripten_sleep during operations
+ * such as refreshing the screen or polling events.
+ *
+ * This hint only applies to the emscripten platform
+ *
+ * The variable can be set to the following values:
+ *    "0"       - Disable emscripten_sleep calls (if you give back browser control manually or use asyncify for other purposes)
+ *    "1"       - Enable emscripten_sleep calls (the default)
+ */
+#define SDL_HINT_EMSCRIPTEN_ASYNCIFY   "SDL_EMSCRIPTEN_ASYNCIFY"
+
+/**
+ *  \brief override the binding element for keyboard inputs for Emscripten builds
+ *
+ * This hint only applies to the emscripten platform
+ *
+ * The variable can be one of
+ *    "#window"      - The javascript window object (this is the default)
+ *    "#document"    - The javascript document object
+ *    "#screen"      - the javascript window.screen object
+ *    "#canvas"      - the WebGL canvas element
+ *    any other string without a leading # sign applies to the element on the page with that ID.
+ */
+#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT   "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT"
+
+/**
+ *  \brief  A variable that controls whether Steam Controllers should be exposed using the SDL joystick and game controller APIs
+ *
+ *  The variable can be set to the following values:
+ *    "0"       - Do not scan for Steam Controllers
+ *    "1"       - Scan for Steam Controllers (the default)
+ *
+ *  The default value is "1".  This hint must be set before initializing the joystick subsystem.
+ */
+#define SDL_HINT_ENABLE_STEAM_CONTROLLERS "SDL_ENABLE_STEAM_CONTROLLERS"
+
+/**
+ *  \brief  A variable controlling whether SDL logs all events pushed onto its internal queue.
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "0"     - Don't log any events (default)
+ *    "1"     - Log all events except mouse and finger motion, which are pretty spammy.
+ *    "2"     - Log all events.
+ *
+ *  This is generally meant to be used to debug SDL itself, but can be useful
+ *  for application developers that need better visibility into what is going
+ *  on in the event queue. Logged events are sent through SDL_Log(), which
+ *  means by default they appear on stdout on most platforms or maybe
+ *  OutputDebugString() on Windows, and can be funneled by the app with
+ *  SDL_LogSetOutputFunction(), etc.
+ *
+ *  This hint can be toggled on and off at runtime, if you only need to log
+ *  events for a small subset of program execution.
+ */
+#define SDL_HINT_EVENT_LOGGING   "SDL_EVENT_LOGGING"
+
+/**
+ *  \brief  A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
+ *
+ *  SDL can try to accelerate the SDL screen surface by using streaming
+ *  textures with a 3D rendering engine.  This variable controls whether and
+ *  how this is done.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable 3D acceleration
+ *    "1"       - Enable 3D acceleration, using the default renderer.
+ *    "X"       - Enable 3D acceleration, using X where X is one of the valid rendering drivers.  (e.g. "direct3d", "opengl", etc.)
+ *
+ *  By default SDL tries to make a best guess for each platform whether
+ *  to use acceleration or not.
+ */
+#define SDL_HINT_FRAMEBUFFER_ACCELERATION   "SDL_FRAMEBUFFER_ACCELERATION"
+
+/**
+ *  \brief  A variable that lets you manually hint extra gamecontroller db entries.
+ *
+ *  The variable should be newline delimited rows of gamecontroller config data, see SDL_gamecontroller.h
+ *
+ *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
+ */
+#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"
+
+/**
+ *  \brief  A variable that lets you provide a file with extra gamecontroller db entries.
+ *
+ *  The file should contain lines of gamecontroller config data, see SDL_gamecontroller.h
+ *
+ *  This hint must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ *  You can update mappings after the system is initialized with SDL_GameControllerMappingForGUID() and SDL_GameControllerAddMapping()
+ */
+#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE"
+
+/**
+ *  \brief  A variable that overrides the automatic controller type detection
+ *
+ *  The variable should be comma separated entries, in the form: VID/PID=type
+ *
+ *  The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd
+ *
+ *  The type should be one of:
+ *      Xbox360
+ *      XboxOne
+ *      PS3
+ *      PS4
+ *      PS5
+ *      SwitchPro
+ *
+ *  This hint affects what driver is used, and must be set before calling SDL_Init(SDL_INIT_GAMECONTROLLER)
+ */
+#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE"
+
+/**
+ *  \brief  A variable containing a list of devices to skip when scanning for game controllers.
+ *
+ *  The format of the string is a comma separated list of USB VID/PID pairs
+ *  in hexadecimal form, e.g.
+ *
+ *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ *  The variable can also take the form of @file, in which case the named
+ *  file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES"
+
+/**
+ *  \brief  If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
+ *
+ *  The format of the string is a comma separated list of USB VID/PID pairs
+ *  in hexadecimal form, e.g.
+ *
+ *      0xAAAA/0xBBBB,0xCCCC/0xDDDD
+ *
+ *  The variable can also take the form of @file, in which case the named
+ *  file will be loaded and interpreted as the value of the variable.
+ */
+#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
+
+/**
+ *  \brief  If set, game controller face buttons report their values according to their labels instead of their positional layout.
+ *
+ *  For example, on Nintendo Switch controllers, normally you'd get:
+ *
+ *      (Y)
+ *  (X)     (B)
+ *      (A)
+ *
+ *  but if this hint is set, you'll get:
+ *
+ *      (X)
+ *  (Y)     (A)
+ *      (B)
+ *
+ *  The variable can be set to the following values:
+ *    "0"       - Report the face buttons by position, as though they were on an Xbox controller.
+ *    "1"       - Report the face buttons by label instead of position
+ *
+ *  The default value is "1".  This hint may be set at any time.
+ */
+#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
+
+/**
+ *  \brief  A variable controlling whether grabbing input grabs the keyboard
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Grab will affect only the mouse
+ *    "1"       - Grab will affect mouse and keyboard
+ *
+ *  By default SDL will not grab the keyboard so system shortcuts still work.
+ */
+#define SDL_HINT_GRAB_KEYBOARD              "SDL_GRAB_KEYBOARD"
+
+/**
+ *  \brief  A variable controlling whether the idle timer is disabled on iOS.
+ *
+ *  When an iOS app does not receive touches for some time, the screen is
+ *  dimmed automatically. For games where the accelerometer is the only input
+ *  this is problematic. This functionality can be disabled by setting this
+ *  hint.
+ *
+ *  As of SDL 2.0.4, SDL_EnableScreenSaver() and SDL_DisableScreenSaver()
+ *  accomplish the same thing on iOS. They should be preferred over this hint.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Enable idle timer
+ *    "1"       - Disable idle timer
+ */
+#define SDL_HINT_IDLE_TIMER_DISABLED "SDL_IOS_IDLE_TIMER_DISABLED"
+
+/**
+ * \brief A variable to control whether certain IMEs should handle text editing internally instead of sending SDL_TEXTEDITING events.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL_TEXTEDITING events are sent, and it is the application's
+ *               responsibility to render the text from these events and
+ *               differentiate it somehow from committed text. (default)
+ *   "1"       - If supported by the IME then SDL_TEXTEDITING events are not sent,
+ *               and text that is being composed will be rendered in its own UI.
+ */
+#define SDL_HINT_IME_INTERNAL_EDITING "SDL_IME_INTERNAL_EDITING"
+
+/**
+ * \brief A variable to control whether certain IMEs should show native UI components (such as the Candidate List) instead of suppressing them.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - Native UI components are not display. (default)
+ *   "1"       - Native UI components are displayed.
+ */
+#define SDL_HINT_IME_SHOW_UI "SDL_IME_SHOW_UI"
+
+/**
+ * \brief  A variable controlling whether the home indicator bar on iPhone X
+ *         should be hidden.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - The indicator bar is not hidden (default for windowed applications)
+ *    "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
+ *    "2"       - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
+ */
+#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR"
+
+/**
+ *  \brief  A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
+ *
+ *  The variable can be set to the following values:
+ *    "0"       - Disable joystick & gamecontroller input events when the
+ *                application is in the background.
+ *    "1"       - Enable joystick & gamecontroller input events when the
+ *                application is in the background.
+ *
+ *  The default value is "0".  This hint may be set at any time.
+ */
+#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI joystick drivers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI drivers are not used
+ *    "1"       - HIDAPI drivers are used (the default)
+ *
+ *  This variable is the default for all drivers, but can be overridden by the hints for specific drivers below.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI driver is not used
+ *    "1"       - HIDAPI driver is used
+ *
+ *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE"
+
+ /**
+  *  \brief  A variable controlling whether Switch Joy-Cons should be treated the same as Switch Pro Controllers when using the HIDAPI driver.
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - basic Joy-Con support with no analog input (the default)
+  *    "1"       - Joy-Cons treated as half full Pro Controllers with analog inputs and sensors
+  *
+  *  This does not combine Joy-Cons into a single controller. That's up to the user.
+  */
+#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS"
+
+ /**
+  *  \brief  A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - HIDAPI driver is not used
+  *    "1"       - HIDAPI driver is used
+  *
+  *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+  */
+#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI driver is not used
+ *    "1"       - HIDAPI driver is used
+ *
+ *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
+
+/**
+ *  \brief  A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - extended reports are not enabled (the default)
+ *    "1"       - extended reports
+ *
+ *  Extended input reports allow rumble on Bluetooth PS4 controllers, but
+ *  break DirectInput handling for applications that don't use SDL.
+ *
+ *  Once extended reports are enabled, they can not be disabled without
+ *  power cycling the controller.
+ *
+ *  For compatibility with applications written for versions of SDL prior
+ *  to the introduction of PS5 controller support, this value will also
+ *  control the state of extended reports on PS5 controllers when the
+ *  SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE hint is not explicitly set.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI driver is not used
+ *    "1"       - HIDAPI driver is used
+ *
+ *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5"
+
+/**
+ *  \brief  A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - player LEDs are not enabled
+ *    "1"       - player LEDs are enabled (the default)
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED"
+
+/**
+ *  \brief  A variable controlling whether extended input reports should be used for PS5 controllers when using the HIDAPI driver.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - extended reports are not enabled (the default)
+ *    "1"       - extended reports
+ *
+ *  Extended input reports allow rumble on Bluetooth PS5 controllers, but
+ *  break DirectInput handling for applications that don't use SDL.
+ *
+ *  Once extended reports are enabled, they can not be disabled without
+ *  power cycling the controller.
+ *
+ *  For compatibility with applications written for versions of SDL prior
+ *  to the introduction of PS5 controller support, this value defaults to
+ *  the value of SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE "SDL_JOYSTICK_HIDAPI_PS5_RUMBLE"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI driver is not used
+ *    "1"       - HIDAPI driver is used
+ *
+ *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI driver is not used
+ *    "1"       - HIDAPI driver is used for Steam Controllers, which requires Bluetooth access
+ *                and may prompt the user for permission on iOS and Android.
+ *
+ *  The default is "0"
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI driver is not used
+ *    "1"       - HIDAPI driver is used
+ *
+ *  The default is the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH"
+
+/**
+ *  \brief  A variable controlling whether the Home button LED should be turned on when a Nintendo Switch controller is opened
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - home button LED is turned off
+ *    "1"       - home button LED is turned on
+ *
+ *  By default the Home button LED state is not changed.
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED"
+
+/**
+ *  \brief  A variable controlling whether the HIDAPI driver for XBox controllers should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - HIDAPI driver is not used
+ *    "1"       - HIDAPI driver is used
+ *
+ *  The default is "0" on Windows, otherwise the value of SDL_HINT_JOYSTICK_HIDAPI
+ */
+#define SDL_HINT_JOYSTICK_HIDAPI_XBOX   "SDL_JOYSTICK_HIDAPI_XBOX"
+
+ /**
+  *  \brief  A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - RAWINPUT drivers are not used
+  *    "1"       - RAWINPUT drivers are used (the default)
+  *
+  */
+#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT"
+
+ /**
+  *  \brief  A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - RAWINPUT driver will only use data from raw input APIs
+  *    "1"       - RAWINPUT driver will also pull data from XInput, providing
+  *                better trigger axes, guide button presses, and rumble support
+  *                for Xbox controllers
+  *
+  *  The default is "1".  This hint applies to any joysticks opened after setting the hint.
+  */
+#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT   "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT"
+
+ /**
+  *  \brief  A variable controlling whether a separate thread should be used
+  *          for handling joystick detection and raw input messages on Windows
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - A separate thread is not used (the default)
+  *    "1"       - A separate thread is used for handling raw input messages
+  *
+  */
+#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD"
+
+/**
+ * \brief Determines whether SDL enforces that DRM master is required in order
+ *        to initialize the KMSDRM video backend.
+ *
+ * The DRM subsystem has a concept of a "DRM master" which is a DRM client that
+ * has the ability to set planes, set cursor, etc. When SDL is DRM master, it
+ * can draw to the screen using the SDL rendering APIs. Without DRM master, SDL
+ * is still able to process input and query attributes of attached displays,
+ * but it cannot change display state or draw to the screen directly.
+ *
+ * In some cases, it can be useful to have the KMSDRM backend even if it cannot
+ * be used for rendering. An app may want to use SDL for input processing while
+ * using another rendering API (such as an MMAL overlay on Raspberry Pi) or
+ * using its own code to render to DRM overlays that SDL doesn't support.
+ *
+ * This hint must be set before initializing the video subsystem.
+ *
+ * This variable can be set to the following values:
+ *    "0"       - SDL will allow usage of the KMSDRM backend without DRM master
+ *    "1"       - SDL Will require DRM master to use the KMSDRM backend (default)
+ */
+#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER      "SDL_KMSDRM_REQUIRE_DRM_MASTER"
+
+ /**
+  *  \brief  A comma separated list of devices to open as joysticks
+  *
+  *  This variable is currently only used by the Linux joystick driver.
+  */
+#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE"
+
+ /**
+  *  \brief  A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - Use /dev/input/event*
+  *    "1"       - Use /dev/input/js*
+  *
+  *  By default the /dev/input/event* interfaces are used
+  */
+#define SDL_HINT_LINUX_JOYSTICK_CLASSIC "SDL_LINUX_JOYSTICK_CLASSIC"
+
+ /**
+  *  \brief  A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
+  *
+  *  This variable can be set to the following values:
+  *    "0"       - Return unfiltered joystick axis values (the default)
+  *    "1"       - Return axis values with deadzones taken into account
+  */
+#define SDL_HINT_LINUX_JOYSTICK_DEADZONES "SDL_LINUX_JOYSTICK_DEADZONES"
+
+/**
+*  \brief  When set don't force the SDL app to become a foreground process
+*
+*  This hint only applies to Mac OS X.
+*
+*/
+#define SDL_HINT_MAC_BACKGROUND_APP    "SDL_MAC_BACKGROUND_APP"
+
+/**
+ *  \brief A variable that determines whether ctrl+click should generate a right-click event on Mac
+ *
+ *  If present, holding ctrl while left clicking will generate a right click
+ *  event when on Mac.
+ */
+#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK"
+
+/**
+ *  \brief  A variable setting the double click radius, in pixels.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS    "SDL_MOUSE_DOUBLE_CLICK_RADIUS"
+
+/**
+ *  \brief  A variable setting the double click time, in milliseconds.
+ */
+#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME    "SDL_MOUSE_DOUBLE_CLICK_TIME"
+
+/**
+ *  \brief Allow mouse click events when clicking to focus an SDL window
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Ignore mouse clicks that activate a window
+ *    "1"       - Generate events for mouse clicks that activate a window
+ *
+ *  By default SDL will ignore mouse clicks that activate a window
+ */
+#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH"
+
+/**
+ *  \brief  A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode
+ */
+#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE    "SDL_MOUSE_NORMAL_SPEED_SCALE"
+
+/**
+ *  \brief  A variable controlling whether relative mouse mode is implemented using mouse warping
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Relative mouse mode uses raw input
+ *    "1"       - Relative mouse mode uses mouse warping
+ *
+ *  By default SDL will use raw input for relative mouse mode
+ */
+#define SDL_HINT_MOUSE_RELATIVE_MODE_WARP    "SDL_MOUSE_RELATIVE_MODE_WARP"
+
+/**
+ *  \brief  A variable controlling whether relative mouse motion is affected by renderer scaling
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Relative motion is unaffected by DPI or renderer's logical size
+ *    "1"       - Relative motion is scaled according to DPI scaling and logical size
+ *
+ *  By default relative mouse deltas are affected by DPI and renderer scaling
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SCALING "SDL_MOUSE_RELATIVE_SCALING"
+
+/**
+ *  \brief  A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode
+ */
+#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE    "SDL_MOUSE_RELATIVE_SPEED_SCALE"
+
+/**
+ *  \brief  A variable controlling whether mouse events should generate synthetic touch events
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Mouse events will not generate touch events (default for desktop platforms)
+ *    "1"       - Mouse events will generate touch events (default for mobile platforms, such as Android and iOS)
+ */
+#define SDL_HINT_MOUSE_TOUCH_EVENTS    "SDL_MOUSE_TOUCH_EVENTS"
+
+/**
+ *  \brief Tell SDL not to catch the SIGINT or SIGTERM signals.
+ *
+ * This hint only applies to Unix-like platforms, and should set before
+ * any calls to SDL_Init()
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL will install a SIGINT and SIGTERM handler, and when it
+ *               catches a signal, convert it into an SDL_QUIT event.
+ *   "1"       - SDL will not install a signal handler at all.
+ */
+#define SDL_HINT_NO_SIGNAL_HANDLERS   "SDL_NO_SIGNAL_HANDLERS"
+
+/**
+ *  \brief  A variable controlling what driver to use for OpenGL ES contexts.
+ *
+ *  On some platforms, currently Windows and X11, OpenGL drivers may support
+ *  creating contexts with an OpenGL ES profile. By default SDL uses these
+ *  profiles, when available, otherwise it attempts to load an OpenGL ES
+ *  library, e.g. that provided by the ANGLE project. This variable controls
+ *  whether SDL follows this default behaviour or will always load an
+ *  OpenGL ES library.
+ *
+ *  Circumstances where this is useful include
+ *  - Testing an app with a particular OpenGL ES implementation, e.g ANGLE,
+ *    or emulator, e.g. those from ARM, Imagination or Qualcomm.
+ *  - Resolving OpenGL ES function addresses at link time by linking with
+ *    the OpenGL ES library instead of querying them at run time with
+ *    SDL_GL_GetProcAddress().
+ *
+ *  Caution: for an application to work with the default behaviour across
+ *  different OpenGL drivers it must query the OpenGL ES function
+ *  addresses at run time using SDL_GL_GetProcAddress().
+ *
+ *  This variable is ignored on most platforms because OpenGL ES is native
+ *  or not supported.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Use ES profile of OpenGL, if available. (Default when not set.)
+ *    "1"       - Load OpenGL ES library using the default library names.
+ *
+ */
+#define SDL_HINT_OPENGL_ES_DRIVER   "SDL_OPENGL_ES_DRIVER"
+
+/**
+ *  \brief  A variable controlling which orientations are allowed on iOS/Android.
+ *
+ *  In some circumstances it is necessary to be able to explicitly control
+ *  which UI orientations are allowed.
+ *
+ *  This variable is a space delimited list of the following values:
+ *    "LandscapeLeft", "LandscapeRight", "Portrait" "PortraitUpsideDown"
+ */
+#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
+
+/**
+ *  \brief  A variable controlling the use of a sentinel event when polling the event queue
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable poll sentinels
+ *    "1"       - Enable poll sentinels
+ *
+ *  When polling for events, SDL_PumpEvents is used to gather new events from devices.
+ *  If a device keeps producing new events between calls to SDL_PumpEvents, a poll loop will
+ *  become stuck until the new events stop.
+ *  This is most noticable when moving a high frequency mouse.
+ *
+ *  By default, poll sentinels are enabled.
+ */
+#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL"
+
+/**
+ *  \brief Override for SDL_GetPreferredLocales()
+ *
+ *  If set, this will be favored over anything the OS might report for the
+ *  user's preferred locales. Changing this hint at runtime will not generate
+ *  a SDL_LOCALECHANGED event (but if you can change the hint, you can push
+ *  your own event, if you want).
+ *
+ *  The format of this hint is a comma-separated list of language and locale,
+ *  combined with an underscore, as is a common format: "en_GB". Locale is
+ *  optional: "en". So you might have a list like this: "en_GB,jp,es_PT"
+ */
+#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES"
+
+/**
+ *  \brief  A variable describing the content orientation on QtWayland-based platforms.
+ *
+ *  On QtWayland platforms, windows are rotated client-side to allow for custom
+ *  transitions. In order to correctly position overlays (e.g. volume bar) and
+ *  gestures (e.g. events view, close/minimize gestures), the system needs to
+ *  know in which orientation the application is currently drawing its contents.
+ *
+ *  This does not cause the window to be rotated or resized, the application
+ *  needs to take care of drawing the content in the right orientation (the
+ *  framebuffer is always in portrait mode).
+ *
+ *  This variable can be one of the following values:
+ *    "primary" (default), "portrait", "landscape", "inverted-portrait", "inverted-landscape"
+ */
+#define SDL_HINT_QTWAYLAND_CONTENT_ORIENTATION "SDL_QTWAYLAND_CONTENT_ORIENTATION"
+
+/**
+ *  \brief  Flags to set on QtWayland windows to integrate with the native window manager.
+ *
+ *  On QtWayland platforms, this hint controls the flags to set on the windows.
+ *  For example, on Sailfish OS "OverridesSystemGestures" disables swipe gestures.
+ *
+ *  This variable is a space-separated list of the following values (empty = no flags):
+ *    "OverridesSystemGestures", "StaysOnTop", "BypassWindowManager"
+ */
+#define SDL_HINT_QTWAYLAND_WINDOW_FLAGS "SDL_QTWAYLAND_WINDOW_FLAGS"
+
+/**
+ *  \brief  A variable controlling whether the 2D render API is compatible or efficient.
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "0"     - Don't use batching to make rendering more efficient.
+ *    "1"     - Use batching, but might cause problems if app makes its own direct OpenGL calls.
+ *
+ *  Up to SDL 2.0.9, the render API would draw immediately when requested. Now
+ *  it batches up draw requests and sends them all to the GPU only when forced
+ *  to (during SDL_RenderPresent, when changing render targets, by updating a
+ *  texture that the batch needs, etc). This is significantly more efficient,
+ *  but it can cause problems for apps that expect to render on top of the
+ *  render API's output. As such, SDL will disable batching if a specific
+ *  render backend is requested (since this might indicate that the app is
+ *  planning to use the underlying graphics API directly). This hint can
+ *  be used to explicitly request batching in this instance. It is a contract
+ *  that you will either never use the underlying graphics API directly, or
+ *  if you do, you will call SDL_RenderFlush() before you do so any current
+ *  batch goes to the GPU before your work begins. Not following this contract
+ *  will result in undefined behavior.
+ */
+#define SDL_HINT_RENDER_BATCHING  "SDL_RENDER_BATCHING"
+
+/**
+ *  \brief  A variable controlling how the 2D render API renders lines
+ *
+ *  This variable can be set to the following values:
+ *    "0"     - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
+ *    "1"     - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
+ *    "2"     - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
+ *    "3"     - Use the driver geometry API (correct, draws thicker diagonal lines)
+ *
+ *  This variable should be set when the renderer is created.
+ */
+#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
+
+/**
+ *  \brief  A variable controlling whether to enable Direct3D 11+'s Debug Layer.
+ *
+ *  This variable does not have any effect on the Direct3D 9 based renderer.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable Debug Layer use
+ *    "1"       - Enable Debug Layer use
+ *
+ *  By default, SDL does not use Direct3D Debug Layer.
+ */
+#define SDL_HINT_RENDER_DIRECT3D11_DEBUG    "SDL_RENDER_DIRECT3D11_DEBUG"
+
+/**
+ *  \brief  A variable controlling whether the Direct3D device is initialized for thread-safe operations.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Thread-safety is not enabled (faster)
+ *    "1"       - Thread-safety is enabled
+ *
+ *  By default the Direct3D device is created with thread-safety disabled.
+ */
+#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
+
+/**
+ *  \brief  A variable specifying which render driver to use.
+ *
+ *  If the application doesn't pick a specific renderer to use, this variable
+ *  specifies the name of the preferred renderer.  If the preferred renderer
+ *  can't be initialized, the normal default renderer is used.
+ *
+ *  This variable is case insensitive and can be set to the following values:
+ *    "direct3d"
+ *    "opengl"
+ *    "opengles2"
+ *    "opengles"
+ *    "metal"
+ *    "software"
+ *
+ *  The default varies by platform, but it's the first one in the list that
+ *  is available on the current platform.
+ */
+#define SDL_HINT_RENDER_DRIVER              "SDL_RENDER_DRIVER"
+
+/**
+ *  \brief  A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
+ *
+ *  This variable can be set to the following values:
+ *    "0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen
+ *    "1" or "overscan"  - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
+ *
+ *  By default letterbox is used
+ */
+#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE       "SDL_RENDER_LOGICAL_SIZE_MODE"
+
+/**
+ *  \brief  A variable controlling whether the OpenGL render driver uses shaders if they are available.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable shaders
+ *    "1"       - Enable shaders
+ *
+ *  By default shaders are used if OpenGL supports them.
+ */
+#define SDL_HINT_RENDER_OPENGL_SHADERS      "SDL_RENDER_OPENGL_SHADERS"
+
+/**
+ *  \brief  A variable controlling the scaling quality
+ *
+ *  This variable can be set to the following values:
+ *    "0" or "nearest" - Nearest pixel sampling
+ *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
+ *    "2" or "best"    - Currently this is the same as "linear"
+ *
+ *  By default nearest pixel sampling is used
+ */
+#define SDL_HINT_RENDER_SCALE_QUALITY       "SDL_RENDER_SCALE_QUALITY"
+
+/**
+ *  \brief  A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable vsync
+ *    "1"       - Enable vsync
+ *
+ *  By default SDL does not sync screen surface updates with vertical refresh.
+ */
+#define SDL_HINT_RENDER_VSYNC               "SDL_RENDER_VSYNC"
+
+ /**
+ * \brief A variable to control whether the return key on the soft keyboard
+ *        should hide the soft keyboard on Android and iOS.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - The return key will be handled as a key event. This is the behaviour of SDL <= 2.0.3. (default)
+ *   "1"       - The return key will hide the keyboard.
+ *
+ * The value of this hint is used at runtime, so it can be changed at any time.
+ */
+#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME"
+
+/**
+ * \brief Tell SDL which Dispmanx layer to use on a Raspberry PI
+ *
+ * Also known as Z-order. The variable can take a negative or positive value.
+ * The default is 10000.
+ */
+#define SDL_HINT_RPI_VIDEO_LAYER           "SDL_RPI_VIDEO_LAYER"
+
+/**
+ *  \brief Specify an "activity name" for screensaver inhibition.
+ *
+ * Some platforms, notably Linux desktops, list the applications which are
+ * inhibiting the screensaver or other power-saving features.
+ *
+ * This hint lets you specify the "activity name" sent to the OS when
+ * SDL_DisableScreenSaver() is used (or the screensaver is automatically
+ * disabled). The contents of this hint are used when the screensaver is
+ * disabled. You should use a string that describes what your program is doing
+ * (and, therefore, why the screensaver is disabled).  For example, "Playing a
+ * game" or "Watching a video".
+ *
+ * Setting this to "" or leaving it unset will have SDL use a reasonable
+ * default: "Playing a game" or something similar.
+ *
+ * On targets where this is not supported, this hint does nothing.
+ */
+#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME"
+
+/**
+ *  \brief Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.
+ *
+ *  On some platforms, like Linux, a realtime priority thread may be subject to restrictions
+ *  that require special handling by the application. This hint exists to let SDL know that
+ *  the app is prepared to handle said restrictions.
+ *
+ *  On Linux, SDL will apply the following configuration to any thread that becomes realtime:
+ *   * The SCHED_RESET_ON_FORK bit will be set on the scheduling policy,
+ *   * An RLIMIT_RTTIME budget will be configured to the rtkit specified limit.
+ *     * Exceeding this limit will result in the kernel sending SIGKILL to the app,
+ *     * Refer to the man pages for more information.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - default platform specific behaviour
+ *    "1"       - Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling policy
+ */
+#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL"
+
+/**
+*  \brief  A string specifying additional information to use with SDL_SetThreadPriority.
+*
+*  By default SDL_SetThreadPriority will make appropriate system changes in order to
+*  apply a thread priority.  For example on systems using pthreads the scheduler policy
+*  is changed automatically to a policy that works well with a given priority.
+*  Code which has specific requirements can override SDL's default behavior with this hint.
+*
+*  pthread hint values are "current", "other", "fifo" and "rr".
+*  Currently no other platform hint values are defined but may be in the future.
+*
+*  \note On Linux, the kernel may send SIGKILL to realtime tasks which exceed the distro
+*  configured execution budget for rtkit. This budget can be queried through RLIMIT_RTTIME
+*  after calling SDL_SetThreadPriority().
+*/
+#define SDL_HINT_THREAD_PRIORITY_POLICY         "SDL_THREAD_PRIORITY_POLICY"
+
+/**
+*  \brief  A string specifying SDL's threads stack size in bytes or "0" for the backend's default size
+*
+*  Use this hint in case you need to set SDL's threads stack size to other than the default.
+*  This is specially useful if you build SDL against a non glibc libc library (such as musl) which
+*  provides a relatively small default thread stack size (a few kilobytes versus the default 8MB glibc uses).
+*  Support for this hint is currently available only in the pthread, Windows, and PSP backend.
+*
+*  Instead of this hint, in 2.0.9 and later, you can use
+*  SDL_CreateThreadWithStackSize(). This hint only works with the classic
+*  SDL_CreateThread().
+*/
+#define SDL_HINT_THREAD_STACK_SIZE              "SDL_THREAD_STACK_SIZE"
+
+/**
+ *  \brief A variable that controls the timer resolution, in milliseconds.
+ *
+ *  The higher resolution the timer, the more frequently the CPU services
+ *  timer interrupts, and the more precise delays are, but this takes up
+ *  power and CPU time.  This hint is only used on Windows.
+ *
+ *  See this blog post for more information:
+ *  http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/
+ *
+ *  If this variable is set to "0", the system timer resolution is not set.
+ *
+ *  The default value is "1". This hint may be set at any time.
+ */
+#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION"
+
+/**
+ *  \brief  A variable controlling whether touch events should generate synthetic mouse events
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Touch events will not generate mouse events
+ *    "1"       - Touch events will generate mouse events
+ *
+ *  By default SDL will generate mouse events for touch events
+ */
+#define SDL_HINT_TOUCH_MOUSE_EVENTS    "SDL_TOUCH_MOUSE_EVENTS"
+
+/**
+ *  \brief  A variable controlling whether the Android / tvOS remotes
+ *  should be listed as joystick devices, instead of sending keyboard events.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Remotes send enter/escape/arrow key events
+ *    "1"       - Remotes are available as 2 axis, 2 button joysticks (the default).
+ */
+#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK"
+
+/**
+ *  \brief  A variable controlling whether the screensaver is enabled.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable screensaver
+ *    "1"       - Enable screensaver
+ *
+ *  By default SDL will disable the screensaver.
+ */
+#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER    "SDL_VIDEO_ALLOW_SCREENSAVER"
+
+/**
+ * \brief Tell the video driver that we only want a double buffer.
+ *
+ * By default, most lowlevel 2D APIs will use a triple buffer scheme that
+ * wastes no CPU time on waiting for vsync after issuing a flip, but
+ * introduces a frame of latency. On the other hand, using a double buffer
+ * scheme instead is recommended for cases where low latency is an important
+ * factor because we save a whole frame of latency.
+ * We do so by waiting for vsync immediately after issuing a flip, usually just
+ * after eglSwapBuffers call in the backend's *_SwapWindow function.
+ *
+ * Since it's driver-specific, it's only supported where possible and
+ * implemented. Currently supported the following drivers:
+ *
+ * - KMSDRM (kmsdrm)
+ * - Raspberry Pi (raspberrypi)
+ */
+#define SDL_HINT_VIDEO_DOUBLE_BUFFER      "SDL_VIDEO_DOUBLE_BUFFER"
+
+/**
+ * \brief A variable controlling whether the EGL window is allowed to be
+ * composited as transparent, rather than opaque.
+ *
+ * Most window systems will always render windows opaque, even if the surface
+ * format has an alpha channel. This is not always true, however, so by default
+ * SDL will try to enforce opaque composition. To override this behavior, you
+ * can set this hint to "1".
+ */
+#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
+
+/**
+ * \brief A variable controlling whether the graphics context is externally managed.
+ *
+ * This variable can be set to the following values:
+ *  "0"         - SDL will manage graphics contexts that are attached to windows.
+ *  "1"         - Disable graphics context management on windows.
+ *
+ * By default SDL will manage OpenGL contexts in certain situations. For example, on Android the
+ * context will be automatically saved and restored when pausing the application. Additionally, some
+ * platforms will assume usage of OpenGL if Vulkan isn't used. Setting this to "1" will prevent this
+ * behavior, which is desireable when the application manages the graphics context, such as
+ * an externally managed OpenGL context or attaching a Vulkan surface to the window.
+ */
+#define SDL_HINT_VIDEO_EXTERNAL_CONTEXT    "SDL_VIDEO_EXTERNAL_CONTEXT"
+
+/**
+ *  \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
+ */
+#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"
+
+/**
+ *  \brief  A variable that dictates policy for fullscreen Spaces on Mac OS X.
+ *
+ *  This hint only applies to Mac OS X.
+ *
+ *  The variable can be set to the following values:
+ *    "0"       - Disable Spaces support (FULLSCREEN_DESKTOP won't use them and
+ *                SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen"
+ *                button on their titlebars).
+ *    "1"       - Enable Spaces support (FULLSCREEN_DESKTOP will use them and
+ *                SDL_WINDOW_RESIZABLE windows will offer the "fullscreen"
+ *                button on their titlebars).
+ *
+ *  The default value is "1". Spaces are disabled regardless of this hint if
+ *   the OS isn't at least Mac OS X Lion (10.7). This hint must be set before
+ *   any windows are created.
+ */
+#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES    "SDL_VIDEO_MAC_FULLSCREEN_SPACES"
+
+/**
+ *  \brief Minimize your SDL_Window if it loses key focus when in fullscreen mode. Defaults to false.
+ *  \warning  Before SDL 2.0.14, this defaulted to true! In 2.0.14, we're
+ *            seeing if "true" causes more problems than it solves in modern times.
+ *
+ */
+#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS   "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS"
+
+/**
+ *  \brief  A variable controlling whether the libdecor Wayland backend is allowed to be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - libdecor use is disabled.
+ *    "1"       - libdecor use is enabled (default).
+ *
+ *  libdecor is used over xdg-shell when xdg-decoration protocol is unavailable.
+ */
+#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR"
+
+/**
+*  \brief  A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
+*
+*  If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
+*  SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
+*  created SDL_Window:
+*
+*  1. Its pixel format will be set to the same pixel format as this SDL_Window.  This is
+*  needed for example when sharing an OpenGL context across multiple windows.
+*
+*  2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
+*  OpenGL rendering.
+*
+*  This variable can be set to the following values:
+*    The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
+*    share a pixel format with.
+*/
+#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT    "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
+
+/**
+*  \brief  A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
+*
+*  SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It
+*  can use two different sets of binaries, those compiled by the user from source
+*  or those provided by the Chrome browser. In the later case, these binaries require
+*  that SDL loads a DLL providing the shader compiler.
+*
+*  This variable can be set to the following values:
+*    "d3dcompiler_46.dll" - default, best for Vista or later.
+*    "d3dcompiler_43.dll" - for XP support.
+*    "none" - do not load any library, useful if you compiled ANGLE from source and included the compiler in your binaries.
+*
+*/
+#define SDL_HINT_VIDEO_WIN_D3DCOMPILER              "SDL_VIDEO_WIN_D3DCOMPILER"
+
+/**
+ * \brief A variable controlling whether X11 should use GLX or EGL by default
+ *
+ * This variable can be set to the following values:
+ * "0" - Use GLX
+ * "1" - Use EGL
+ *
+ * By default SDL will use GLX when both are present.
+ */
+#define SDL_HINT_VIDEO_X11_FORCE_EGL "SDL_VIDEO_X11_FORCE_EGL"
+
+/**
+ * \brief A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
+ *
+ * This variable can be set to the following values:
+ * "0" - Disable _NET_WM_BYPASS_COMPOSITOR
+ * "1" - Enable _NET_WM_BYPASS_COMPOSITOR
+ *
+ * By default SDL will use _NET_WM_BYPASS_COMPOSITOR
+ *
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"
+
+/**
+ *  \brief  A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable _NET_WM_PING
+ *    "1"       - Enable _NET_WM_PING
+ *
+ *  By default SDL will use _NET_WM_PING, but for applications that know they
+ *  will not always be able to respond to ping requests in a timely manner they can
+ *  turn it off to avoid the window manager thinking the app is hung.
+ *  The hint is checked in CreateWindow.
+ */
+#define SDL_HINT_VIDEO_X11_NET_WM_PING      "SDL_VIDEO_X11_NET_WM_PING"
+
+/**
+ *  \brief  A variable forcing the visual ID chosen for new X11 windows
+ *
+ */
+#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID      "SDL_VIDEO_X11_WINDOW_VISUALID"
+
+/**
+ *  \brief  A variable controlling whether the X11 Xinerama extension should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable Xinerama
+ *    "1"       - Enable Xinerama
+ *
+ *  By default SDL will use Xinerama if it is available.
+ */
+#define SDL_HINT_VIDEO_X11_XINERAMA         "SDL_VIDEO_X11_XINERAMA"
+
+/**
+ *  \brief  A variable controlling whether the X11 XRandR extension should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable XRandR
+ *    "1"       - Enable XRandR
+ *
+ *  By default SDL will not use XRandR because of window manager issues.
+ */
+#define SDL_HINT_VIDEO_X11_XRANDR           "SDL_VIDEO_X11_XRANDR"
+
+/**
+ *  \brief  A variable controlling whether the X11 VidMode extension should be used.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Disable XVidMode
+ *    "1"       - Enable XVidMode
+ *
+ *  By default SDL will use XVidMode if it is available.
+ */
+#define SDL_HINT_VIDEO_X11_XVIDMODE         "SDL_VIDEO_X11_XVIDMODE"
+
+/**
+ *  \brief  Controls how the fact chunk affects the loading of a WAVE file.
+ *
+ *  The fact chunk stores information about the number of samples of a WAVE
+ *  file. The Standards Update from Microsoft notes that this value can be used
+ *  to 'determine the length of the data in seconds'. This is especially useful
+ *  for compressed formats (for which this is a mandatory chunk) if they produce
+ *  multiple sample frames per block and truncating the block is not allowed.
+ *  The fact chunk can exactly specify how many sample frames there should be
+ *  in this case.
+ *
+ *  Unfortunately, most application seem to ignore the fact chunk and so SDL
+ *  ignores it by default as well.
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "truncate"    - Use the number of samples to truncate the wave data if
+ *                    the fact chunk is present and valid
+ *    "strict"      - Like "truncate", but raise an error if the fact chunk
+ *                    is invalid, not present for non-PCM formats, or if the
+ *                    data chunk doesn't have that many samples
+ *    "ignorezero"  - Like "truncate", but ignore fact chunk if the number of
+ *                    samples is zero
+ *    "ignore"      - Ignore fact chunk entirely (default)
+ */
+#define SDL_HINT_WAVE_FACT_CHUNK   "SDL_WAVE_FACT_CHUNK"
+
+/**
+ *  \brief  Controls how the size of the RIFF chunk affects the loading of a WAVE file.
+ *
+ *  The size of the RIFF chunk (which includes all the sub-chunks of the WAVE
+ *  file) is not always reliable. In case the size is wrong, it's possible to
+ *  just ignore it and step through the chunks until a fixed limit is reached.
+ *
+ *  Note that files that have trailing data unrelated to the WAVE file or
+ *  corrupt files may slow down the loading process without a reliable boundary.
+ *  By default, SDL stops after 10000 chunks to prevent wasting time. Use the
+ *  environment variable SDL_WAVE_CHUNK_LIMIT to adjust this value.
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "force"        - Always use the RIFF chunk size as a boundary for the chunk search
+ *    "ignorezero"   - Like "force", but a zero size searches up to 4 GiB (default)
+ *    "ignore"       - Ignore the RIFF chunk size and always search up to 4 GiB
+ *    "maximum"      - Search for chunks until the end of file (not recommended)
+ */
+#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE   "SDL_WAVE_RIFF_CHUNK_SIZE"
+
+/**
+ *  \brief  Controls how a truncated WAVE file is handled.
+ *
+ *  A WAVE file is considered truncated if any of the chunks are incomplete or
+ *  the data chunk size is not a multiple of the block size. By default, SDL
+ *  decodes until the first incomplete block, as most applications seem to do.
+ *
+ *  This variable can be set to the following values:
+ *
+ *    "verystrict" - Raise an error if the file is truncated
+ *    "strict"     - Like "verystrict", but the size of the RIFF chunk is ignored
+ *    "dropframe"  - Decode until the first incomplete sample frame
+ *    "dropblock"  - Decode until the first incomplete block (default)
+ */
+#define SDL_HINT_WAVE_TRUNCATION   "SDL_WAVE_TRUNCATION"
+
+/**
+ * \brief Tell SDL not to name threads on Windows with the 0x406D1388 Exception.
+ *        The 0x406D1388 Exception is a trick used to inform Visual Studio of a
+ *        thread's name, but it tends to cause problems with other debuggers,
+ *        and the .NET runtime. Note that SDL 2.0.6 and later will still use
+ *        the (safer) SetThreadDescription API, introduced in the Windows 10
+ *        Creators Update, if available.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL will raise the 0x406D1388 Exception to name threads.
+ *               This is the default behavior of SDL <= 2.0.4.
+ *   "1"       - SDL will not raise this exception, and threads will be unnamed. (default)
+ *               This is necessary with .NET languages or debuggers that aren't Visual Studio.
+ */
+#define SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING "SDL_WINDOWS_DISABLE_THREAD_NAMING"
+
+/**
+ *  \brief  A variable controlling whether the windows message loop is processed by SDL
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - The window message loop is not run
+ *    "1"       - The window message loop is processed in SDL_PumpEvents()
+ *
+ *  By default SDL will process the windows message loop
+ */
+#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP"
+
+/**
+ * \brief Force SDL to use Critical Sections for mutexes on Windows.
+ *        On Windows 7 and newer, Slim Reader/Writer Locks are available.
+ *        They offer better performance, allocate no kernel ressources and
+ *        use less memory. SDL will fall back to Critical Sections on older
+ *        OS versions or if forced to by this hint.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Use SRW Locks when available. If not, fall back to Critical Sections. (default)
+ *    "1"       - Force the use of Critical Sections in all cases.
+ *
+ */
+#define SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS "SDL_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS"
+
+/**
+ * \brief Force SDL to use Kernel Semaphores on Windows.
+ *        Kernel Semaphores are inter-process and require a context
+ *        switch on every interaction. On Windows 8 and newer, the
+ *        WaitOnAddress API is available. Using that and atomics to
+ *        implement semaphores increases performance.
+ *        SDL will fall back to Kernel Objects on older OS versions
+ *        or if forced to by this hint.
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Use Atomics and WaitOnAddress API when available. If not, fall back to Kernel Objects. (default)
+ *    "1"       - Force the use of Kernel Objects in all cases.
+ *
+ */
+#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL"
+
+/**
+ * \brief A variable to specify custom icon resource id from RC file on Windows platform
+ */
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON       "SDL_WINDOWS_INTRESOURCE_ICON"
+#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL"
+
+/**
+ *  \brief Tell SDL not to generate window-close events for Alt+F4 on Windows.
+ *
+ * The variable can be set to the following values:
+ *   "0"       - SDL will generate a window-close event when it sees Alt+F4.
+ *   "1"       - SDL will only do normal key handling for Alt+F4.
+ */
+#define SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 "SDL_WINDOWS_NO_CLOSE_ON_ALT_F4"
+
+/**
+ * \brief Use the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
+ *        Direct3D 9Ex contains changes to state management that can eliminate device
+ *        loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may require
+ *        some changes to your application to cope with the new behavior, so this
+ *        is disabled by default.
+ *
+ *  This hint must be set before initializing the video subsystem.
+ *
+ *  For more information on Direct3D 9Ex, see:
+ *    - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex
+ *    - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - Use the original Direct3D 9 API (default)
+ *    "1"       - Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex is unavailable)
+ *
+ */
+#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX"
+
+/**
+ *  \brief  A variable controlling whether the window frame and title bar are interactive when the cursor is hidden
+ *
+ *  This variable can be set to the following values:
+ *    "0"       - The window frame is not interactive when the cursor is hidden (no move, resize, etc)
+ *    "1"       - The window frame is interactive when the cursor is hidden
+ *
+ *  By default SDL will allow interaction with the window frame when the cursor is hidden
+ */
+#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN    "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN"
+
+/**
+*  \brief  A variable controlling whether the window is activated when the SDL_ShowWindow function is called
+*
+*  This variable can be set to the following values:
+*    "0"       - The window is activated when the SDL_ShowWindow function is called
+*    "1"       - The window is not activated when the SDL_ShowWindow function is called
+*
+*  By default SDL will activate the window when the SDL_ShowWindow function is called
+*/
+#define SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN    "SDL_WINDOW_NO_ACTIVATION_WHEN_SHOWN"
+
+/** \brief Allows back-button-press events on Windows Phone to be marked as handled
+ *
+ *  Windows Phone devices typically feature a Back button.  When pressed,
+ *  the OS will emit back-button-press events, which apps are expected to
+ *  handle in an appropriate manner.  If apps do not explicitly mark these
+ *  events as 'Handled', then the OS will invoke its default behavior for
+ *  unhandled back-button-press events, which on Windows Phone 8 and 8.1 is to
+ *  terminate the app (and attempt to switch to the previous app, or to the
+ *  device's home screen).
+ *
+ *  Setting the SDL_HINT_WINRT_HANDLE_BACK_BUTTON hint to "1" will cause SDL
+ *  to mark back-button-press events as Handled, if and when one is sent to
+ *  the app.
+ *
+ *  Internally, Windows Phone sends back button events as parameters to
+ *  special back-button-press callback functions.  Apps that need to respond
+ *  to back-button-press events are expected to register one or more
+ *  callback functions for such, shortly after being launched (during the
+ *  app's initialization phase).  After the back button is pressed, the OS
+ *  will invoke these callbacks.  If the app's callback(s) do not explicitly
+ *  mark the event as handled by the time they return, or if the app never
+ *  registers one of these callback, the OS will consider the event
+ *  un-handled, and it will apply its default back button behavior (terminate
+ *  the app).
+ *
+ *  SDL registers its own back-button-press callback with the Windows Phone
+ *  OS.  This callback will emit a pair of SDL key-press events (SDL_KEYDOWN
+ *  and SDL_KEYUP), each with a scancode of SDL_SCANCODE_AC_BACK, after which
+ *  it will check the contents of the hint, SDL_HINT_WINRT_HANDLE_BACK_BUTTON.
+ *  If the hint's value is set to "1", the back button event's Handled
+ *  property will get set to 'true'.  If the hint's value is set to something
+ *  else, or if it is unset, SDL will leave the event's Handled property
+ *  alone.  (By default, the OS sets this property to 'false', to note.)
+ *
+ *  SDL apps can either set SDL_HINT_WINRT_HANDLE_BACK_BUTTON well before a
+ *  back button is pressed, or can set it in direct-response to a back button
+ *  being pressed.
+ *
+ *  In order to get notified when a back button is pressed, SDL apps should
+ *  register a callback function with SDL_AddEventWatch(), and have it listen
+ *  for SDL_KEYDOWN events that have a scancode of SDL_SCANCODE_AC_BACK.
+ *  (Alternatively, SDL_KEYUP events can be listened-for.  Listening for
+ *  either event type is suitable.)  Any value of SDL_HINT_WINRT_HANDLE_BACK_BUTTON
+ *  set by such a callback, will be applied to the OS' current
+ *  back-button-press event.
+ *
+ *  More details on back button behavior in Windows Phone apps can be found
+ *  at the following page, on Microsoft's developer site:
+ *  http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
+ */
+#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_WINRT_HANDLE_BACK_BUTTON"
+
+/** \brief Label text for a WinRT app's privacy policy link
+ *
+ *  Network-enabled WinRT apps must include a privacy policy.  On Windows 8, 8.1, and RT,
+ *  Microsoft mandates that this policy be available via the Windows Settings charm.
+ *  SDL provides code to add a link there, with its label text being set via the
+ *  optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
+ *
+ *  Please note that a privacy policy's contents are not set via this hint.  A separate
+ *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
+ *  policy.
+ *
+ *  The contents of this hint should be encoded as a UTF8 string.
+ *
+ *  The default value is "Privacy Policy".  This hint should only be set during app
+ *  initialization, preferably before any calls to SDL_Init().
+ *
+ *  For additional information on linking to a privacy policy, see the documentation for
+ *  SDL_HINT_WINRT_PRIVACY_POLICY_URL.
+ */
+#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_WINRT_PRIVACY_POLICY_LABEL"
+
+/**
+ *  \brief A URL to a WinRT app's privacy policy
+ *
+ *  All network-enabled WinRT apps must make a privacy policy available to its
+ *  users.  On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
+ *  be available in the Windows Settings charm, as accessed from within the app.
+ *  SDL provides code to add a URL-based link there, which can point to the app's
+ *  privacy policy.
+ *
+ *  To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
+ *  before calling any SDL_Init() functions.  The contents of the hint should
+ *  be a valid URL.  For example, "http://www.example.com".
+ *
+ *  The default value is "", which will prevent SDL from adding a privacy policy
+ *  link to the Settings charm.  This hint should only be set during app init.
+ *
+ *  The label text of an app's "Privacy Policy" link may be customized via another
+ *  hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
+ *
+ *  Please note that on Windows Phone, Microsoft does not provide standard UI
+ *  for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
+ *  will not get used on that platform.  Network-enabled phone apps should display
+ *  their privacy policy through some other, in-app means.
+ */
+#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_WINRT_PRIVACY_POLICY_URL"
+
+/**
+ *  \brief Mark X11 windows as override-redirect.
+ *
+ *  If set, this _might_ increase framerate at the expense of the desktop
+ *  not working as expected. Override-redirect windows aren't noticed by the
+ *  window manager at all.
+ *
+ *  You should probably only use this for fullscreen windows, and you probably
+ *  shouldn't even use it for that. But it's here if you want to try!
+ */
+#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT"
+
+/**
+ *  \brief  A variable that lets you disable the detection and use of Xinput gamepad devices
+ *
+ *  The variable can be set to the following values:
+ *    "0"       - Disable XInput detection (only uses direct input)
+ *    "1"       - Enable XInput detection (the default)
+ */
+#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED"
+
+/**
+ *  \brief  A variable that causes SDL to use the old axis and button mapping for XInput devices.
+ *
+ *  This hint is for backwards compatibility only and will be removed in SDL 2.1
+ *
+ *  The default value is "0".  This hint must be set before SDL_Init()
+ */
+#define SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING "SDL_XINPUT_USE_OLD_JOYSTICK_MAPPING"
+
+/**
+ *  \brief  A variable that causes SDL to not ignore audio "monitors"
+ *
+ *  This is currently only used for PulseAudio and ignored elsewhere.
+ *
+ *  By default, SDL ignores audio devices that aren't associated with physical
+ *  hardware. Changing this hint to "1" will expose anything SDL sees that
+ *  appears to be an audio source or sink. This will add "devices" to the list
+ *  that the user probably doesn't want or need, but it can be useful in
+ *  scenarios where you want to hook up SDL to some sort of virtual device,
+ *  etc.
+ *
+ *  The default value is "0".  This hint must be set before SDL_Init().
+ *
+ *  This hint is available since SDL 2.0.16. Before then, virtual devices are
+ *  always ignored.
+ */
+#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS"
+
+
+/**
+ *  \brief  An enumeration of hint priorities
+ */
+typedef enum
+{
+    SDL_HINT_DEFAULT,
+    SDL_HINT_NORMAL,
+    SDL_HINT_OVERRIDE
+} SDL_HintPriority;
+
+
+/**
+ * Set a hint with a specific priority.
+ *
+ * The priority controls the behavior when setting a hint that already has a
+ * value. Hints will replace existing hints of their priority and lower.
+ * Environment variables are considered to have override priority.
+ *
+ * \param name the hint to set
+ * \param value the value of the hint variable
+ * \param priority the SDL_HintPriority level for the hint
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHintWithPriority(const char *name,
+                                                         const char *value,
+                                                         SDL_HintPriority priority);
+
+/**
+ * Set a hint with normal priority.
+ *
+ * Hints will not be set if there is an existing override hint or environment
+ * variable that takes precedence. You can use SDL_SetHintWithPriority() to
+ * set the hint with override priority instead.
+ *
+ * \param name the hint to set
+ * \param value the value of the hint variable
+ * \returns SDL_TRUE if the hint was set, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHintWithPriority
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetHint(const char *name,
+                                             const char *value);
+
+/**
+ * Get the value of a hint.
+ *
+ * \param name the hint to query
+ * \returns the string value of a hint or NULL if the hint isn't set.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetHint
+ * \sa SDL_SetHintWithPriority
+ */
+extern DECLSPEC const char * SDLCALL SDL_GetHint(const char *name);
+
+/**
+ * Get the boolean value of a hint variable.
+ *
+ * \param name the name of the hint to get the boolean value from
+ * \param default_value the value to return if the hint does not exist
+ * \returns the boolean value of a hint or the provided default value if the
+ *          hint does not exist.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetHint
+ * \sa SDL_SetHint
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetHintBoolean(const char *name, SDL_bool default_value);
+
+/**
+ * Type definition of the hint callback function.
+ *
+ * \param userdata what was passed as `userdata` to SDL_AddHintCallback()
+ * \param name what was passed as `name` to SDL_AddHintCallback()
+ * \param oldValue the previous hint value
+ * \param newValue the new value hint is to be set to
+ */
+typedef void (SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue);
+
+/**
+ * Add a function to watch a particular hint.
+ *
+ * \param name the hint to watch
+ * \param callback An SDL_HintCallback function that will be called when the
+ *                 hint value changes
+ * \param userdata a pointer to pass to the callback function
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DelHintCallback
+ */
+extern DECLSPEC void SDLCALL SDL_AddHintCallback(const char *name,
+                                                 SDL_HintCallback callback,
+                                                 void *userdata);
+
+/**
+ * Remove a function watching a particular hint.
+ *
+ * \param name the hint being watched
+ * \param callback An SDL_HintCallback function that will be called when the
+ *                 hint value changes
+ * \param userdata a pointer being passed to the callback function
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddHintCallback
+ */
+extern DECLSPEC void SDLCALL SDL_DelHintCallback(const char *name,
+                                                 SDL_HintCallback callback,
+                                                 void *userdata);
+
+/**
+ * Clear all hints.
+ *
+ * This function is automatically called during SDL_Quit().
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_ClearHints(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_hints_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 946 - 0
bsp/simulator/SDL2/include/SDL_joystick.h

@@ -0,0 +1,946 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_joystick.h
+ *
+ *  Include file for SDL joystick event handling
+ *
+ * The term "device_index" identifies currently plugged in joystick devices between 0 and SDL_NumJoysticks(), with the exact joystick
+ *   behind a device_index changing as joysticks are plugged and unplugged.
+ *
+ * The term "instance_id" is the current instantiation of a joystick device in the system, if the joystick is removed and then re-inserted
+ *   then it will get a new instance_id, instance_id's are monotonically increasing identifiers of a joystick plugged in.
+ *
+ * The term "player_index" is the number assigned to a player on a specific
+ *   controller. For XInput controllers this returns the XInput user index.
+ *   Many joysticks will not be able to supply this information.
+ *
+ * The term JoystickGUID is a stable 128-bit identifier for a joystick device that does not change over time, it identifies class of
+ *   the device (a X360 wired controller for example). This identifier is platform dependent.
+ */
+
+#ifndef SDL_joystick_h_
+#define SDL_joystick_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \file SDL_joystick.h
+ *
+ *  In order to use these functions, SDL_Init() must have been called
+ *  with the ::SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
+ *  for joysticks, and load appropriate drivers.
+ *
+ *  If you would like to receive joystick updates while the application
+ *  is in the background, you should set the following hint before calling
+ *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
+ */
+
+/**
+ * The joystick structure used to identify an SDL joystick
+ */
+struct _SDL_Joystick;
+typedef struct _SDL_Joystick SDL_Joystick;
+
+/* A structure that encodes the stable unique id for a joystick device */
+typedef struct {
+    Uint8 data[16];
+} SDL_JoystickGUID;
+
+/**
+ * This is a unique ID for a joystick for the time it is connected to the system,
+ * and is never reused for the lifetime of the application. If the joystick is
+ * disconnected and reconnected, it will get a new ID.
+ *
+ * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
+ */
+typedef Sint32 SDL_JoystickID;
+
+typedef enum
+{
+    SDL_JOYSTICK_TYPE_UNKNOWN,
+    SDL_JOYSTICK_TYPE_GAMECONTROLLER,
+    SDL_JOYSTICK_TYPE_WHEEL,
+    SDL_JOYSTICK_TYPE_ARCADE_STICK,
+    SDL_JOYSTICK_TYPE_FLIGHT_STICK,
+    SDL_JOYSTICK_TYPE_DANCE_PAD,
+    SDL_JOYSTICK_TYPE_GUITAR,
+    SDL_JOYSTICK_TYPE_DRUM_KIT,
+    SDL_JOYSTICK_TYPE_ARCADE_PAD,
+    SDL_JOYSTICK_TYPE_THROTTLE
+} SDL_JoystickType;
+
+typedef enum
+{
+    SDL_JOYSTICK_POWER_UNKNOWN = -1,
+    SDL_JOYSTICK_POWER_EMPTY,   /* <= 5% */
+    SDL_JOYSTICK_POWER_LOW,     /* <= 20% */
+    SDL_JOYSTICK_POWER_MEDIUM,  /* <= 70% */
+    SDL_JOYSTICK_POWER_FULL,    /* <= 100% */
+    SDL_JOYSTICK_POWER_WIRED,
+    SDL_JOYSTICK_POWER_MAX
+} SDL_JoystickPowerLevel;
+
+/* Set max recognized G-force from accelerometer
+   See src/joystick/uikit/SDL_sysjoystick.m for notes on why this is needed
+ */
+#define SDL_IPHONE_MAX_GFORCE 5.0
+
+
+/* Function prototypes */
+
+/**
+ * Locking for multi-threaded access to the joystick API
+ *
+ * If you are using the joystick API or handling events from multiple threads
+ * you should use these locking functions to protect access to the joysticks.
+ *
+ * In particular, you are guaranteed that the joystick list won't change, so
+ * the API functions that take a joystick index will be valid, and joystick
+ * and game controller events will not be delivered.
+ *
+ * \since This function is available since SDL 2.0.7.
+ */
+extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
+
+
+/**
+ * Unlocking for multi-threaded access to the joystick API
+ *
+ * If you are using the joystick API or handling events from multiple threads
+ * you should use these locking functions to protect access to the joysticks.
+ *
+ * In particular, you are guaranteed that the joystick list won't change, so
+ * the API functions that take a joystick index will be valid, and joystick
+ * and game controller events will not be delivered.
+ *
+ * \since This function is available since SDL 2.0.7.
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockJoysticks(void);
+
+/**
+ * Count the number of joysticks attached to the system.
+ *
+ * \returns the number of attached joysticks on success or a negative error
+ *          code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickName
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
+
+/**
+ * Get the implementation dependent name of a joystick.
+ *
+ * This can be called before any joysticks are opened.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ *                     on the system)
+ * \returns the name of the selected joystick. If no name can be found, this
+ *          function returns NULL; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickName
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC const char *SDLCALL SDL_JoystickNameForIndex(int device_index);
+
+/**
+ * Get the player index of a joystick, or -1 if it's not available This can be
+ * called before any joysticks are opened.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetDevicePlayerIndex(int device_index);
+
+/**
+ * Get the implementation-dependent GUID for the joystick at a given device
+ * index.
+ *
+ * This function can be called before any joysticks are opened.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ *                     on the system
+ * \returns the GUID of the selected joystick. If called on an invalid index,
+ *          this function returns a zero GUID
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetGUID
+ * \sa SDL_JoystickGetGUIDString
+ */
+extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetDeviceGUID(int device_index);
+
+/**
+ * Get the USB vendor ID of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened. If the vendor ID isn't
+ * available this function returns 0.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ *                     on the system
+ * \returns the USB vendor ID of the selected joystick. If called on an
+ *          invalid index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceVendor(int device_index);
+
+/**
+ * Get the USB product ID of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened. If the product ID isn't
+ * available this function returns 0.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ *                     on the system
+ * \returns the USB product ID of the selected joystick. If called on an
+ *          invalid index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProduct(int device_index);
+
+/**
+ * Get the product version of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened. If the product version
+ * isn't available this function returns 0.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ *                     on the system
+ * \returns the product version of the selected joystick. If called on an
+ *          invalid index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetDeviceProductVersion(int device_index);
+
+/**
+ * Get the type of a joystick, if available.
+ *
+ * This can be called before any joysticks are opened.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ *                     on the system
+ * \returns the SDL_JoystickType of the selected joystick. If called on an
+ *          invalid index, this function returns `SDL_JOYSTICK_TYPE_UNKNOWN`
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetDeviceType(int device_index);
+
+/**
+ * Get the instance ID of a joystick.
+ *
+ * This can be called before any joysticks are opened. If the index is out of
+ * range, this function will return -1.
+ *
+ * \param device_index the index of the joystick to query (the N'th joystick
+ *                     on the system
+ * \returns the instance id of the selected joystick. If called on an invalid
+ *          index, this function returns zero
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickGetDeviceInstanceID(int device_index);
+
+/**
+ * Open a joystick for use.
+ *
+ * The `device_index` argument refers to the N'th joystick presently
+ * recognized by SDL on the system. It is **NOT** the same as the instance ID
+ * used to identify the joystick in future events. See
+ * SDL_JoystickInstanceID() for more details about instance IDs.
+ *
+ * The joystick subsystem must be initialized before a joystick can be opened
+ * for use.
+ *
+ * \param device_index the index of the joystick to query
+ * \returns a joystick identifier or NULL if an error occurred; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickClose
+ * \sa SDL_JoystickInstanceID
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index);
+
+/**
+ * Get the SDL_Joystick associated with an instance id.
+ *
+ * \param instance_id the instance id to get the SDL_Joystick for
+ * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromInstanceID(SDL_JoystickID instance_id);
+
+/**
+ * Get the SDL_Joystick associated with a player index.
+ *
+ * \param player_index the player index to get the SDL_Joystick for
+ * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickFromPlayerIndex(int player_index);
+
+/**
+ * Attach a new virtual joystick.
+ *
+ * \returns the joystick's device index, or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickAttachVirtual(SDL_JoystickType type,
+                                                      int naxes,
+                                                      int nbuttons,
+                                                      int nhats);
+
+/**
+ * Detach a virtual joystick.
+ *
+ * \param device_index a value previously returned from
+ *                     SDL_JoystickAttachVirtual()
+ * \returns 0 on success, or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickDetachVirtual(int device_index);
+
+/**
+ * Query whether or not the joystick at a given device index is virtual.
+ *
+ * \param device_index a joystick device index.
+ * \returns SDL_TRUE if the joystick is virtual, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickIsVirtual(int device_index);
+
+/**
+ * Set values on an opened, virtual-joystick's axis.
+ *
+ * Please note that values set here will not be applied until the next call to
+ * SDL_JoystickUpdate, which can either be called directly, or can be called
+ * indirectly through various other SDL APIs, including, but not limited to
+ * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
+ * SDL_WaitEvent.
+ *
+ * \param joystick the virtual joystick on which to set state.
+ * \param axis the specific axis on the virtual joystick to set.
+ * \param value the new value for the specified axis.
+ * \returns 0 on success, -1 on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value);
+
+/**
+ * Set values on an opened, virtual-joystick's button.
+ *
+ * Please note that values set here will not be applied until the next call to
+ * SDL_JoystickUpdate, which can either be called directly, or can be called
+ * indirectly through various other SDL APIs, including, but not limited to
+ * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
+ * SDL_WaitEvent.
+ *
+ * \param joystick the virtual joystick on which to set state.
+ * \param button the specific button on the virtual joystick to set.
+ * \param value the new value for the specified button.
+ * \returns 0 on success, -1 on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualButton(SDL_Joystick *joystick, int button, Uint8 value);
+
+/**
+ * Set values on an opened, virtual-joystick's hat.
+ *
+ * Please note that values set here will not be applied until the next call to
+ * SDL_JoystickUpdate, which can either be called directly, or can be called
+ * indirectly through various other SDL APIs, including, but not limited to
+ * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout,
+ * SDL_WaitEvent.
+ *
+ * \param joystick the virtual joystick on which to set state.
+ * \param hat the specific hat on the virtual joystick to set.
+ * \param value the new value for the specified hat.
+ * \returns 0 on success, -1 on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value);
+
+/**
+ * Get the implementation dependent name of a joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the name of the selected joystick. If no name can be found, this
+ *          function returns NULL; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNameForIndex
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC const char *SDLCALL SDL_JoystickName(SDL_Joystick *joystick);
+
+/**
+ * Get the player index of an opened joystick.
+ *
+ * For XInput controllers this returns the XInput user index. Many joysticks
+ * will not be able to supply this information.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the player index, or -1 if it's not available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetPlayerIndex(SDL_Joystick *joystick);
+
+/**
+ * Set the player index of an opened joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \param player_index the player index to set.
+ *
+ * \since This function is available since SDL 2.0.12.
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickSetPlayerIndex(SDL_Joystick *joystick, int player_index);
+
+/**
+ * Get the implementation-dependent GUID for the joystick.
+ *
+ * This function requires an open joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the GUID of the given joystick. If called on an invalid index,
+ *          this function returns a zero GUID; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetDeviceGUID
+ * \sa SDL_JoystickGetGUIDString
+ */
+extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUID(SDL_Joystick *joystick);
+
+/**
+ * Get the USB vendor ID of an opened joystick, if available.
+ *
+ * If the vendor ID isn't available this function returns 0.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the USB vendor ID of the selected joystick, or 0 if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetVendor(SDL_Joystick *joystick);
+
+/**
+ * Get the USB product ID of an opened joystick, if available.
+ *
+ * If the product ID isn't available this function returns 0.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the USB product ID of the selected joystick, or 0 if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProduct(SDL_Joystick *joystick);
+
+/**
+ * Get the product version of an opened joystick, if available.
+ *
+ * If the product version isn't available this function returns 0.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the product version of the selected joystick, or 0 if unavailable.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_JoystickGetProductVersion(SDL_Joystick *joystick);
+
+/**
+ * Get the serial number of an opened joystick, if available.
+ *
+ * Returns the serial number of the joystick, or NULL if it is not available.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the serial number of the selected joystick, or NULL if
+ *          unavailable.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC const char * SDLCALL SDL_JoystickGetSerial(SDL_Joystick *joystick);
+
+/**
+ * Get the type of an opened joystick.
+ *
+ * \param joystick the SDL_Joystick obtained from SDL_JoystickOpen()
+ * \returns the SDL_JoystickType of the selected joystick.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_JoystickType SDLCALL SDL_JoystickGetType(SDL_Joystick *joystick);
+
+/**
+ * Get an ASCII string representation for a given SDL_JoystickGUID.
+ *
+ * You should supply at least 33 bytes for pszGUID.
+ *
+ * \param guid the SDL_JoystickGUID you wish to convert to string
+ * \param pszGUID buffer in which to write the ASCII string
+ * \param cbGUID the size of pszGUID
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetDeviceGUID
+ * \sa SDL_JoystickGetGUID
+ * \sa SDL_JoystickGetGUIDFromString
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickGetGUIDString(SDL_JoystickGUID guid, char *pszGUID, int cbGUID);
+
+/**
+ * Convert a GUID string into a SDL_JoystickGUID structure.
+ *
+ * Performs no error checking. If this function is given a string containing
+ * an invalid GUID, the function will silently succeed, but the GUID generated
+ * will not be useful.
+ *
+ * \param pchGUID string containing an ASCII representation of a GUID
+ * \returns a SDL_JoystickGUID structure.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetGUIDString
+ */
+extern DECLSPEC SDL_JoystickGUID SDLCALL SDL_JoystickGetGUIDFromString(const char *pchGUID);
+
+/**
+ * Get the status of a specified joystick.
+ *
+ * \param joystick the joystick to query
+ * \returns SDL_TRUE if the joystick has been opened, SDL_FALSE if it has not;
+ *          call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickClose
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAttached(SDL_Joystick *joystick);
+
+/**
+ * Get the instance ID of an opened joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the instance ID of the specified joystick on success or a negative
+ *          error code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC SDL_JoystickID SDLCALL SDL_JoystickInstanceID(SDL_Joystick *joystick);
+
+/**
+ * Get the number of general axis controls on a joystick.
+ *
+ * Often, the directional pad on a game controller will either look like 4
+ * separate buttons or a POV hat, and not axes, but all of this is up to the
+ * device and platform.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of axis controls/number of axes on success or a
+ *          negative error code on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetAxis
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick);
+
+/**
+ * Get the number of trackballs on a joystick.
+ *
+ * Joystick trackballs have only relative motion events associated with them
+ * and their state cannot be polled.
+ *
+ * Most joysticks do not have trackballs.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of trackballs on success or a negative error code on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetBall
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick);
+
+/**
+ * Get the number of POV hats on a joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of POV hats on success or a negative error code on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetHat
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick);
+
+/**
+ * Get the number of buttons on a joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \returns the number of buttons on success or a negative error code on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickGetButton
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick);
+
+/**
+ * Update the current state of the open joysticks.
+ *
+ * This is called automatically by the event loop if any joystick events are
+ * enabled.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickEventState
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
+
+/**
+ * Enable/disable joystick event polling.
+ *
+ * If joystick events are disabled, you must call SDL_JoystickUpdate()
+ * yourself and manually check the state of the joystick when you want
+ * joystick information.
+ *
+ * It is recommended that you leave joystick event handling enabled.
+ *
+ * **WARNING**: Calling this function may delete all events currently in SDL's
+ * event queue.
+ *
+ * \param state can be one of `SDL_QUERY`, `SDL_IGNORE`, or `SDL_ENABLE`
+ * \returns 1 if enabled, 0 if disabled, or a negative error code on failure;
+ *          call SDL_GetError() for more information.
+ *
+ *          If `state` is `SDL_QUERY` then the current state is returned,
+ *          otherwise the new processing state is returned.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GameControllerEventState
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
+
+#define SDL_JOYSTICK_AXIS_MAX   32767
+#define SDL_JOYSTICK_AXIS_MIN   -32768
+
+/**
+ * Get the current state of an axis control on a joystick.
+ *
+ * SDL makes no promises about what part of the joystick any given axis refers
+ * to. Your game should have some sort of configuration UI to let users
+ * specify what each axis should be bound to. Alternately, SDL's higher-level
+ * Game Controller API makes a great effort to apply order to this lower-level
+ * interface, so you know that a specific axis is the "left thumb stick," etc.
+ *
+ * The value returned by SDL_JoystickGetAxis() is a signed integer (-32768 to
+ * 32767) representing the current position of the axis. It may be necessary
+ * to impose certain tolerances on these values to account for jitter.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param axis the axis to query; the axis indices start at index 0
+ * \returns a 16-bit signed integer representing the current position of the
+ *          axis or 0 on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumAxes
+ */
+extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick,
+                                                   int axis);
+
+/**
+ * Get the initial state of an axis control on a joystick.
+ *
+ * The state is a value ranging from -32768 to 32767.
+ *
+ * The axis indices start at index 0.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param axis the axis to query; the axis indices start at index 0
+ * \param state Upon return, the initial value is supplied here.
+ * \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick *joystick,
+                                                   int axis, Sint16 *state);
+
+/**
+ *  \name Hat positions
+ */
+/* @{ */
+#define SDL_HAT_CENTERED    0x00
+#define SDL_HAT_UP          0x01
+#define SDL_HAT_RIGHT       0x02
+#define SDL_HAT_DOWN        0x04
+#define SDL_HAT_LEFT        0x08
+#define SDL_HAT_RIGHTUP     (SDL_HAT_RIGHT|SDL_HAT_UP)
+#define SDL_HAT_RIGHTDOWN   (SDL_HAT_RIGHT|SDL_HAT_DOWN)
+#define SDL_HAT_LEFTUP      (SDL_HAT_LEFT|SDL_HAT_UP)
+#define SDL_HAT_LEFTDOWN    (SDL_HAT_LEFT|SDL_HAT_DOWN)
+/* @} */
+
+/**
+ * Get the current state of a POV hat on a joystick.
+ *
+ * The returned value will be one of the following positions:
+ *
+ * - `SDL_HAT_CENTERED`
+ * - `SDL_HAT_UP`
+ * - `SDL_HAT_RIGHT`
+ * - `SDL_HAT_DOWN`
+ * - `SDL_HAT_LEFT`
+ * - `SDL_HAT_RIGHTUP`
+ * - `SDL_HAT_RIGHTDOWN`
+ * - `SDL_HAT_LEFTUP`
+ * - `SDL_HAT_LEFTDOWN`
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param hat the hat index to get the state from; indices start at index 0
+ * \returns the current hat position.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumHats
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick,
+                                                 int hat);
+
+/**
+ * Get the ball axis change since the last poll.
+ *
+ * Trackballs can only return relative motion since the last call to
+ * SDL_JoystickGetBall(), these motion deltas are placed into `dx` and `dy`.
+ *
+ * Most joysticks do not have trackballs.
+ *
+ * \param joystick the SDL_Joystick to query
+ * \param ball the ball index to query; ball indices start at index 0
+ * \param dx stores the difference in the x axis position since the last poll
+ * \param dy stores the difference in the y axis position since the last poll
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumBalls
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick,
+                                                int ball, int *dx, int *dy);
+
+/**
+ * Get the current state of a button on a joystick.
+ *
+ * \param joystick an SDL_Joystick structure containing joystick information
+ * \param button the button index to get the state from; indices start at
+ *               index 0
+ * \returns 1 if the specified button is pressed, 0 otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickNumButtons
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick,
+                                                    int button);
+
+/**
+ * Start a rumble effect.
+ *
+ * Each call to this function cancels any previous rumble effect, and calling
+ * it with 0 intensity stops any rumbling.
+ *
+ * \param joystick The joystick to vibrate
+ * \param low_frequency_rumble The intensity of the low frequency (left)
+ *                             rumble motor, from 0 to 0xFFFF
+ * \param high_frequency_rumble The intensity of the high frequency (right)
+ *                              rumble motor, from 0 to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if rumble isn't supported on this joystick
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_JoystickHasRumble
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);
+
+/**
+ * Start a rumble effect in the joystick's triggers
+ *
+ * Each call to this function cancels any previous trigger rumble effect, and
+ * calling it with 0 intensity stops any rumbling.
+ *
+ * Note that this function is for _trigger_ rumble; the first joystick to
+ * support this was the PlayStation 5's DualShock 5 controller. If you want
+ * the (more common) whole-controller rumble, use SDL_JoystickRumble()
+ * instead.
+ *
+ * \param joystick The joystick to vibrate
+ * \param left_rumble The intensity of the left trigger rumble motor, from 0
+ *                    to 0xFFFF
+ * \param right_rumble The intensity of the right trigger rumble motor, from 0
+ *                     to 0xFFFF
+ * \param duration_ms The duration of the rumble effect, in milliseconds
+ * \returns 0, or -1 if trigger rumble isn't supported on this joystick
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_JoystickHasRumbleTriggers
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);
+
+/**
+ * Query whether a joystick has an LED.
+ *
+ * An example of a joystick LED is the light on the back of a PlayStation 4's
+ * DualShock 4 controller.
+ *
+ * \param joystick The joystick to query
+ * \return SDL_TRUE if the joystick has a modifiable LED, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasLED(SDL_Joystick *joystick);
+
+/**
+ * Query whether a joystick has rumble support.
+ *
+ * \param joystick The joystick to query
+ * \return SDL_TRUE if the joystick has rumble, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_JoystickRumble
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumble(SDL_Joystick *joystick);
+
+/**
+ * Query whether a joystick has rumble support on triggers.
+ *
+ * \param joystick The joystick to query
+ * \return SDL_TRUE if the joystick has trigger rumble, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_JoystickRumbleTriggers
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_JoystickHasRumbleTriggers(SDL_Joystick *joystick);
+
+/**
+ * Update a joystick's LED color.
+ *
+ * An example of a joystick LED is the light on the back of a PlayStation 4's
+ * DualShock 4 controller.
+ *
+ * \param joystick The joystick to update
+ * \param red The intensity of the red LED
+ * \param green The intensity of the green LED
+ * \param blue The intensity of the blue LED
+ * \returns 0 on success, -1 if this joystick does not have a modifiable LED
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue);
+
+/**
+ * Send a joystick specific effect packet
+ *
+ * \param joystick The joystick to affect
+ * \param data The data to send to the joystick
+ * \param size The size of the data to send to the joystick
+ * \returns 0, or -1 if this joystick or driver doesn't support effect packets
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickSendEffect(SDL_Joystick *joystick, const void *data, int size);
+
+/**
+ * Close a joystick previously opened with SDL_JoystickOpen().
+ *
+ * \param joystick The joystick device to close
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_JoystickOpen
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick);
+
+/**
+ * Get the battery level of a joystick as SDL_JoystickPowerLevel.
+ *
+ * \param joystick the SDL_Joystick to query
+ * \returns the current battery level as SDL_JoystickPowerLevel on success or
+ *          `SDL_JOYSTICK_POWER_UNKNOWN` if it is unknown
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC SDL_JoystickPowerLevel SDLCALL SDL_JoystickCurrentPowerLevel(SDL_Joystick *joystick);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_joystick_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 316 - 0
bsp/simulator/SDL2/include/SDL_keyboard.h

@@ -0,0 +1,316 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_keyboard.h
+ *
+ *  Include file for SDL keyboard event handling
+ */
+
+#ifndef SDL_keyboard_h_
+#define SDL_keyboard_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_keycode.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \brief The SDL keysym structure, used in key events.
+ *
+ *  \note  If you are looking for translated character input, see the ::SDL_TEXTINPUT event.
+ */
+typedef struct SDL_Keysym
+{
+    SDL_Scancode scancode;      /**< SDL physical key code - see ::SDL_Scancode for details */
+    SDL_Keycode sym;            /**< SDL virtual key code - see ::SDL_Keycode for details */
+    Uint16 mod;                 /**< current key modifiers */
+    Uint32 unused;
+} SDL_Keysym;
+
+/* Function prototypes */
+
+/**
+ * Query the window which currently has keyboard focus.
+ *
+ * \returns the window with keyboard focus.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
+
+/**
+ * Get a snapshot of the current state of the keyboard.
+ *
+ * The pointer returned is a pointer to an internal SDL array. It will be
+ * valid for the whole lifetime of the application and should not be freed by
+ * the caller.
+ *
+ * A array element with a value of 1 means that the key is pressed and a value
+ * of 0 means that it is not. Indexes into this array are obtained by using
+ * SDL_Scancode values.
+ *
+ * Use SDL_PumpEvents() to update the state array.
+ *
+ * This function gives you the current state after all events have been
+ * processed, so if a key or button has been pressed and released before you
+ * process events, then the pressed state will never show up in the
+ * SDL_GetKeyboardState() calls.
+ *
+ * Note: This function doesn't take into account whether shift has been
+ * pressed or not.
+ *
+ * \param numkeys if non-NULL, receives the length of the returned array
+ * \returns a pointer to an array of key states.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PumpEvents
+ */
+extern DECLSPEC const Uint8 *SDLCALL SDL_GetKeyboardState(int *numkeys);
+
+/**
+ * Get the current key modifier state for the keyboard.
+ *
+ * \returns an OR'd combination of the modifier keys for the keyboard. See
+ *          SDL_Keymod for details.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyboardState
+ * \sa SDL_SetModState
+ */
+extern DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
+
+/**
+ * Set the current key modifier state for the keyboard.
+ *
+ * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
+ * modifier key states on your application. Simply pass your desired modifier
+ * states into `modstate`. This value may be a bitwise, OR'd combination of
+ * SDL_Keymod values.
+ *
+ * This does not change the keyboard state, only the key modifier flags that
+ * SDL reports.
+ *
+ * \param modstate the desired SDL_Keymod for the keyboard
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetModState
+ */
+extern DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
+
+/**
+ * Get the key code corresponding to the given scancode according to the
+ * current keyboard layout.
+ *
+ * See SDL_Keycode for details.
+ *
+ * \param scancode the desired SDL_Scancode to query
+ * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyName
+ * \sa SDL_GetScancodeFromKey
+ */
+extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode);
+
+/**
+ * Get the scancode corresponding to the given key code according to the
+ * current keyboard layout.
+ *
+ * See SDL_Scancode for details.
+ *
+ * \param key the desired SDL_Keycode to query
+ * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromScancode
+ * \sa SDL_GetScancodeName
+ */
+extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key);
+
+/**
+ * Get a human-readable name for a scancode.
+ *
+ * See SDL_Scancode for details.
+ *
+ * **Warning**: The returned name is by design not stable across platforms,
+ * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
+ * Windows" under Microsoft Windows, and some scancodes like
+ * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
+ * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
+ * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
+ * unsuitable for creating a stable cross-platform two-way mapping between
+ * strings and scancodes.
+ *
+ * \param scancode the desired SDL_Scancode to query
+ * \returns a pointer to the name for the scancode. If the scancode doesn't
+ *          have a name this function returns an empty string ("").
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetScancodeFromKey
+ * \sa SDL_GetScancodeFromName
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
+
+/**
+ * Get a scancode from a human-readable name.
+ *
+ * \param name the human-readable scancode name
+ * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
+ *          recognized; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromName
+ * \sa SDL_GetScancodeFromKey
+ * \sa SDL_GetScancodeName
+ */
+extern DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
+
+/**
+ * Get a human-readable name for a key.
+ *
+ * See SDL_Scancode and SDL_Keycode for details.
+ *
+ * \param key the desired SDL_Keycode to query
+ * \returns a pointer to a UTF-8 string that stays valid at least until the
+ *          next call to this function. If you need it around any longer, you
+ *          must copy it. If the key doesn't have a name, this function
+ *          returns an empty string ("").
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromName
+ * \sa SDL_GetKeyFromScancode
+ * \sa SDL_GetScancodeFromKey
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetKeyName(SDL_Keycode key);
+
+/**
+ * Get a key code from a human-readable name.
+ *
+ * \param name the human-readable key name
+ * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetKeyFromScancode
+ * \sa SDL_GetKeyName
+ * \sa SDL_GetScancodeFromName
+ */
+extern DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
+
+/**
+ * Start accepting Unicode text input events.
+ *
+ * This function will start accepting Unicode text input events in the focused
+ * SDL window, and start emitting SDL_TextInputEvent (SDL_TEXTINPUT) and
+ * SDL_TextEditingEvent (SDL_TEXTEDITING) events. Please use this function in
+ * pair with SDL_StopTextInput().
+ *
+ * On some platforms using this function activates the screen keyboard.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetTextInputRect
+ * \sa SDL_StopTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_StartTextInput(void);
+
+/**
+ * Check whether or not Unicode text input events are enabled.
+ *
+ * \returns SDL_TRUE if text input events are enabled else SDL_FALSE.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsTextInputActive(void);
+
+/**
+ * Stop receiving any text input events.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_StopTextInput(void);
+
+/**
+ * Set the rectangle used to type Unicode text inputs.
+ *
+ * \param rect the SDL_Rect structure representing the rectangle to receive
+ *             text (ignored if NULL)
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ */
+extern DECLSPEC void SDLCALL SDL_SetTextInputRect(SDL_Rect *rect);
+
+/**
+ * Check whether the platform has screen keyboard support.
+ *
+ * \returns SDL_TRUE if the platform has some screen keyboard support or
+ *          SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_StartTextInput
+ * \sa SDL_IsScreenKeyboardShown
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasScreenKeyboardSupport(void);
+
+/**
+ * Check whether the screen keyboard is shown for given window.
+ *
+ * \param window the window for which screen keyboard should be queried
+ * \returns SDL_TRUE if screen keyboard is shown or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasScreenKeyboardSupport
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenKeyboardShown(SDL_Window *window);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_keyboard_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 15 - 11
bsp/simulator/SDL2-2.0.7/include/SDL_keycode.h → bsp/simulator/SDL2/include/SDL_keycode.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -47,12 +47,12 @@ typedef Sint32 SDL_Keycode;
 #define SDLK_SCANCODE_MASK (1<<30)
 #define SDLK_SCANCODE_MASK (1<<30)
 #define SDL_SCANCODE_TO_KEYCODE(X)  (X | SDLK_SCANCODE_MASK)
 #define SDL_SCANCODE_TO_KEYCODE(X)  (X | SDLK_SCANCODE_MASK)
 
 
-enum
+typedef enum
 {
 {
     SDLK_UNKNOWN = 0,
     SDLK_UNKNOWN = 0,
 
 
     SDLK_RETURN = '\r',
     SDLK_RETURN = '\r',
-    SDLK_ESCAPE = '\033',
+    SDLK_ESCAPE = '\x1B',
     SDLK_BACKSPACE = '\b',
     SDLK_BACKSPACE = '\b',
     SDLK_TAB = '\t',
     SDLK_TAB = '\t',
     SDLK_SPACE = ' ',
     SDLK_SPACE = ' ',
@@ -88,9 +88,11 @@ enum
     SDLK_GREATER = '>',
     SDLK_GREATER = '>',
     SDLK_QUESTION = '?',
     SDLK_QUESTION = '?',
     SDLK_AT = '@',
     SDLK_AT = '@',
+
     /*
     /*
        Skip uppercase letters
        Skip uppercase letters
      */
      */
+
     SDLK_LEFTBRACKET = '[',
     SDLK_LEFTBRACKET = '[',
     SDLK_BACKSLASH = '\\',
     SDLK_BACKSLASH = '\\',
     SDLK_RIGHTBRACKET = ']',
     SDLK_RIGHTBRACKET = ']',
@@ -145,7 +147,7 @@ enum
     SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
     SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT),
     SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
     SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME),
     SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
     SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP),
-    SDLK_DELETE = '\177',
+    SDLK_DELETE = '\x7F',
     SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
     SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END),
     SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
     SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN),
     SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
     SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT),
@@ -317,7 +319,7 @@ enum
 
 
     SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
     SDLK_AUDIOREWIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOREWIND),
     SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
     SDLK_AUDIOFASTFORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOFASTFORWARD)
-};
+} SDL_KeyCode;
 
 
 /**
 /**
  * \brief Enumeration of valid key mods (possibly OR'd together).
  * \brief Enumeration of valid key mods (possibly OR'd together).
@@ -336,13 +338,15 @@ typedef enum
     KMOD_NUM = 0x1000,
     KMOD_NUM = 0x1000,
     KMOD_CAPS = 0x2000,
     KMOD_CAPS = 0x2000,
     KMOD_MODE = 0x4000,
     KMOD_MODE = 0x4000,
-    KMOD_RESERVED = 0x8000
-} SDL_Keymod;
+    KMOD_SCROLL = 0x8000,
+
+    KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL,
+    KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT,
+    KMOD_ALT = KMOD_LALT | KMOD_RALT,
+    KMOD_GUI = KMOD_LGUI | KMOD_RGUI,
 
 
-#define KMOD_CTRL   (KMOD_LCTRL|KMOD_RCTRL)
-#define KMOD_SHIFT  (KMOD_LSHIFT|KMOD_RSHIFT)
-#define KMOD_ALT    (KMOD_LALT|KMOD_RALT)
-#define KMOD_GUI    (KMOD_LGUI|KMOD_RGUI)
+    KMOD_RESERVED = KMOD_SCROLL /* This is for source-level compatibility with SDL 2.0.0. */
+} SDL_Keymod;
 
 
 #endif /* SDL_keycode_h_ */
 #endif /* SDL_keycode_h_ */
 
 

+ 42 - 8
bsp/simulator/SDL2-2.0.7/include/SDL_loadso.h → bsp/simulator/SDL2/include/SDL_loadso.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -51,22 +51,56 @@ extern "C" {
 #endif
 #endif
 
 
 /**
 /**
- *  This function dynamically loads a shared object and returns a pointer
- *  to the object handle (or NULL if there was an error).
- *  The 'sofile' parameter is a system dependent name of the object file.
+ * Dynamically load a shared object.
+ *
+ * \param sofile a system-dependent name of the object file
+ * \returns an opaque pointer to the object handle or NULL if there was an
+ *          error; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadFunction
+ * \sa SDL_UnloadObject
  */
  */
 extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
 extern DECLSPEC void *SDLCALL SDL_LoadObject(const char *sofile);
 
 
 /**
 /**
- *  Given an object handle, this function looks up the address of the
- *  named function in the shared object and returns it.  This address
- *  is no longer valid after calling SDL_UnloadObject().
+ * Look up the address of the named function in a shared object.
+ *
+ * This function pointer is no longer valid after calling SDL_UnloadObject().
+ *
+ * This function can only look up C function names. Other languages may have
+ * name mangling and intrinsic language support that varies from compiler to
+ * compiler.
+ *
+ * Make sure you declare your function pointers with the same calling
+ * convention as the actual library function. Your code will crash
+ * mysteriously if you do not do this.
+ *
+ * If the requested function doesn't exist, NULL is returned.
+ *
+ * \param handle a valid shared object handle returned by SDL_LoadObject()
+ * \param name the name of the function to look up
+ * \returns a pointer to the function or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadObject
+ * \sa SDL_UnloadObject
  */
  */
 extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
 extern DECLSPEC void *SDLCALL SDL_LoadFunction(void *handle,
                                                const char *name);
                                                const char *name);
 
 
 /**
 /**
- *  Unload a shared object from memory.
+ * Unload a shared object from memory.
+ *
+ * \param handle a valid shared object handle returned by SDL_LoadObject()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LoadFunction
+ * \sa SDL_LoadObject
  */
  */
 extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
 extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
 
 

+ 103 - 0
bsp/simulator/SDL2/include/SDL_locale.h

@@ -0,0 +1,103 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_locale.h
+ *
+ *  Include file for SDL locale services
+ */
+
+#ifndef _SDL_locale_h
+#define _SDL_locale_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+
+typedef struct SDL_Locale
+{
+    const char *language;  /**< A language name, like "en" for English. */
+    const char *country;  /**< A country, like "US" for America. Can be NULL. */
+} SDL_Locale;
+
+/**
+ * Report the user's preferred locale.
+ *
+ * This returns an array of SDL_Locale structs, the final item zeroed out.
+ * When the caller is done with this array, it should call SDL_free() on the
+ * returned value; all the memory involved is allocated in a single block, so
+ * a single SDL_free() will suffice.
+ *
+ * Returned language strings are in the format xx, where 'xx' is an ISO-639
+ * language specifier (such as "en" for English, "de" for German, etc).
+ * Country strings are in the format YY, where "YY" is an ISO-3166 country
+ * code (such as "US" for the United States, "CA" for Canada, etc). Country
+ * might be NULL if there's no specific guidance on them (so you might get {
+ * "en", "US" } for American English, but { "en", NULL } means "English
+ * language, generically"). Language strings are never NULL, except to
+ * terminate the array.
+ *
+ * Please note that not all of these strings are 2 characters; some are three
+ * or more.
+ *
+ * The returned list of locales are in the order of the user's preference. For
+ * example, a German citizen that is fluent in US English and knows enough
+ * Japanese to navigate around Tokyo might have a list like: { "de", "en_US",
+ * "jp", NULL }. Someone from England might prefer British English (where
+ * "color" is spelled "colour", etc), but will settle for anything like it: {
+ * "en_GB", "en", NULL }.
+ *
+ * This function returns NULL on error, including when the platform does not
+ * supply this information at all.
+ *
+ * This might be a "slow" call that has to query the operating system. It's
+ * best to ask for this once and save the results. However, this list can
+ * change, usually because the user has changed a system preference outside of
+ * your program; SDL will send an SDL_LOCALECHANGED event in this case, if
+ * possible, and you can call this function again to get an updated copy of
+ * preferred locales.
+ *
+ * \return array of locales, terminated with a locale with a NULL language
+ *         field. Will return NULL on error.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC SDL_Locale * SDLCALL SDL_GetPreferredLocales(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_locale_h */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 404 - 0
bsp/simulator/SDL2/include/SDL_log.h

@@ -0,0 +1,404 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_log.h
+ *
+ *  Simple log messages with categories and priorities.
+ *
+ *  By default logs are quiet, but if you're debugging SDL you might want:
+ *
+ *      SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
+ *
+ *  Here's where the messages go on different platforms:
+ *      Windows: debug output stream
+ *      Android: log output
+ *      Others: standard error output (stderr)
+ */
+
+#ifndef SDL_log_h_
+#define SDL_log_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/**
+ *  \brief The maximum size of a log message
+ *
+ *  Messages longer than the maximum size will be truncated
+ */
+#define SDL_MAX_LOG_MESSAGE 4096
+
+/**
+ *  \brief The predefined log categories
+ *
+ *  By default the application category is enabled at the INFO level,
+ *  the assert category is enabled at the WARN level, test is enabled
+ *  at the VERBOSE level and all other categories are enabled at the
+ *  CRITICAL level.
+ */
+typedef enum
+{
+    SDL_LOG_CATEGORY_APPLICATION,
+    SDL_LOG_CATEGORY_ERROR,
+    SDL_LOG_CATEGORY_ASSERT,
+    SDL_LOG_CATEGORY_SYSTEM,
+    SDL_LOG_CATEGORY_AUDIO,
+    SDL_LOG_CATEGORY_VIDEO,
+    SDL_LOG_CATEGORY_RENDER,
+    SDL_LOG_CATEGORY_INPUT,
+    SDL_LOG_CATEGORY_TEST,
+
+    /* Reserved for future SDL library use */
+    SDL_LOG_CATEGORY_RESERVED1,
+    SDL_LOG_CATEGORY_RESERVED2,
+    SDL_LOG_CATEGORY_RESERVED3,
+    SDL_LOG_CATEGORY_RESERVED4,
+    SDL_LOG_CATEGORY_RESERVED5,
+    SDL_LOG_CATEGORY_RESERVED6,
+    SDL_LOG_CATEGORY_RESERVED7,
+    SDL_LOG_CATEGORY_RESERVED8,
+    SDL_LOG_CATEGORY_RESERVED9,
+    SDL_LOG_CATEGORY_RESERVED10,
+
+    /* Beyond this point is reserved for application use, e.g.
+       enum {
+           MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM,
+           MYAPP_CATEGORY_AWESOME2,
+           MYAPP_CATEGORY_AWESOME3,
+           ...
+       };
+     */
+    SDL_LOG_CATEGORY_CUSTOM
+} SDL_LogCategory;
+
+/**
+ *  \brief The predefined log priorities
+ */
+typedef enum
+{
+    SDL_LOG_PRIORITY_VERBOSE = 1,
+    SDL_LOG_PRIORITY_DEBUG,
+    SDL_LOG_PRIORITY_INFO,
+    SDL_LOG_PRIORITY_WARN,
+    SDL_LOG_PRIORITY_ERROR,
+    SDL_LOG_PRIORITY_CRITICAL,
+    SDL_NUM_LOG_PRIORITIES
+} SDL_LogPriority;
+
+
+/**
+ * Set the priority of all log categories.
+ *
+ * \param priority the SDL_LogPriority to assign
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetPriority
+ */
+extern DECLSPEC void SDLCALL SDL_LogSetAllPriority(SDL_LogPriority priority);
+
+/**
+ * Set the priority of a particular log category.
+ *
+ * \param category the category to assign a priority to
+ * \param priority the SDL_LogPriority to assign
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogGetPriority
+ * \sa SDL_LogSetAllPriority
+ */
+extern DECLSPEC void SDLCALL SDL_LogSetPriority(int category,
+                                                SDL_LogPriority priority);
+
+/**
+ * Get the priority of a particular log category.
+ *
+ * \param category the category to query
+ * \returns the SDL_LogPriority for the requested category
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetPriority
+ */
+extern DECLSPEC SDL_LogPriority SDLCALL SDL_LogGetPriority(int category);
+
+/**
+ * Reset all priorities to default.
+ *
+ * This is called by SDL_Quit().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetAllPriority
+ * \sa SDL_LogSetPriority
+ */
+extern DECLSPEC void SDLCALL SDL_LogResetPriorities(void);
+
+/**
+ * Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
+ *
+ * = * \param fmt a printf() style message format string
+ *
+ * \param ... additional parameters matching % tokens in the `fmt` string, if
+ *            any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_VERBOSE.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ *            if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_DEBUG.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ *            if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_INFO.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ *            if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_WARN.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ *            if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ */
+extern DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_ERROR.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ *            if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with SDL_LOG_PRIORITY_CRITICAL.
+ *
+ * \param category the category of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ *            if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2);
+
+/**
+ * Log a message with the specified category and priority.
+ *
+ * \param category the category of the message
+ * \param priority the priority of the message
+ * \param fmt a printf() style message format string
+ * \param ... additional parameters matching % tokens in the **fmt** string,
+ *            if any
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessageV
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogMessage(int category,
+                                            SDL_LogPriority priority,
+                                            SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3);
+
+/**
+ * Log a message with the specified category and priority.
+ *
+ * \param category the category of the message
+ * \param priority the priority of the message
+ * \param fmt a printf() style message format string
+ * \param ap a variable argument list
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Log
+ * \sa SDL_LogCritical
+ * \sa SDL_LogDebug
+ * \sa SDL_LogError
+ * \sa SDL_LogInfo
+ * \sa SDL_LogMessage
+ * \sa SDL_LogVerbose
+ * \sa SDL_LogWarn
+ */
+extern DECLSPEC void SDLCALL SDL_LogMessageV(int category,
+                                             SDL_LogPriority priority,
+                                             const char *fmt, va_list ap);
+
+/**
+ * The prototype for the log output callback function.
+ *
+ * This function is called by SDL when there is new text to be logged.
+ *
+ * \param userdata what was passed as `userdata` to SDL_LogSetOutputFunction()
+ * \param category the category of the message
+ * \param priority the priority of the message
+ * \param message the message being output
+ */
+typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message);
+
+/**
+ * Get the current log output function.
+ *
+ * \param callback an SDL_LogOutputFunction filled in with the current log
+ *                 callback
+ * \param userdata a pointer filled in with the pointer that is passed to
+ *                 `callback`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogSetOutputFunction
+ */
+extern DECLSPEC void SDLCALL SDL_LogGetOutputFunction(SDL_LogOutputFunction *callback, void **userdata);
+
+/**
+ * Replace the default log output function with one of your own.
+ *
+ * \param callback an SDL_LogOutputFunction to call instead of the default
+ * \param userdata a pointer that is passed to `callback`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LogGetOutputFunction
+ */
+extern DECLSPEC void SDLCALL SDL_LogSetOutputFunction(SDL_LogOutputFunction callback, void *userdata);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_log_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 235 - 0
bsp/simulator/SDL2/include/SDL_main.h

@@ -0,0 +1,235 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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.
+*/
+
+#ifndef SDL_main_h_
+#define SDL_main_h_
+
+#include "SDL_stdinc.h"
+
+/**
+ *  \file SDL_main.h
+ *
+ *  Redefine main() on some platforms so that it is called by SDL.
+ */
+
+#ifndef SDL_MAIN_HANDLED
+#if defined(__WIN32__)
+/* On Windows SDL provides WinMain(), which parses the command line and passes
+   the arguments to your main function.
+
+   If you provide your own WinMain(), you may define SDL_MAIN_HANDLED
+ */
+#define SDL_MAIN_AVAILABLE
+
+#elif defined(__WINRT__)
+/* On WinRT, SDL provides a main function that initializes CoreApplication,
+   creating an instance of IFrameworkView in the process.
+
+   Please note that #include'ing SDL_main.h is not enough to get a main()
+   function working.  In non-XAML apps, the file,
+   src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
+   into the app itself.  In XAML apps, the function, SDL_WinRTRunApp must be
+   called, with a pointer to the Direct3D-hosted XAML control passed in.
+*/
+#define SDL_MAIN_NEEDED
+
+#elif defined(__IPHONEOS__)
+/* On iOS SDL provides a main function that creates an application delegate
+   and starts the iOS application run loop.
+
+   If you link with SDL dynamically on iOS, the main function can't be in a
+   shared library, so you need to link with libSDLmain.a, which includes a
+   stub main function that calls into the shared library to start execution.
+
+   See src/video/uikit/SDL_uikitappdelegate.m for more details.
+ */
+#define SDL_MAIN_NEEDED
+
+#elif defined(__ANDROID__)
+/* On Android SDL provides a Java class in SDLActivity.java that is the
+   main activity entry point.
+
+   See docs/README-android.md for more details on extending that class.
+ */
+#define SDL_MAIN_NEEDED
+
+/* We need to export SDL_main so it can be launched from Java */
+#define SDLMAIN_DECLSPEC    DECLSPEC
+
+#elif defined(__NACL__)
+/* On NACL we use ppapi_simple to set up the application helper code,
+   then wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before
+   starting the user main function.
+   All user code is run in a separate thread by ppapi_simple, thus
+   allowing for blocking io to take place via nacl_io
+*/
+#define SDL_MAIN_NEEDED
+
+#elif defined(__PSP__)
+/* On PSP SDL provides a main function that sets the module info,
+   activates the GPU and starts the thread required to be able to exit
+   the software.
+
+   If you provide this yourself, you may define SDL_MAIN_HANDLED
+ */
+#define SDL_MAIN_AVAILABLE
+
+#endif
+#endif /* SDL_MAIN_HANDLED */
+
+#ifndef SDLMAIN_DECLSPEC
+#define SDLMAIN_DECLSPEC
+#endif
+
+/**
+ *  \file SDL_main.h
+ *
+ *  The application's main() function must be called with C linkage,
+ *  and should be declared like this:
+ *  \code
+ *  #ifdef __cplusplus
+ *  extern "C"
+ *  #endif
+ *  int main(int argc, char *argv[])
+ *  {
+ *  }
+ *  \endcode
+ */
+
+#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE)
+#define main    SDL_main
+#endif
+
+#include "begin_code.h"
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  The prototype for the application's main() function
+ */
+typedef int (*SDL_main_func)(int argc, char *argv[]);
+extern SDLMAIN_DECLSPEC int SDL_main(int argc, char *argv[]);
+
+
+/**
+ * Circumvent failure of SDL_Init() when not using SDL_main() as an entry
+ * point.
+ *
+ * This function is defined in SDL_main.h, along with the preprocessor rule to
+ * redefine main() as SDL_main(). Thus to ensure that your main() function
+ * will not be changed it is necessary to define SDL_MAIN_HANDLED before
+ * including SDL.h.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_Init
+ */
+extern DECLSPEC void SDLCALL SDL_SetMainReady(void);
+
+#ifdef __WIN32__
+
+/**
+ * Register a win32 window class for SDL's use.
+ *
+ * This can be called to set the application window class at startup. It is
+ * safe to call this multiple times, as long as every call is eventually
+ * paired with a call to SDL_UnregisterApp, but a second registration attempt
+ * while a previous registration is still active will be ignored, other than
+ * to increment a counter.
+ *
+ * Most applications do not need to, and should not, call this directly; SDL
+ * will call it when initializing the video subsystem.
+ *
+ * \param name the window class name, in UTF-8 encoding. If NULL, SDL
+ *             currently uses "SDL_app" but this isn't guaranteed.
+ * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL
+ *              currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of
+ *              what is specified here.
+ * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL
+ *              will use `GetModuleHandle(NULL)` instead.
+ * \returns 0 on success, -1 on error. SDL_GetError() may have details.
+ *
+ * \since This function is available since SDL 2.0.2.
+ */
+extern DECLSPEC int SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst);
+
+/**
+ * Deregister the win32 window class from an SDL_RegisterApp call.
+ *
+ * This can be called to undo the effects of SDL_RegisterApp.
+ *
+ * Most applications do not need to, and should not, call this directly; SDL
+ * will call it when deinitializing the video subsystem.
+ *
+ * It is safe to call this multiple times, as long as every call is eventually
+ * paired with a prior call to SDL_RegisterApp. The window class will only be
+ * deregistered when the registration counter in SDL_RegisterApp decrements to
+ * zero through calls to this function.
+ *
+ * \since This function is available since SDL 2.0.2.
+ */
+extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
+
+#endif /* __WIN32__ */
+
+
+#ifdef __WINRT__
+
+/**
+ * Initialize and launch an SDL/WinRT application.
+ *
+ * \param mainFunction the SDL app's C-style main(), an SDL_main_func
+ * \param reserved reserved for future use; should be NULL
+ * \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
+ *          more information on the failure.
+ *
+ * \since This function is available since SDL 2.0.3.
+ */
+extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
+
+#endif /* __WINRT__ */
+
+#if defined(__IPHONEOS__)
+
+/**
+ * Initializes and launches an SDL application.
+ *
+ * \param argc The argc parameter from the application's main() function
+ * \param argv The argv parameter from the application's main() function
+ * \param mainFunction The SDL app's C-style main(), an SDL_main_func
+ * \return the return value from mainFunction
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_UIKitRunApp(int argc, char *argv[], SDL_main_func mainFunction);
+
+#endif /* __IPHONEOS__ */
+
+
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_main_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 193 - 0
bsp/simulator/SDL2/include/SDL_messagebox.h

@@ -0,0 +1,193 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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.
+*/
+
+#ifndef SDL_messagebox_h_
+#define SDL_messagebox_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_video.h"      /* For SDL_Window */
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * SDL_MessageBox flags. If supported will display warning icon, etc.
+ */
+typedef enum
+{
+    SDL_MESSAGEBOX_ERROR                 = 0x00000010,   /**< error dialog */
+    SDL_MESSAGEBOX_WARNING               = 0x00000020,   /**< warning dialog */
+    SDL_MESSAGEBOX_INFORMATION           = 0x00000040,   /**< informational dialog */
+    SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT = 0x00000080,   /**< buttons placed left to right */
+    SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT = 0x00000100    /**< buttons placed right to left */
+} SDL_MessageBoxFlags;
+
+/**
+ * Flags for SDL_MessageBoxButtonData.
+ */
+typedef enum
+{
+    SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001,  /**< Marks the default button when return is hit */
+    SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002   /**< Marks the default button when escape is hit */
+} SDL_MessageBoxButtonFlags;
+
+/**
+ * Individual button data.
+ */
+typedef struct
+{
+    Uint32 flags;       /**< ::SDL_MessageBoxButtonFlags */
+    int buttonid;       /**< User defined button id (value returned via SDL_ShowMessageBox) */
+    const char * text;  /**< The UTF-8 button text */
+} SDL_MessageBoxButtonData;
+
+/**
+ * RGB value used in a message box color scheme
+ */
+typedef struct
+{
+    Uint8 r, g, b;
+} SDL_MessageBoxColor;
+
+typedef enum
+{
+    SDL_MESSAGEBOX_COLOR_BACKGROUND,
+    SDL_MESSAGEBOX_COLOR_TEXT,
+    SDL_MESSAGEBOX_COLOR_BUTTON_BORDER,
+    SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND,
+    SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED,
+    SDL_MESSAGEBOX_COLOR_MAX
+} SDL_MessageBoxColorType;
+
+/**
+ * A set of colors to use for message box dialogs
+ */
+typedef struct
+{
+    SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_MAX];
+} SDL_MessageBoxColorScheme;
+
+/**
+ * MessageBox structure containing title, text, window, etc.
+ */
+typedef struct
+{
+    Uint32 flags;                       /**< ::SDL_MessageBoxFlags */
+    SDL_Window *window;                 /**< Parent window, can be NULL */
+    const char *title;                  /**< UTF-8 title */
+    const char *message;                /**< UTF-8 message text */
+
+    int numbuttons;
+    const SDL_MessageBoxButtonData *buttons;
+
+    const SDL_MessageBoxColorScheme *colorScheme;   /**< ::SDL_MessageBoxColorScheme, can be NULL to use system settings */
+} SDL_MessageBoxData;
+
+/**
+ * Create a modal message box.
+ *
+ * If your needs aren't complex, it might be easier to use
+ * SDL_ShowSimpleMessageBox.
+ *
+ * This function should be called on the thread that created the parent
+ * window, or on the main thread if the messagebox has no parent. It will
+ * block execution of that thread until the user clicks a button or closes the
+ * messagebox.
+ *
+ * This function may be called at any time, even before SDL_Init(). This makes
+ * it useful for reporting errors like a failure to create a renderer or
+ * OpenGL context.
+ *
+ * On X11, SDL rolls its own dialog box with X11 primitives instead of a
+ * formal toolkit like GTK+ or Qt.
+ *
+ * Note that if SDL_Init() would fail because there isn't any available video
+ * target, this function is likely to fail for the same reasons. If this is a
+ * concern, check the return value from this function and fall back to writing
+ * to stderr if you can.
+ *
+ * \param messageboxdata the SDL_MessageBoxData structure with title, text and
+ *                       other options
+ * \param buttonid the pointer to which user id of hit button should be copied
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ShowSimpleMessageBox
+ */
+extern DECLSPEC int SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
+
+/**
+ * Display a simple modal message box.
+ *
+ * If your needs aren't complex, this function is preferred over
+ * SDL_ShowMessageBox.
+ *
+ * `flags` may be any of the following:
+ *
+ * - `SDL_MESSAGEBOX_ERROR`: error dialog
+ * - `SDL_MESSAGEBOX_WARNING`: warning dialog
+ * - `SDL_MESSAGEBOX_INFORMATION`: informational dialog
+ *
+ * This function should be called on the thread that created the parent
+ * window, or on the main thread if the messagebox has no parent. It will
+ * block execution of that thread until the user clicks a button or closes the
+ * messagebox.
+ *
+ * This function may be called at any time, even before SDL_Init(). This makes
+ * it useful for reporting errors like a failure to create a renderer or
+ * OpenGL context.
+ *
+ * On X11, SDL rolls its own dialog box with X11 primitives instead of a
+ * formal toolkit like GTK+ or Qt.
+ *
+ * Note that if SDL_Init() would fail because there isn't any available video
+ * target, this function is likely to fail for the same reasons. If this is a
+ * concern, check the return value from this function and fall back to writing
+ * to stderr if you can.
+ *
+ * \param flags an SDL_MessageBoxFlags value
+ * \param title UTF-8 title text
+ * \param message UTF-8 message text
+ * \param window the parent window, or NULL for no parent
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ShowMessageBox
+ */
+extern DECLSPEC int SDLCALL SDL_ShowSimpleMessageBox(Uint32 flags, const char *title, const char *message, SDL_Window *window);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_messagebox_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 112 - 0
bsp/simulator/SDL2/include/SDL_metal.h

@@ -0,0 +1,112 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_metal.h
+ *
+ *  Header file for functions to creating Metal layers and views on SDL windows.
+ */
+
+#ifndef SDL_metal_h_
+#define SDL_metal_h_
+
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
+ *
+ *  \note This can be cast directly to an NSView or UIView.
+ */
+typedef void *SDL_MetalView;
+
+/**
+ *  \name Metal support functions
+ */
+/* @{ */
+
+/**
+ * Create a CAMetalLayer-backed NSView/UIView and attach it to the specified
+ * window.
+ *
+ * On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on
+ * its own. It is up to user code to do that.
+ *
+ * The returned handle can be casted directly to a NSView or UIView. To access
+ * the backing CAMetalLayer, call SDL_Metal_GetLayer().
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_Metal_DestroyView
+ * \sa SDL_Metal_GetLayer
+ */
+extern DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window * window);
+
+/**
+ * Destroy an existing SDL_MetalView object.
+ *
+ * This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was
+ * called after SDL_CreateWindow.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_Metal_CreateView
+ */
+extern DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view);
+
+/**
+ * Get a pointer to the backing CAMetalLayer for the given view.
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_MetalCreateView
+ */
+extern DECLSPEC void *SDLCALL SDL_Metal_GetLayer(SDL_MetalView view);
+
+/**
+ * Get the size of a window's underlying drawable in pixels (for use with
+ * setting viewport, scissor & etc).
+ *
+ * \param window SDL_Window from which the drawable size should be queried
+ * \param w Pointer to variable for storing the width in pixels, may be NULL
+ *
+ * \since This function is available since SDL 2.0.14.
+ *
+ * \sa SDL_GetWindowSize
+ * \sa SDL_CreateWindow
+ */
+extern DECLSPEC void SDLCALL SDL_Metal_GetDrawableSize(SDL_Window* window, int *w,
+                                                       int *h);
+
+/* @} *//* Metal support functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_metal_h_ */

+ 79 - 0
bsp/simulator/SDL2/include/SDL_misc.h

@@ -0,0 +1,79 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_misc.h
+ *
+ *  \brief Include file for SDL API functions that don't fit elsewhere.
+ */
+
+#ifndef SDL_misc_h_
+#define SDL_misc_h_
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Open a URL/URI in the browser or other appropriate external application.
+ *
+ * Open a URL in a separate, system-provided application. How this works will
+ * vary wildly depending on the platform. This will likely launch what makes
+ * sense to handle a specific URL's protocol (a web browser for `http://`,
+ * etc), but it might also be able to launch file managers for directories and
+ * other things.
+ *
+ * What happens when you open a URL varies wildly as well: your game window
+ * may lose focus (and may or may not lose focus if your game was fullscreen
+ * or grabbing input at the time). On mobile devices, your app will likely
+ * move to the background or your process might be paused. Any given platform
+ * may or may not handle a given URL.
+ *
+ * If this is unimplemented (or simply unavailable) for a platform, this will
+ * fail with an error. A successful result does not mean the URL loaded, just
+ * that we launched _something_ to handle it (or at least believe we did).
+ *
+ * All this to say: this function can be useful, but you should definitely
+ * test it on every platform you target.
+ *
+ * \param url A valid URL/URI to open. Use `file:///full/path/to/file` for
+ *            local files, if supported.
+ * \returns 0 on success, or -1 on error; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC int SDLCALL SDL_OpenURL(const char *url);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_misc_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 454 - 0
bsp/simulator/SDL2/include/SDL_mouse.h

@@ -0,0 +1,454 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_mouse.h
+ *
+ *  Include file for SDL mouse event handling.
+ */
+
+#ifndef SDL_mouse_h_
+#define SDL_mouse_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct SDL_Cursor SDL_Cursor;   /**< Implementation dependent */
+
+/**
+ * \brief Cursor types for SDL_CreateSystemCursor().
+ */
+typedef enum
+{
+    SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */
+    SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */
+    SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */
+    SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
+    SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
+    SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */
+    SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */
+    SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */
+    SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */
+    SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */
+    SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */
+    SDL_SYSTEM_CURSOR_HAND,      /**< Hand */
+    SDL_NUM_SYSTEM_CURSORS
+} SDL_SystemCursor;
+
+/**
+ * \brief Scroll direction types for the Scroll event
+ */
+typedef enum
+{
+    SDL_MOUSEWHEEL_NORMAL,    /**< The scroll direction is normal */
+    SDL_MOUSEWHEEL_FLIPPED    /**< The scroll direction is flipped / natural */
+} SDL_MouseWheelDirection;
+
+/* Function prototypes */
+
+/**
+ * Get the window which currently has mouse focus.
+ *
+ * \returns the window with mouse focus.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
+
+/**
+ * Retrieve the current state of the mouse.
+ *
+ * The current button state is returned as a button bitmask, which can be
+ * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
+ * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
+ * mouse cursor position relative to the focus window. You can pass NULL for
+ * either `x` or `y`.
+ *
+ * \param x the x coordinate of the mouse cursor position relative to the
+ *          focus window
+ * \param y the y coordinate of the mouse cursor position relative to the
+ *          focus window
+ * \returns a 32-bit button bitmask of the current button state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetGlobalMouseState
+ * \sa SDL_GetRelativeMouseState
+ * \sa SDL_PumpEvents
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
+
+/**
+ * Get the current state of the mouse in relation to the desktop.
+ *
+ * This works similarly to SDL_GetMouseState(), but the coordinates will be
+ * reported relative to the top-left of the desktop. This can be useful if you
+ * need to track the mouse outside of a specific window and SDL_CaptureMouse()
+ * doesn't fit your needs. For example, it could be useful if you need to
+ * track the mouse while dragging a window, where coordinates relative to a
+ * window might not be in sync at all times.
+ *
+ * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
+ * from the last pump of the event queue. This function, however, queries the
+ * OS for the current mouse position, and as such, might be a slightly less
+ * efficient function. Unless you know what you're doing and have a good
+ * reason to use this function, you probably want SDL_GetMouseState() instead.
+ *
+ * \param x filled in with the current X coord relative to the desktop; can be
+ *          NULL
+ * \param y filled in with the current Y coord relative to the desktop; can be
+ *          NULL
+ * \returns the current button state as a bitmask which can be tested using
+ *          the SDL_BUTTON(X) macros.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_CaptureMouse
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
+
+/**
+ * Retrieve the relative state of the mouse.
+ *
+ * The current button state is returned as a button bitmask, which can be
+ * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
+ * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
+ * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
+ * event initialization. You can pass NULL for either `x` or `y`.
+ *
+ * \param x a pointer filled with the last recorded x coordinate of the mouse
+ * \param y a pointer filled with the last recorded y coordinate of the mouse
+ * \returns a 32-bit button bitmask of the relative button state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetMouseState
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
+
+/**
+ * Move the mouse cursor to the given position within the window.
+ *
+ * This function generates a mouse motion event.
+ *
+ * Note that this function will appear to succeed, but not actually move the
+ * mouse when used over Microsoft Remote Desktop.
+ *
+ * \param window the window to move the mouse into, or NULL for the current
+ *               mouse focus
+ * \param x the x coordinate within the window
+ * \param y the y coordinate within the window
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WarpMouseGlobal
+ */
+extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
+                                                   int x, int y);
+
+/**
+ * Move the mouse to the given position in global screen space.
+ *
+ * This function generates a mouse motion event.
+ *
+ * A failure of this function usually means that it is unsupported by a
+ * platform.
+ *
+ * Note that this function will appear to succeed, but not actually move the
+ * mouse when used over Microsoft Remote Desktop.
+ *
+ * \param x the x coordinate
+ * \param y the y coordinate
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_WarpMouseInWindow
+ */
+extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
+
+/**
+ * Set relative mouse mode.
+ *
+ * While the mouse is in relative mode, the cursor is hidden, and the driver
+ * will try to report continuous motion in the current window. Only relative
+ * motion events will be delivered, the mouse position will not change.
+ *
+ * Note that this function will not be able to provide continuous relative
+ * motion when used over Microsoft Remote Desktop, instead motion is limited
+ * to the bounds of the screen.
+ *
+ * This function will flush any pending mouse motion.
+ *
+ * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ *          If relative mode is not supported, this returns -1.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRelativeMouseMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
+
+/**
+ * Capture the mouse and to track input outside an SDL window.
+ *
+ * Capturing enables your app to obtain mouse events globally, instead of just
+ * within your window. Not all video targets support this function. When
+ * capturing is enabled, the current window will get all mouse events, but
+ * unlike relative mode, no change is made to the cursor and it is not
+ * restrained to your window.
+ *
+ * This function may also deny mouse input to other windows--both those in
+ * your application and others on the system--so you should use this function
+ * sparingly, and in small bursts. For example, you might want to track the
+ * mouse while the user is dragging something, until the user releases a mouse
+ * button. It is not recommended that you capture the mouse for long periods
+ * of time, such as the entire time your app is running. For that, you should
+ * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
+ * on your goals.
+ *
+ * While captured, mouse events still report coordinates relative to the
+ * current (foreground) window, but those coordinates may be outside the
+ * bounds of the window (including negative values). Capturing is only allowed
+ * for the foreground window. If the window loses focus while capturing, the
+ * capture will be disabled automatically.
+ *
+ * While capturing is enabled, the current window will have the
+ * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
+ *
+ * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
+ * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetGlobalMouseState
+ */
+extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
+
+/**
+ * Query whether relative mouse mode is enabled.
+ *
+ * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRelativeMouseMode
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
+
+/**
+ * Create a cursor using the specified bitmap data and mask (in MSB format).
+ *
+ * `mask` has to be in MSB (Most Significant Bit) format.
+ *
+ * The cursor width (`w`) must be a multiple of 8 bits.
+ *
+ * The cursor is created in black and white according to the following:
+ *
+ * - data=0, mask=1: white
+ * - data=1, mask=1: black
+ * - data=0, mask=0: transparent
+ * - data=1, mask=0: inverted color if possible, black if not.
+ *
+ * Cursors created with this function must be freed with SDL_FreeCursor().
+ *
+ * If you want to have a color cursor, or create your cursor from an
+ * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
+ * hide the cursor and draw your own as part of your game's rendering, but it
+ * will be bound to the framerate.
+ *
+ * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
+ * provides twelve readily available system cursors to pick from.
+ *
+ * \param data the color value for each pixel of the cursor
+ * \param mask the mask value for each pixel of the cursor
+ * \param w the width of the cursor
+ * \param h the height of the cursor
+ * \param hot_x the X-axis location of the upper left corner of the cursor
+ *              relative to the actual mouse position
+ * \param hot_y the Y-axis location of the upper left corner of the cursor
+ *              relative to the actual mouse position
+ * \returns a new cursor with the specified parameters on success or NULL on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeCursor
+ * \sa SDL_SetCursor
+ * \sa SDL_ShowCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
+                                                     const Uint8 * mask,
+                                                     int w, int h, int hot_x,
+                                                     int hot_y);
+
+/**
+ * Create a color cursor.
+ *
+ * \param surface an SDL_Surface structure representing the cursor image
+ * \param hot_x the x position of the cursor hot spot
+ * \param hot_y the y position of the cursor hot spot
+ * \returns the new cursor on success or NULL on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_FreeCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
+                                                          int hot_x,
+                                                          int hot_y);
+
+/**
+ * Create a system cursor.
+ *
+ * \param id an SDL_SystemCursor enum value
+ * \returns a cursor on success or NULL on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
+
+/**
+ * Set the active cursor.
+ *
+ * This function sets the currently active cursor to the specified one. If the
+ * cursor is currently visible, the change will be immediately represented on
+ * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
+ * this is desired for any reason.
+ *
+ * \param cursor a cursor to make active
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_GetCursor
+ * \sa SDL_ShowCursor
+ */
+extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
+
+/**
+ * Get the active cursor.
+ *
+ * This function returns a pointer to the current cursor which is owned by the
+ * library. It is not necessary to free the cursor with SDL_FreeCursor().
+ *
+ * \returns the active cursor or NULL if there is no mouse.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
+
+/**
+ * Get the default cursor.
+ *
+ * \returns the default cursor on success or NULL on failure.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSystemCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
+
+/**
+ * Free a previously-created cursor.
+ *
+ * Use this function to free cursor resources created with SDL_CreateCursor(),
+ * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
+ *
+ * \param cursor the cursor to free
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateColorCursor
+ * \sa SDL_CreateCursor
+ * \sa SDL_CreateSystemCursor
+ */
+extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
+
+/**
+ * Toggle whether or not the cursor is shown.
+ *
+ * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
+ * displays the cursor and passing `SDL_DISABLE` hides it.
+ *
+ * The current state of the mouse cursor can be queried by passing
+ * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
+ *
+ * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
+ *               `SDL_QUERY` to query the current state without changing it.
+ * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
+ *          cursor is hidden, or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_SetCursor
+ */
+extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
+
+/**
+ * Used as a mask when testing buttons in buttonstate.
+ *
+ * - Button 1:  Left mouse button
+ * - Button 2:  Middle mouse button
+ * - Button 3:  Right mouse button
+ */
+#define SDL_BUTTON(X)       (1 << ((X)-1))
+#define SDL_BUTTON_LEFT     1
+#define SDL_BUTTON_MIDDLE   2
+#define SDL_BUTTON_RIGHT    3
+#define SDL_BUTTON_X1       4
+#define SDL_BUTTON_X2       5
+#define SDL_BUTTON_LMASK    SDL_BUTTON(SDL_BUTTON_LEFT)
+#define SDL_BUTTON_MMASK    SDL_BUTTON(SDL_BUTTON_MIDDLE)
+#define SDL_BUTTON_RMASK    SDL_BUTTON(SDL_BUTTON_RIGHT)
+#define SDL_BUTTON_X1MASK   SDL_BUTTON(SDL_BUTTON_X1)
+#define SDL_BUTTON_X2MASK   SDL_BUTTON(SDL_BUTTON_X2)
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_mouse_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 471 - 0
bsp/simulator/SDL2/include/SDL_mutex.h

@@ -0,0 +1,471 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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.
+*/
+
+#ifndef SDL_mutex_h_
+#define SDL_mutex_h_
+
+/**
+ *  \file SDL_mutex.h
+ *
+ *  Functions to provide thread synchronization primitives.
+ */
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ *  Synchronization functions which can time out return this value
+ *  if they time out.
+ */
+#define SDL_MUTEX_TIMEDOUT  1
+
+/**
+ *  This is the timeout value which corresponds to never time out.
+ */
+#define SDL_MUTEX_MAXWAIT   (~(Uint32)0)
+
+
+/**
+ *  \name Mutex functions
+ */
+/* @{ */
+
+/* The SDL mutex structure, defined in SDL_sysmutex.c */
+struct SDL_mutex;
+typedef struct SDL_mutex SDL_mutex;
+
+/**
+ * Create a new mutex.
+ *
+ * All newly-created mutexes begin in the _unlocked_ state.
+ *
+ * Calls to SDL_LockMutex() will not return while the mutex is locked by
+ * another thread. See SDL_TryLockMutex() to attempt to lock without blocking.
+ *
+ * SDL mutexes are reentrant.
+ *
+ * \returns the initialized and unlocked mutex or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DestroyMutex
+ * \sa SDL_LockMutex
+ * \sa SDL_TryLockMutex
+ * \sa SDL_UnlockMutex
+ */
+extern DECLSPEC SDL_mutex *SDLCALL SDL_CreateMutex(void);
+
+/**
+ * Lock the mutex.
+ *
+ * This will block until the mutex is available, which is to say it is in the
+ * unlocked state and the OS has chosen the caller as the next thread to lock
+ * it. Of all threads waiting to lock the mutex, only one may do so at a time.
+ *
+ * It is legal for the owning thread to lock an already-locked mutex. It must
+ * unlock it the same number of times before it is actually made available for
+ * other threads in the system (this is known as a "recursive mutex").
+ *
+ * \param mutex the mutex to lock
+ * \return 0, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_LockMutex(SDL_mutex * mutex);
+#define SDL_mutexP(m)   SDL_LockMutex(m)
+
+/**
+ * Try to lock a mutex without blocking.
+ *
+ * This works just like SDL_LockMutex(), but if the mutex is not available,
+ * this function returns `SDL_MUTEX_TIMEOUT` immediately.
+ *
+ * This technique is useful if you need exclusive access to a resource but
+ * don't want to wait for it, and will return to it to try again later.
+ *
+ * \param mutex the mutex to try to lock
+ * \returns 0, `SDL_MUTEX_TIMEDOUT`, or -1 on error; call SDL_GetError() for
+ *          more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateMutex
+ * \sa SDL_DestroyMutex
+ * \sa SDL_LockMutex
+ * \sa SDL_UnlockMutex
+ */
+extern DECLSPEC int SDLCALL SDL_TryLockMutex(SDL_mutex * mutex);
+
+/**
+ * Unlock the mutex.
+ *
+ * It is legal for the owning thread to lock an already-locked mutex. It must
+ * unlock it the same number of times before it is actually made available for
+ * other threads in the system (this is known as a "recursive mutex").
+ *
+ * It is an error to unlock a mutex that has not been locked by the current
+ * thread, and doing so results in undefined behavior.
+ *
+ * It is also an error to unlock a mutex that isn't locked at all.
+ *
+ * \param mutex the mutex to unlock.
+ * \returns 0, or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_UnlockMutex(SDL_mutex * mutex);
+#define SDL_mutexV(m)   SDL_UnlockMutex(m)
+
+/**
+ * Destroy a mutex created with SDL_CreateMutex().
+ *
+ * This function must be called on any mutex that is no longer needed. Failure
+ * to destroy a mutex will result in a system memory or resource leak. While
+ * it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt
+ * to destroy a locked mutex, and may result in undefined behavior depending
+ * on the platform.
+ *
+ * \param mutex the mutex to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateMutex
+ * \sa SDL_LockMutex
+ * \sa SDL_TryLockMutex
+ * \sa SDL_UnlockMutex
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex * mutex);
+
+/* @} *//* Mutex functions */
+
+
+/**
+ *  \name Semaphore functions
+ */
+/* @{ */
+
+/* The SDL semaphore structure, defined in SDL_syssem.c */
+struct SDL_semaphore;
+typedef struct SDL_semaphore SDL_sem;
+
+/**
+ * Create a semaphore.
+ *
+ * This function creates a new semaphore and initializes it with the value
+ * `initial_value`. Each wait operation on the semaphore will atomically
+ * decrement the semaphore value and potentially block if the semaphore value
+ * is 0. Each post operation will atomically increment the semaphore value and
+ * wake waiting threads and allow them to retry the wait operation.
+ *
+ * \param initial_value the starting value of the semaphore
+ * \returns a new semaphore or NULL on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC SDL_sem *SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
+
+/**
+ * Destroy a semaphore.
+ *
+ * It is not safe to destroy a semaphore if there are threads currently
+ * waiting on it.
+ *
+ * \param sem the semaphore to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem * sem);
+
+/**
+ * Wait until a semaphore has a positive value and then decrements it.
+ *
+ * This function suspends the calling thread until either the semaphore
+ * pointed to by `sem` has a positive value or the call is interrupted by a
+ * signal or error. If the call is successful it will atomically decrement the
+ * semaphore value.
+ *
+ * This function is the equivalent of calling SDL_SemWaitTimeout() with a time
+ * length of `SDL_MUTEX_MAXWAIT`.
+ *
+ * \param sem the semaphore wait on
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem * sem);
+
+/**
+ * See if a semaphore has a positive value and decrement it if it does.
+ *
+ * This function checks to see if the semaphore pointed to by `sem` has a
+ * positive value and atomically decrements the semaphore value if it does. If
+ * the semaphore doesn't have a positive value, the function immediately
+ * returns SDL_MUTEX_TIMEDOUT.
+ *
+ * \param sem the semaphore to wait on
+ * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait would
+ *          block, or a negative error code on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem * sem);
+
+/**
+ * Wait until a semaphore has a positive value and then decrements it.
+ *
+ * This function suspends the calling thread until either the semaphore
+ * pointed to by `sem` has a positive value, the call is interrupted by a
+ * signal or error, or the specified time has elapsed. If the call is
+ * successful it will atomically decrement the semaphore value.
+ *
+ * \param sem the semaphore to wait on
+ * \param ms the length of the timeout, in milliseconds
+ * \returns 0 if the wait succeeds, `SDL_MUTEX_TIMEDOUT` if the wait does not
+ *          succeed in the allotted time, or a negative error code on failure;
+ *          call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemPost
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ */
+extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem * sem, Uint32 ms);
+
+/**
+ * Atomically increment a semaphore's value and wake waiting threads.
+ *
+ * \param sem the semaphore to increment
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ * \sa SDL_DestroySemaphore
+ * \sa SDL_SemTryWait
+ * \sa SDL_SemValue
+ * \sa SDL_SemWait
+ * \sa SDL_SemWaitTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem * sem);
+
+/**
+ * Get the current value of a semaphore.
+ *
+ * \param sem the semaphore to query
+ * \returns the current value of the semaphore.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSemaphore
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem * sem);
+
+/* @} *//* Semaphore functions */
+
+
+/**
+ *  \name Condition variable functions
+ */
+/* @{ */
+
+/* The SDL condition variable structure, defined in SDL_syscond.c */
+struct SDL_cond;
+typedef struct SDL_cond SDL_cond;
+
+/**
+ * Create a condition variable.
+ *
+ * \returns a new condition variable or NULL on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC SDL_cond *SDLCALL SDL_CreateCond(void);
+
+/**
+ * Destroy a condition variable.
+ *
+ * \param cond the condition variable to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond * cond);
+
+/**
+ * Restart one of the threads that are waiting on the condition variable.
+ *
+ * \param cond the condition variable to signal
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond * cond);
+
+/**
+ * Restart all threads that are waiting on the condition variable.
+ *
+ * \param cond the condition variable to signal
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond * cond);
+
+/**
+ * Wait until a condition variable is signaled.
+ *
+ * This function unlocks the specified `mutex` and waits for another thread to
+ * call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
+ * `cond`. Once the condition variable is signaled, the mutex is re-locked and
+ * the function returns.
+ *
+ * The mutex must be locked before calling this function.
+ *
+ * This function is the equivalent of calling SDL_CondWaitTimeout() with a
+ * time length of `SDL_MUTEX_MAXWAIT`.
+ *
+ * \param cond the condition variable to wait on
+ * \param mutex the mutex used to coordinate thread access
+ * \returns 0 when it is signaled or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWaitTimeout
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond * cond, SDL_mutex * mutex);
+
+/**
+ * Wait until a condition variable is signaled or a certain time has passed.
+ *
+ * This function unlocks the specified `mutex` and waits for another thread to
+ * call SDL_CondSignal() or SDL_CondBroadcast() on the condition variable
+ * `cond`, or for the specified time to elapse. Once the condition variable is
+ * signaled or the time elapsed, the mutex is re-locked and the function
+ * returns.
+ *
+ * The mutex must be locked before calling this function.
+ *
+ * \param cond the condition variable to wait on
+ * \param mutex the mutex used to coordinate thread access
+ * \param ms the maximum time to wait, in milliseconds, or `SDL_MUTEX_MAXWAIT`
+ *           to wait indefinitely
+ * \returns 0 if the condition variable is signaled, `SDL_MUTEX_TIMEDOUT` if
+ *          the condition is not signaled in the allotted time, or a negative
+ *          error code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CondBroadcast
+ * \sa SDL_CondSignal
+ * \sa SDL_CondWait
+ * \sa SDL_CreateCond
+ * \sa SDL_DestroyCond
+ */
+extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond * cond,
+                                                SDL_mutex * mutex, Uint32 ms);
+
+/* @} *//* Condition variable functions */
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_mutex_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 1 - 1
bsp/simulator/SDL2-2.0.7/include/SDL_name.h → bsp/simulator/SDL2/include/SDL_name.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages

+ 1 - 1
bsp/simulator/SDL2-2.0.7/include/SDL_opengl.h → bsp/simulator/SDL2/include/SDL_opengl.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages

+ 3 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_opengl_glext.h → bsp/simulator/SDL2/include/SDL_opengl_glext.h

@@ -40,6 +40,9 @@ extern "C" {
 #ifndef WIN32_LEAN_AND_MEAN
 #ifndef WIN32_LEAN_AND_MEAN
 #define WIN32_LEAN_AND_MEAN 1
 #define WIN32_LEAN_AND_MEAN 1
 #endif
 #endif
+#ifndef NOMINMAX   /* don't define min() and max(). */
+#define NOMINMAX
+#endif
 #include <windows.h>
 #include <windows.h>
 #endif
 #endif
 
 

+ 1 - 1
bsp/simulator/SDL2-2.0.7/include/SDL_opengles.h → bsp/simulator/SDL2/include/SDL_opengles.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages

+ 2 - 2
bsp/simulator/SDL2-2.0.7/include/SDL_opengles2.h → bsp/simulator/SDL2/include/SDL_opengles2.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -26,7 +26,7 @@
  */
  */
 #include "SDL_config.h"
 #include "SDL_config.h"
 
 
-#ifndef _MSC_VER
+#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS)
 
 
 #ifdef __IPHONEOS__
 #ifdef __IPHONEOS__
 #include <OpenGLES/ES2/gl.h>
 #include <OpenGLES/ES2/gl.h>

+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2.h → bsp/simulator/SDL2/include/SDL_opengles2_gl2.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2ext.h → bsp/simulator/SDL2/include/SDL_opengles2_gl2ext.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_gl2platform.h → bsp/simulator/SDL2/include/SDL_opengles2_gl2platform.h


+ 0 - 0
bsp/simulator/SDL2-2.0.7/include/SDL_opengles2_khrplatform.h → bsp/simulator/SDL2/include/SDL_opengles2_khrplatform.h


+ 228 - 52
bsp/simulator/SDL2-2.0.7/include/SDL_pixels.h → bsp/simulator/SDL2/include/SDL_pixels.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -48,7 +48,7 @@ extern "C" {
 /* @} */
 /* @} */
 
 
 /** Pixel type. */
 /** Pixel type. */
-enum
+typedef enum
 {
 {
     SDL_PIXELTYPE_UNKNOWN,
     SDL_PIXELTYPE_UNKNOWN,
     SDL_PIXELTYPE_INDEX1,
     SDL_PIXELTYPE_INDEX1,
@@ -62,18 +62,18 @@ enum
     SDL_PIXELTYPE_ARRAYU32,
     SDL_PIXELTYPE_ARRAYU32,
     SDL_PIXELTYPE_ARRAYF16,
     SDL_PIXELTYPE_ARRAYF16,
     SDL_PIXELTYPE_ARRAYF32
     SDL_PIXELTYPE_ARRAYF32
-};
+} SDL_PixelType;
 
 
 /** Bitmap pixel order, high bit -> low bit. */
 /** Bitmap pixel order, high bit -> low bit. */
-enum
+typedef enum
 {
 {
     SDL_BITMAPORDER_NONE,
     SDL_BITMAPORDER_NONE,
     SDL_BITMAPORDER_4321,
     SDL_BITMAPORDER_4321,
     SDL_BITMAPORDER_1234
     SDL_BITMAPORDER_1234
-};
+} SDL_BitmapOrder;
 
 
 /** Packed component order, high bit -> low bit. */
 /** Packed component order, high bit -> low bit. */
-enum
+typedef enum
 {
 {
     SDL_PACKEDORDER_NONE,
     SDL_PACKEDORDER_NONE,
     SDL_PACKEDORDER_XRGB,
     SDL_PACKEDORDER_XRGB,
@@ -84,12 +84,12 @@ enum
     SDL_PACKEDORDER_BGRX,
     SDL_PACKEDORDER_BGRX,
     SDL_PACKEDORDER_ABGR,
     SDL_PACKEDORDER_ABGR,
     SDL_PACKEDORDER_BGRA
     SDL_PACKEDORDER_BGRA
-};
+} SDL_PackedOrder;
 
 
 /** Array component order, low byte -> high byte. */
 /** Array component order, low byte -> high byte. */
 /* !!! FIXME: in 2.1, make these not overlap differently with
 /* !!! FIXME: in 2.1, make these not overlap differently with
    !!! FIXME:  SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
    !!! FIXME:  SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
-enum
+typedef enum
 {
 {
     SDL_ARRAYORDER_NONE,
     SDL_ARRAYORDER_NONE,
     SDL_ARRAYORDER_RGB,
     SDL_ARRAYORDER_RGB,
@@ -98,10 +98,10 @@ enum
     SDL_ARRAYORDER_BGR,
     SDL_ARRAYORDER_BGR,
     SDL_ARRAYORDER_BGRA,
     SDL_ARRAYORDER_BGRA,
     SDL_ARRAYORDER_ABGR
     SDL_ARRAYORDER_ABGR
-};
+} SDL_ArrayOrder;
 
 
 /** Packed component layout. */
 /** Packed component layout. */
-enum
+typedef enum
 {
 {
     SDL_PACKEDLAYOUT_NONE,
     SDL_PACKEDLAYOUT_NONE,
     SDL_PACKEDLAYOUT_332,
     SDL_PACKEDLAYOUT_332,
@@ -112,7 +112,7 @@ enum
     SDL_PACKEDLAYOUT_8888,
     SDL_PACKEDLAYOUT_8888,
     SDL_PACKEDLAYOUT_2101010,
     SDL_PACKEDLAYOUT_2101010,
     SDL_PACKEDLAYOUT_1010102
     SDL_PACKEDLAYOUT_1010102
-};
+} SDL_PackedLayout;
 
 
 #define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
 #define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
 
 
@@ -168,7 +168,7 @@ enum
     ((format) && (SDL_PIXELFLAG(format) != 1))
     ((format) && (SDL_PIXELFLAG(format) != 1))
 
 
 /* Note: If you modify this list, update SDL_GetPixelFormatName() */
 /* Note: If you modify this list, update SDL_GetPixelFormatName() */
-enum
+typedef enum
 {
 {
     SDL_PIXELFORMAT_UNKNOWN,
     SDL_PIXELFORMAT_UNKNOWN,
     SDL_PIXELFORMAT_INDEX1LSB =
     SDL_PIXELFORMAT_INDEX1LSB =
@@ -188,15 +188,22 @@ enum
     SDL_PIXELFORMAT_RGB332 =
     SDL_PIXELFORMAT_RGB332 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
                                SDL_PACKEDLAYOUT_332, 8, 1),
                                SDL_PACKEDLAYOUT_332, 8, 1),
-    SDL_PIXELFORMAT_RGB444 =
+    SDL_PIXELFORMAT_XRGB4444 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
                                SDL_PACKEDLAYOUT_4444, 12, 2),
                                SDL_PACKEDLAYOUT_4444, 12, 2),
-    SDL_PIXELFORMAT_RGB555 =
+    SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444,
+    SDL_PIXELFORMAT_XBGR4444 =
+        SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
+                               SDL_PACKEDLAYOUT_4444, 12, 2),
+    SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444,
+    SDL_PIXELFORMAT_XRGB1555 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
                                SDL_PACKEDLAYOUT_1555, 15, 2),
                                SDL_PACKEDLAYOUT_1555, 15, 2),
-    SDL_PIXELFORMAT_BGR555 =
+    SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555,
+    SDL_PIXELFORMAT_XBGR1555 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
                                SDL_PACKEDLAYOUT_1555, 15, 2),
                                SDL_PACKEDLAYOUT_1555, 15, 2),
+    SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555,
     SDL_PIXELFORMAT_ARGB4444 =
     SDL_PIXELFORMAT_ARGB4444 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
                                SDL_PACKEDLAYOUT_4444, 16, 2),
                                SDL_PACKEDLAYOUT_4444, 16, 2),
@@ -233,15 +240,17 @@ enum
     SDL_PIXELFORMAT_BGR24 =
     SDL_PIXELFORMAT_BGR24 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
                                24, 3),
                                24, 3),
-    SDL_PIXELFORMAT_RGB888 =
+    SDL_PIXELFORMAT_XRGB8888 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
                                SDL_PACKEDLAYOUT_8888, 24, 4),
                                SDL_PACKEDLAYOUT_8888, 24, 4),
+    SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888,
     SDL_PIXELFORMAT_RGBX8888 =
     SDL_PIXELFORMAT_RGBX8888 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
                                SDL_PACKEDLAYOUT_8888, 24, 4),
                                SDL_PACKEDLAYOUT_8888, 24, 4),
-    SDL_PIXELFORMAT_BGR888 =
+    SDL_PIXELFORMAT_XBGR8888 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
                                SDL_PACKEDLAYOUT_8888, 24, 4),
                                SDL_PACKEDLAYOUT_8888, 24, 4),
+    SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888,
     SDL_PIXELFORMAT_BGRX8888 =
     SDL_PIXELFORMAT_BGRX8888 =
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
         SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
                                SDL_PACKEDLAYOUT_8888, 24, 4),
                                SDL_PACKEDLAYOUT_8888, 24, 4),
@@ -287,9 +296,16 @@ enum
     SDL_PIXELFORMAT_NV12 =      /**< Planar mode: Y + U/V interleaved  (2 planes) */
     SDL_PIXELFORMAT_NV12 =      /**< Planar mode: Y + U/V interleaved  (2 planes) */
         SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
         SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
     SDL_PIXELFORMAT_NV21 =      /**< Planar mode: Y + V/U interleaved  (2 planes) */
     SDL_PIXELFORMAT_NV21 =      /**< Planar mode: Y + V/U interleaved  (2 planes) */
-        SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1')
-};
+        SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'),
+    SDL_PIXELFORMAT_EXTERNAL_OES =      /**< Android video texture format */
+        SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
+} SDL_PixelFormatEnum;
 
 
+/**
+ * The bits of this structure can be directly reinterpreted as an integer-packed
+ * color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888
+ * on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
+ */
 typedef struct SDL_Color
 typedef struct SDL_Color
 {
 {
     Uint8 r;
     Uint8 r;
@@ -334,16 +350,31 @@ typedef struct SDL_PixelFormat
 } SDL_PixelFormat;
 } SDL_PixelFormat;
 
 
 /**
 /**
- * \brief Get the human readable name of a pixel format
+ * Get the human readable name of a pixel format.
+ *
+ * \param format the pixel format to query
+ * \returns the human readable name of the specified pixel format or
+ *          `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized.
+ *
+ * \since This function is available since SDL 2.0.0.
  */
  */
 extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
 extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
 
 
 /**
 /**
- *  \brief Convert one of the enumerated pixel formats to a bpp and RGBA masks.
+ * Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
  *
  *
- *  \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible.
+ * \param format one of the SDL_PixelFormatEnum values
+ * \param bpp a bits per pixel value; usually 15, 16, or 32
+ * \param Rmask a pointer filled in with the red mask for the format
+ * \param Gmask a pointer filled in with the green mask for the format
+ * \param Bmask a pointer filled in with the blue mask for the format
+ * \param Amask a pointer filled in with the alpha mask for the format
+ * \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't
+ *          possible; call SDL_GetError() for more information.
  *
  *
- *  \sa SDL_MasksToPixelFormatEnum()
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MasksToPixelFormatEnum
  */
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
 extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
                                                             int *bpp,
                                                             int *bpp,
@@ -353,12 +384,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
                                                             Uint32 * Amask);
                                                             Uint32 * Amask);
 
 
 /**
 /**
- *  \brief Convert a bpp and RGBA masks to an enumerated pixel format.
+ * Convert a bpp value and RGBA masks to an enumerated pixel format.
+ *
+ * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't
+ * possible.
+ *
+ * \param bpp a bits per pixel value; usually 15, 16, or 32
+ * \param Rmask the red mask for the format
+ * \param Gmask the green mask for the format
+ * \param Bmask the blue mask for the format
+ * \param Amask the alpha mask for the format
+ * \returns one of the SDL_PixelFormatEnum values
  *
  *
- *  \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion
- *          wasn't possible.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_PixelFormatEnumToMasks()
+ * \sa SDL_PixelFormatEnumToMasks
  */
  */
 extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
 extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
                                                           Uint32 Rmask,
                                                           Uint32 Rmask,
@@ -367,84 +407,213 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
                                                           Uint32 Amask);
                                                           Uint32 Amask);
 
 
 /**
 /**
- *  \brief Create an SDL_PixelFormat structure from a pixel format enum.
+ * Create an SDL_PixelFormat structure corresponding to a pixel format.
+ *
+ * Returned structure may come from a shared global cache (i.e. not newly
+ * allocated), and hence should not be modified, especially the palette. Weird
+ * errors such as `Blit combination not supported` may occur.
+ *
+ * \param pixel_format one of the SDL_PixelFormatEnum values
+ * \returns the new SDL_PixelFormat structure or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeFormat
  */
  */
 extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
 extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
 
 
 /**
 /**
- *  \brief Free an SDL_PixelFormat structure.
+ * Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
+ *
+ * \param format the SDL_PixelFormat structure to free
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocFormat
  */
  */
 extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
 extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
 
 
 /**
 /**
- *  \brief Create a palette structure with the specified number of color
- *         entries.
+ * Create a palette structure with the specified number of color entries.
+ *
+ * The palette entries are initialized to white.
  *
  *
- *  \return A new palette, or NULL if there wasn't enough memory.
+ * \param ncolors represents the number of color entries in the color palette
+ * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if
+ *          there wasn't enough memory); call SDL_GetError() for more
+ *          information.
  *
  *
- *  \note The palette entries are initialized to white.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_FreePalette()
+ * \sa SDL_FreePalette
  */
  */
 extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
 extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
 
 
 /**
 /**
- *  \brief Set the palette for a pixel format structure.
+ * Set the palette for a pixel format structure.
+ *
+ * \param format the SDL_PixelFormat structure that will use the palette
+ * \param palette the SDL_Palette structure that will be used
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocPalette
+ * \sa SDL_FreePalette
  */
  */
 extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
 extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
                                                       SDL_Palette *palette);
                                                       SDL_Palette *palette);
 
 
 /**
 /**
- *  \brief Set a range of colors in a palette.
+ * Set a range of colors in a palette.
+ *
+ * \param palette the SDL_Palette structure to modify
+ * \param colors an array of SDL_Color structures to copy into the palette
+ * \param firstcolor the index of the first palette entry to modify
+ * \param ncolors the number of entries to modify
+ * \returns 0 on success or a negative error code if not all of the colors
+ *          could be set; call SDL_GetError() for more information.
  *
  *
- *  \param palette    The palette to modify.
- *  \param colors     An array of colors to copy into the palette.
- *  \param firstcolor The index of the first palette entry to modify.
- *  \param ncolors    The number of entries to modify.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \return 0 on success, or -1 if not all of the colors could be set.
+ * \sa SDL_AllocPalette
+ * \sa SDL_CreateRGBSurface
  */
  */
 extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
 extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
                                                  const SDL_Color * colors,
                                                  const SDL_Color * colors,
                                                  int firstcolor, int ncolors);
                                                  int firstcolor, int ncolors);
 
 
 /**
 /**
- *  \brief Free a palette created with SDL_AllocPalette().
+ * Free a palette created with SDL_AllocPalette().
+ *
+ * \param palette the SDL_Palette structure to be freed
+ *
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_AllocPalette()
+ * \sa SDL_AllocPalette
  */
  */
 extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
 extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
 
 
 /**
 /**
- *  \brief Maps an RGB triple to an opaque pixel value for a given pixel format.
+ * Map an RGB triple to an opaque pixel value for a given pixel format.
  *
  *
- *  \sa SDL_MapRGBA
+ * This function maps the RGB color value to the specified pixel format and
+ * returns the pixel value best approximating the given RGB color value for
+ * the given pixel format.
+ *
+ * If the format has a palette (8-bit) the index of the closest matching color
+ * in the palette will be returned.
+ *
+ * If the specified pixel format has an alpha component it will be returned as
+ * all 1 bits (fully opaque).
+ *
+ * If the pixel format bpp (color depth) is less than 32-bpp then the unused
+ * upper bits of the return value can safely be ignored (e.g., with a 16-bpp
+ * format the return value can be assigned to a Uint16, and similarly a Uint8
+ * for an 8-bpp format).
+ *
+ * \param format an SDL_PixelFormat structure describing the pixel format
+ * \param r the red component of the pixel in the range 0-255
+ * \param g the green component of the pixel in the range 0-255
+ * \param b the blue component of the pixel in the range 0-255
+ * \returns a pixel value
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGB
+ * \sa SDL_GetRGBA
+ * \sa SDL_MapRGBA
  */
  */
 extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
 extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
                                           Uint8 r, Uint8 g, Uint8 b);
                                           Uint8 r, Uint8 g, Uint8 b);
 
 
 /**
 /**
- *  \brief Maps an RGBA quadruple to a pixel value for a given pixel format.
+ * Map an RGBA quadruple to a pixel value for a given pixel format.
+ *
+ * This function maps the RGBA color value to the specified pixel format and
+ * returns the pixel value best approximating the given RGBA color value for
+ * the given pixel format.
+ *
+ * If the specified pixel format has no alpha component the alpha value will
+ * be ignored (as it will be in formats with a palette).
+ *
+ * If the format has a palette (8-bit) the index of the closest matching color
+ * in the palette will be returned.
+ *
+ * If the pixel format bpp (color depth) is less than 32-bpp then the unused
+ * upper bits of the return value can safely be ignored (e.g., with a 16-bpp
+ * format the return value can be assigned to a Uint16, and similarly a Uint8
+ * for an 8-bpp format).
+ *
+ * \param format an SDL_PixelFormat structure describing the format of the
+ *               pixel
+ * \param r the red component of the pixel in the range 0-255
+ * \param g the green component of the pixel in the range 0-255
+ * \param b the blue component of the pixel in the range 0-255
+ * \param a the alpha component of the pixel in the range 0-255
+ * \returns a pixel value
  *
  *
- *  \sa SDL_MapRGB
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGB
+ * \sa SDL_GetRGBA
+ * \sa SDL_MapRGB
  */
  */
 extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
 extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
                                            Uint8 r, Uint8 g, Uint8 b,
                                            Uint8 r, Uint8 g, Uint8 b,
                                            Uint8 a);
                                            Uint8 a);
 
 
 /**
 /**
- *  \brief Get the RGB components from a pixel of the specified format.
+ * Get RGB values from a pixel in the specified format.
+ *
+ * This function uses the entire 8-bit [0..255] range when converting color
+ * components from pixel formats with less than 8-bits per RGB component
+ * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
+ * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
+ *
+ * \param pixel a pixel value
+ * \param format an SDL_PixelFormat structure describing the format of the
+ *               pixel
+ * \param r a pointer filled in with the red component
+ * \param g a pointer filled in with the green component
+ * \param b a pointer filled in with the blue component
  *
  *
- *  \sa SDL_GetRGBA
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGBA
+ * \sa SDL_MapRGB
+ * \sa SDL_MapRGBA
  */
  */
 extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
 extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
                                         const SDL_PixelFormat * format,
                                         const SDL_PixelFormat * format,
                                         Uint8 * r, Uint8 * g, Uint8 * b);
                                         Uint8 * r, Uint8 * g, Uint8 * b);
 
 
 /**
 /**
- *  \brief Get the RGBA components from a pixel of the specified format.
+ * Get RGBA values from a pixel in the specified format.
+ *
+ * This function uses the entire 8-bit [0..255] range when converting color
+ * components from pixel formats with less than 8-bits per RGB component
+ * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
+ * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
+ *
+ * If the surface has no alpha component, the alpha will be returned as 0xff
+ * (100% opaque).
  *
  *
- *  \sa SDL_GetRGB
+ * \param pixel a pixel value
+ * \param format an SDL_PixelFormat structure describing the format of the
+ *               pixel
+ * \param r a pointer filled in with the red component
+ * \param g a pointer filled in with the green component
+ * \param b a pointer filled in with the blue component
+ * \param a a pointer filled in with the alpha component
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRGB
+ * \sa SDL_MapRGB
+ * \sa SDL_MapRGBA
  */
  */
 extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
 extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
                                          const SDL_PixelFormat * format,
                                          const SDL_PixelFormat * format,
@@ -452,7 +621,14 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
                                          Uint8 * a);
                                          Uint8 * a);
 
 
 /**
 /**
- *  \brief Calculate a 256 entry gamma ramp for a gamma value.
+ * Calculate a 256 entry gamma ramp for a gamma value.
+ *
+ * \param gamma a gamma value where 0.0 is black and 1.0 is identity
+ * \param ramp an array of 256 values filled in with the gamma ramp
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowGammaRamp
  */
  */
 extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
 extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
 
 

+ 45 - 3
bsp/simulator/SDL2-2.0.7/include/SDL_platform.h → bsp/simulator/SDL2/include/SDL_platform.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -70,6 +70,27 @@
 /* lets us know what version of Mac OS X we're compiling on */
 /* lets us know what version of Mac OS X we're compiling on */
 #include "AvailabilityMacros.h"
 #include "AvailabilityMacros.h"
 #include "TargetConditionals.h"
 #include "TargetConditionals.h"
+
+/* Fix building with older SDKs that don't define these
+   See this for more information:
+   https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets
+*/
+#ifndef TARGET_OS_MACCATALYST
+#define TARGET_OS_MACCATALYST 0
+#endif
+#ifndef TARGET_OS_IOS
+#define TARGET_OS_IOS 0
+#endif
+#ifndef TARGET_OS_IPHONE
+#define TARGET_OS_IPHONE 0
+#endif
+#ifndef TARGET_OS_TV
+#define TARGET_OS_TV 0
+#endif
+#ifndef TARGET_OS_SIMULATOR
+#define TARGET_OS_SIMULATOR 0
+#endif
+
 #if TARGET_OS_TV
 #if TARGET_OS_TV
 #undef __TVOS__
 #undef __TVOS__
 #define __TVOS__ 1
 #define __TVOS__ 1
@@ -121,7 +142,12 @@
 #if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
 #if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
 /* Try to find out if we're compiling for WinRT or non-WinRT */
 /* Try to find out if we're compiling for WinRT or non-WinRT */
 #if defined(_MSC_VER) && defined(__has_include)
 #if defined(_MSC_VER) && defined(__has_include)
-#define HAVE_WINAPIFAMILY_H __has_include(<winapifamily.h>)
+#if __has_include(<winapifamily.h>)
+#define HAVE_WINAPIFAMILY_H 1
+#else
+#define HAVE_WINAPIFAMILY_H 0
+#endif
+
 /* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */
 /* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */
 #elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_)    /* _MSC_VER == 1700 for Visual Studio 2012 */
 #elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_)    /* _MSC_VER == 1700 for Visual Studio 2012 */
 #define HAVE_WINAPIFAMILY_H 1
 #define HAVE_WINAPIFAMILY_H 1
@@ -170,6 +196,9 @@
 #define __SDL_NOGETPROCADDR__
 #define __SDL_NOGETPROCADDR__
 #endif
 #endif
 
 
+#if defined(__vita__)
+#define __VITA__ 1
+#endif
 
 
 #include "begin_code.h"
 #include "begin_code.h"
 /* Set up for C function definitions, even when using C++ */
 /* Set up for C function definitions, even when using C++ */
@@ -178,7 +207,20 @@ extern "C" {
 #endif
 #endif
 
 
 /**
 /**
- *  \brief Gets the name of the platform.
+ * Get the name of the platform.
+ *
+ * Here are the names returned for some (but not all) supported platforms:
+ *
+ * - "Windows"
+ * - "Mac OS X"
+ * - "Linux"
+ * - "iOS"
+ * - "Android"
+ *
+ * \returns the name of the platform. If the correct platform name is not
+ *          available, returns a string beginning with the text "Unknown".
+ *
+ * \since This function is available since SDL 2.0.0.
  */
  */
 extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
 extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
 
 

+ 23 - 10
bsp/simulator/SDL2-2.0.7/include/SDL_power.h → bsp/simulator/SDL2/include/SDL_power.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -37,7 +37,7 @@ extern "C" {
 #endif
 #endif
 
 
 /**
 /**
- *  \brief The basic state for the system's power supply.
+ *  The basic state for the system's power supply.
  */
  */
 typedef enum
 typedef enum
 {
 {
@@ -50,17 +50,30 @@ typedef enum
 
 
 
 
 /**
 /**
- *  \brief Get the current power supply details.
+ * Get the current power supply details.
  *
  *
- *  \param secs Seconds of battery life left. You can pass a NULL here if
- *              you don't care. Will return -1 if we can't determine a
- *              value, or we're not running on a battery.
+ * You should never take a battery status as absolute truth. Batteries
+ * (especially failing batteries) are delicate hardware, and the values
+ * reported here are best estimates based on what that hardware reports. It's
+ * not uncommon for older batteries to lose stored power much faster than it
+ * reports, or completely drain when reporting it has 20 percent left, etc.
  *
  *
- *  \param pct Percentage of battery life left, between 0 and 100. You can
- *             pass a NULL here if you don't care. Will return -1 if we
- *             can't determine a value, or we're not running on a battery.
+ * Battery status can change at any time; if you are concerned with power
+ * state, you should call this function frequently, and perhaps ignore changes
+ * until they seem to be stable for a few seconds.
  *
  *
- *  \return The state of the battery (if any).
+ * It's possible a platform can only report battery percentage or time left
+ * but not both.
+ *
+ * \param secs seconds of battery life left, you can pass a NULL here if you
+ *             don't care, will return -1 if we can't determine a value, or
+ *             we're not running on a battery
+ * \param pct percentage of battery life left, between 0 and 100, you can pass
+ *            a NULL here if you don't care, will return -1 if we can't
+ *            determine a value, or we're not running on a battery
+ * \returns an SDL_PowerState enum representing the current battery state.
+ *
+ * \since This function is available since SDL 2.0.0.
  */
  */
 extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
 extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
 
 

+ 1 - 1
bsp/simulator/SDL2-2.0.7/include/SDL_quit.h → bsp/simulator/SDL2/include/SDL_quit.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages

+ 224 - 0
bsp/simulator/SDL2/include/SDL_rect.h

@@ -0,0 +1,224 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_rect.h
+ *
+ *  Header file for SDL_rect definition and management functions.
+ */
+
+#ifndef SDL_rect_h_
+#define SDL_rect_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_pixels.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * The structure that defines a point (integer)
+ *
+ * \sa SDL_EnclosePoints
+ * \sa SDL_PointInRect
+ */
+typedef struct SDL_Point
+{
+    int x;
+    int y;
+} SDL_Point;
+
+/**
+ * The structure that defines a point (floating point)
+ *
+ * \sa SDL_EnclosePoints
+ * \sa SDL_PointInRect
+ */
+typedef struct SDL_FPoint
+{
+    float x;
+    float y;
+} SDL_FPoint;
+
+
+/**
+ * A rectangle, with the origin at the upper left (integer).
+ *
+ * \sa SDL_RectEmpty
+ * \sa SDL_RectEquals
+ * \sa SDL_HasIntersection
+ * \sa SDL_IntersectRect
+ * \sa SDL_UnionRect
+ * \sa SDL_EnclosePoints
+ */
+typedef struct SDL_Rect
+{
+    int x, y;
+    int w, h;
+} SDL_Rect;
+
+
+/**
+ * A rectangle, with the origin at the upper left (floating point).
+ */
+typedef struct SDL_FRect
+{
+    float x;
+    float y;
+    float w;
+    float h;
+} SDL_FRect;
+
+
+/**
+ * Returns true if point resides inside a rectangle.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
+{
+    return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
+             (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the rectangle has no area.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
+{
+    return ((!r) || (r->w <= 0) || (r->h <= 0)) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Returns true if the two rectangles are equal.
+ */
+SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
+{
+    return (a && b && (a->x == b->x) && (a->y == b->y) &&
+            (a->w == b->w) && (a->h == b->h)) ? SDL_TRUE : SDL_FALSE;
+}
+
+/**
+ * Determine whether two rectangles intersect.
+ *
+ * If either pointer is NULL the function will return SDL_FALSE.
+ *
+ * \param A an SDL_Rect structure representing the first rectangle
+ * \param B an SDL_Rect structure representing the second rectangle
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_IntersectRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
+                                                     const SDL_Rect * B);
+
+/**
+ * Calculate the intersection of two rectangles.
+ *
+ * If `result` is NULL then this function will return SDL_FALSE.
+ *
+ * \param A an SDL_Rect structure representing the first rectangle
+ * \param B an SDL_Rect structure representing the second rectangle
+ * \param result an SDL_Rect structure filled in with the intersection of
+ *               rectangles `A` and `B`
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasIntersection
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
+                                                   const SDL_Rect * B,
+                                                   SDL_Rect * result);
+
+/**
+ * Calculate the union of two rectangles.
+ *
+ * \param A an SDL_Rect structure representing the first rectangle
+ * \param B an SDL_Rect structure representing the second rectangle
+ * \param result an SDL_Rect structure filled in with the union of rectangles
+ *               `A` and `B`
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
+                                           const SDL_Rect * B,
+                                           SDL_Rect * result);
+
+/**
+ * Calculate a minimal rectangle enclosing a set of points.
+ *
+ * If `clip` is not NULL then only points inside of the clipping rectangle are
+ * considered.
+ *
+ * \param points an array of SDL_Point structures representing points to be
+ *               enclosed
+ * \param count the number of structures in the `points` array
+ * \param clip an SDL_Rect used for clipping or NULL to enclose all points
+ * \param result an SDL_Rect structure filled in with the minimal enclosing
+ *               rectangle
+ * \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
+ *          points were outside of the clipping rectangle.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
+                                                   int count,
+                                                   const SDL_Rect * clip,
+                                                   SDL_Rect * result);
+
+/**
+ * Calculate the intersection of a rectangle and line segment.
+ *
+ * This function is used to clip a line segment to a rectangle. A line segment
+ * contained entirely within the rectangle or that does not intersect will
+ * remain unchanged. A line segment that crosses the rectangle at either or
+ * both ends will be clipped to the boundary of the rectangle and the new
+ * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
+ *
+ * \param rect an SDL_Rect structure representing the rectangle to intersect
+ * \param X1 a pointer to the starting X-coordinate of the line
+ * \param Y1 a pointer to the starting Y-coordinate of the line
+ * \param X2 a pointer to the ending X-coordinate of the line
+ * \param Y2 a pointer to the ending Y-coordinate of the line
+ * \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
+                                                          rect, int *X1,
+                                                          int *Y1, int *X2,
+                                                          int *Y2);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_rect_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 1890 - 0
bsp/simulator/SDL2/include/SDL_render.h

@@ -0,0 +1,1890 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_render.h
+ *
+ *  Header file for SDL 2D rendering functions.
+ *
+ *  This API supports the following features:
+ *      * single pixel points
+ *      * single pixel lines
+ *      * filled rectangles
+ *      * texture images
+ *
+ *  The primitives may be drawn in opaque, blended, or additive modes.
+ *
+ *  The texture images may be drawn in opaque, blended, or additive modes.
+ *  They can have an additional color tint or alpha modulation applied to
+ *  them, and may also be stretched with linear interpolation.
+ *
+ *  This API is designed to accelerate simple 2D operations. You may
+ *  want more functionality such as polygons and particle effects and
+ *  in that case you should use SDL's OpenGL/Direct3D support or one
+ *  of the many good 3D engines.
+ *
+ *  These functions must be called from the main thread.
+ *  See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
+ */
+
+#ifndef SDL_render_h_
+#define SDL_render_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_rect.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Flags used when creating a rendering context
+ */
+typedef enum
+{
+    SDL_RENDERER_SOFTWARE = 0x00000001,         /**< The renderer is a software fallback */
+    SDL_RENDERER_ACCELERATED = 0x00000002,      /**< The renderer uses hardware
+                                                     acceleration */
+    SDL_RENDERER_PRESENTVSYNC = 0x00000004,     /**< Present is synchronized
+                                                     with the refresh rate */
+    SDL_RENDERER_TARGETTEXTURE = 0x00000008     /**< The renderer supports
+                                                     rendering to texture */
+} SDL_RendererFlags;
+
+/**
+ * Information on the capabilities of a render driver or context.
+ */
+typedef struct SDL_RendererInfo
+{
+    const char *name;           /**< The name of the renderer */
+    Uint32 flags;               /**< Supported ::SDL_RendererFlags */
+    Uint32 num_texture_formats; /**< The number of available texture formats */
+    Uint32 texture_formats[16]; /**< The available texture formats */
+    int max_texture_width;      /**< The maximum texture width */
+    int max_texture_height;     /**< The maximum texture height */
+} SDL_RendererInfo;
+
+/**
+ *  Vertex structure
+ */
+typedef struct SDL_Vertex
+{
+    SDL_FPoint position;        /**< Vertex position, in SDL_Renderer coordinates  */
+    SDL_Color  color;           /**< Vertex color */
+    SDL_FPoint tex_coord;       /**< Normalized texture coordinates, if needed */
+} SDL_Vertex;
+
+/**
+ * The scaling mode for a texture.
+ */
+typedef enum
+{
+    SDL_ScaleModeNearest, /**< nearest pixel sampling */
+    SDL_ScaleModeLinear,  /**< linear filtering */
+    SDL_ScaleModeBest     /**< anisotropic filtering */
+} SDL_ScaleMode;
+
+/**
+ * The access pattern allowed for a texture.
+ */
+typedef enum
+{
+    SDL_TEXTUREACCESS_STATIC,    /**< Changes rarely, not lockable */
+    SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
+    SDL_TEXTUREACCESS_TARGET     /**< Texture can be used as a render target */
+} SDL_TextureAccess;
+
+/**
+ * The texture channel modulation used in SDL_RenderCopy().
+ */
+typedef enum
+{
+    SDL_TEXTUREMODULATE_NONE = 0x00000000,     /**< No modulation */
+    SDL_TEXTUREMODULATE_COLOR = 0x00000001,    /**< srcC = srcC * color */
+    SDL_TEXTUREMODULATE_ALPHA = 0x00000002     /**< srcA = srcA * alpha */
+} SDL_TextureModulate;
+
+/**
+ * Flip constants for SDL_RenderCopyEx
+ */
+typedef enum
+{
+    SDL_FLIP_NONE = 0x00000000,     /**< Do not flip */
+    SDL_FLIP_HORIZONTAL = 0x00000001,    /**< flip horizontally */
+    SDL_FLIP_VERTICAL = 0x00000002     /**< flip vertically */
+} SDL_RendererFlip;
+
+/**
+ * A structure representing rendering state
+ */
+struct SDL_Renderer;
+typedef struct SDL_Renderer SDL_Renderer;
+
+/**
+ * An efficient driver-specific representation of pixel data
+ */
+struct SDL_Texture;
+typedef struct SDL_Texture SDL_Texture;
+
+/* Function prototypes */
+
+/**
+ * Get the number of 2D rendering drivers available for the current display.
+ *
+ * A render driver is a set of code that handles rendering and texture
+ * management on a particular display. Normally there is only one, but some
+ * drivers may have several available with different capabilities.
+ *
+ * There may be none if SDL was compiled without render support.
+ *
+ * \returns a number >= 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_GetRenderDriverInfo
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
+
+/**
+ * Get info about a specific 2D rendering driver for the current display.
+ *
+ * \param index the index of the driver to query information about
+ * \param info an SDL_RendererInfo structure to be filled with information on
+ *             the rendering driver
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_GetNumRenderDrivers
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
+                                                    SDL_RendererInfo * info);
+
+/**
+ * Create a window and default renderer.
+ *
+ * \param width the width of the window
+ * \param height the height of the window
+ * \param window_flags the flags used to create the window (see
+ *                     SDL_CreateWindow())
+ * \param window a pointer filled with the window, or NULL on error
+ * \param renderer a pointer filled with the renderer, or NULL on error
+ * \returns 0 on success, or -1 on error; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateWindow
+ */
+extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
+                                int width, int height, Uint32 window_flags,
+                                SDL_Window **window, SDL_Renderer **renderer);
+
+
+/**
+ * Create a 2D rendering context for a window.
+ *
+ * \param window the window where rendering is displayed
+ * \param index the index of the rendering driver to initialize, or -1 to
+ *              initialize the first one supporting the requested flags
+ * \param flags 0, or one or more SDL_RendererFlags OR'd together
+ * \returns a valid rendering context or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSoftwareRenderer
+ * \sa SDL_DestroyRenderer
+ * \sa SDL_GetNumRenderDrivers
+ * \sa SDL_GetRendererInfo
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
+                                               int index, Uint32 flags);
+
+/**
+ * Create a 2D software rendering context for a surface.
+ *
+ * Two other API which can be used to create SDL_Renderer:
+ * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
+ * create a software renderer, but they are intended to be used with an
+ * SDL_Window as the final destination and not an SDL_Surface.
+ *
+ * \param surface the SDL_Surface structure representing the surface where
+ *                rendering is done
+ * \returns a valid rendering context or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateWindowRenderer
+ * \sa SDL_DestroyRenderer
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
+
+/**
+ * Get the renderer associated with a window.
+ *
+ * \param window the window to query
+ * \returns the rendering context on success or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
+
+/**
+ * Get information about a rendering context.
+ *
+ * \param renderer the rendering context
+ * \param info an SDL_RendererInfo structure filled with information about the
+ *             current renderer
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
+                                                SDL_RendererInfo * info);
+
+/**
+ * Get the output size in pixels of a rendering context.
+ *
+ * Due to high-dpi displays, you might end up with a rendering context that
+ * has more pixels than the window that contains it, so use this instead of
+ * SDL_GetWindowSize() to decide how much drawing area you have.
+ *
+ * \param renderer the rendering context
+ * \param w an int filled with the width
+ * \param h an int filled with the height
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderer
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
+                                                      int *w, int *h);
+
+/**
+ * Create a texture for a rendering context.
+ *
+ * You can set the texture scaling method by setting
+ * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
+ *
+ * \param renderer the rendering context
+ * \param format one of the enumerated values in SDL_PixelFormatEnum
+ * \param access one of the enumerated values in SDL_TextureAccess
+ * \param w the width of the texture in pixels
+ * \param h the height of the texture in pixels
+ * \returns a pointer to the created texture or NULL if no rendering context
+ *          was active, the format was unsupported, or the width or height
+ *          were out of range; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_DestroyTexture
+ * \sa SDL_QueryTexture
+ * \sa SDL_UpdateTexture
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
+                                                        Uint32 format,
+                                                        int access, int w,
+                                                        int h);
+
+/**
+ * Create a texture from an existing surface.
+ *
+ * The surface is not modified or freed by this function.
+ *
+ * The SDL_TextureAccess hint for the created texture is
+ * `SDL_TEXTUREACCESS_STATIC`.
+ *
+ * The pixel format of the created texture may be different from the pixel
+ * format of the surface. Use SDL_QueryTexture() to query the pixel format of
+ * the texture.
+ *
+ * \param renderer the rendering context
+ * \param surface the SDL_Surface structure containing pixel data used to fill
+ *                the texture
+ * \returns the created texture or NULL on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_DestroyTexture
+ * \sa SDL_QueryTexture
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
+
+/**
+ * Query the attributes of a texture.
+ *
+ * \param texture the texture to query
+ * \param format a pointer filled in with the raw format of the texture; the
+ *               actual format may differ, but pixel transfers will use this
+ *               format (one of the SDL_PixelFormatEnum values)
+ * \param access a pointer filled in with the actual access to the texture
+ *               (one of the SDL_TextureAccess values)
+ * \param w a pointer filled in with the width of the texture in pixels
+ * \param h a pointer filled in with the height of the texture in pixels
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ */
+extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
+                                             Uint32 * format, int *access,
+                                             int *w, int *h);
+
+/**
+ * Set an additional color value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation each source color
+ * channel is modulated by the appropriate color value according to the
+ * following formula:
+ *
+ * `srcC = srcC * (color / 255)`
+ *
+ * Color modulation is not always supported by the renderer; it will return -1
+ * if color modulation is not supported.
+ *
+ * \param texture the texture to update
+ * \param r the red color value multiplied into copy operations
+ * \param g the green color value multiplied into copy operations
+ * \param b the blue color value multiplied into copy operations
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
+                                                   Uint8 r, Uint8 g, Uint8 b);
+
+
+/**
+ * Get the additional color value multiplied into render copy operations.
+ *
+ * \param texture the texture to query
+ * \param r a pointer filled in with the current red color value
+ * \param g a pointer filled in with the current green color value
+ * \param b a pointer filled in with the current blue color value
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
+                                                   Uint8 * r, Uint8 * g,
+                                                   Uint8 * b);
+
+/**
+ * Set an additional alpha value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation the source alpha
+ * value is modulated by this alpha value according to the following formula:
+ *
+ * `srcA = srcA * (alpha / 255)`
+ *
+ * Alpha modulation is not always supported by the renderer; it will return -1
+ * if alpha modulation is not supported.
+ *
+ * \param texture the texture to update
+ * \param alpha the source alpha value multiplied into copy operations
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
+                                                   Uint8 alpha);
+
+/**
+ * Get the additional alpha value multiplied into render copy operations.
+ *
+ * \param texture the texture to query
+ * \param alpha a pointer filled in with the current alpha value
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
+                                                   Uint8 * alpha);
+
+/**
+ * Set the blend mode for a texture, used by SDL_RenderCopy().
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen
+ * and this function returns -1.
+ *
+ * \param texture the texture to update
+ * \param blendMode the SDL_BlendMode to use for texture blending
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureBlendMode
+ * \sa SDL_RenderCopy
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
+                                                    SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for texture copy operations.
+ *
+ * \param texture the texture to query
+ * \param blendMode a pointer filled in with the current SDL_BlendMode
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetTextureBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
+                                                    SDL_BlendMode *blendMode);
+
+/**
+ * Set the scale mode used for texture scale operations.
+ *
+ * If the scale mode is not supported, the closest supported mode is chosen.
+ *
+ * \param texture The texture to update.
+ * \param scaleMode the SDL_ScaleMode to use for texture scaling.
+ * \returns 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_GetTextureScaleMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
+                                                    SDL_ScaleMode scaleMode);
+
+/**
+ * Get the scale mode used for texture scale operations.
+ *
+ * \param texture the texture to query.
+ * \param scaleMode a pointer filled in with the current scale mode.
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_SetTextureScaleMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
+                                                    SDL_ScaleMode *scaleMode);
+
+/**
+ * Associate a user-specified pointer with a texture.
+ *
+ * \param texture the texture to update.
+ * \param userdata the pointer to associate with the texture.
+ * \returns 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GetTextureUserData
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
+                                                   void *userdata);
+
+/**
+ * Get the user-specified pointer associated with a texture
+ *
+ * \param texture the texture to query.
+ * \return the pointer associated with the texture, or NULL if the texture is
+ *         not valid.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_SetTextureUserData
+ */
+extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
+
+/**
+ * Update the given texture rectangle with new pixel data.
+ *
+ * The pixel data must be in the pixel format of the texture. Use
+ * SDL_QueryTexture() to query the pixel format of the texture.
+ *
+ * This is a fairly slow function, intended for use with static textures that
+ * do not change often.
+ *
+ * If the texture is intended to be updated often, it is preferred to create
+ * the texture as streaming and use the locking functions referenced below.
+ * While this function will work with streaming textures, for optimization
+ * reasons you may not get the pixels back if you lock the texture afterward.
+ *
+ * \param texture the texture to update
+ * \param rect an SDL_Rect structure representing the area to update, or NULL
+ *             to update the entire texture
+ * \param pixels the raw pixel data in the format of the texture
+ * \param pitch the number of bytes in a row of pixel data, including padding
+ *              between lines
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
+                                              const SDL_Rect * rect,
+                                              const void *pixels, int pitch);
+
+/**
+ * Update a rectangle within a planar YV12 or IYUV texture with new pixel
+ * data.
+ *
+ * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
+ * block of Y and U/V planes in the proper order, but this function is
+ * available if your pixel data is not contiguous.
+ *
+ * \param texture the texture to update
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ *             update the entire texture
+ * \param Yplane the raw pixel data for the Y plane
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ *               plane
+ * \param Uplane the raw pixel data for the U plane
+ * \param Upitch the number of bytes between rows of pixel data for the U
+ *               plane
+ * \param Vplane the raw pixel data for the V plane
+ * \param Vpitch the number of bytes between rows of pixel data for the V
+ *               plane
+ * \returns 0 on success or -1 if the texture is not valid; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_UpdateTexture
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
+                                                 const SDL_Rect * rect,
+                                                 const Uint8 *Yplane, int Ypitch,
+                                                 const Uint8 *Uplane, int Upitch,
+                                                 const Uint8 *Vplane, int Vpitch);
+
+/**
+ * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
+ *
+ * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
+ * block of NV12/21 planes in the proper order, but this function is available
+ * if your pixel data is not contiguous.
+ *
+ * \param texture the texture to update
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ *             update the entire texture.
+ * \param Yplane the raw pixel data for the Y plane.
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ *               plane.
+ * \param UVplane the raw pixel data for the UV plane.
+ * \param UVpitch the number of bytes between rows of pixel data for the UV
+ *                plane.
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
+                                                 const SDL_Rect * rect,
+                                                 const Uint8 *Yplane, int Ypitch,
+                                                 const Uint8 *UVplane, int UVpitch);
+
+/**
+ * Lock a portion of the texture for **write-only** pixel access.
+ *
+ * As an optimization, the pixels made available for editing don't necessarily
+ * contain the old texture data. This is a write-only operation, and if you
+ * need to keep a copy of the texture data you should do that at the
+ * application level.
+ *
+ * You must use SDL_UnlockTexture() to unlock the pixels and apply any
+ * changes.
+ *
+ * \param texture the texture to lock for access, which was created with
+ *                `SDL_TEXTUREACCESS_STREAMING`
+ * \param rect an SDL_Rect structure representing the area to lock for access;
+ *             NULL to lock the entire texture
+ * \param pixels this is filled in with a pointer to the locked pixels,
+ *               appropriately offset by the locked area
+ * \param pitch this is filled in with the pitch of the locked pixels; the
+ *              pitch is the length of one row in bytes
+ * \returns 0 on success or a negative error code if the texture is not valid
+ *          or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
+                                            const SDL_Rect * rect,
+                                            void **pixels, int *pitch);
+
+/**
+ * Lock a portion of the texture for **write-only** pixel access, and expose
+ * it as a SDL surface.
+ *
+ * Besides providing an SDL_Surface instead of raw pixel data, this function
+ * operates like SDL_LockTexture.
+ *
+ * As an optimization, the pixels made available for editing don't necessarily
+ * contain the old texture data. This is a write-only operation, and if you
+ * need to keep a copy of the texture data you should do that at the
+ * application level.
+ *
+ * You must use SDL_UnlockTexture() to unlock the pixels and apply any
+ * changes.
+ *
+ * The returned surface is freed internally after calling SDL_UnlockTexture()
+ * or SDL_DestroyTexture(). The caller should not free it.
+ *
+ * \param texture the texture to lock for access, which was created with
+ *                `SDL_TEXTUREACCESS_STREAMING`
+ * \param rect a pointer to the rectangle to lock for access. If the rect is
+ *             NULL, the entire texture will be locked
+ * \param surface this is filled in with an SDL surface representing the
+ *                locked area
+ * \returns 0 on success, or -1 if the texture is not valid or was not created
+ *          with `SDL_TEXTUREACCESS_STREAMING`
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
+                                            const SDL_Rect *rect,
+                                            SDL_Surface **surface);
+
+/**
+ * Unlock a texture, uploading the changes to video memory, if needed.
+ *
+ * **Warning**: Please note that SDL_LockTexture() is intended to be
+ * write-only; it will not guarantee the previous contents of the texture will
+ * be provided. You must fully initialize any area of a texture that you lock
+ * before unlocking it, as the pixels might otherwise be uninitialized memory.
+ *
+ * Which is to say: locking and immediately unlocking a texture can result in
+ * corrupted textures, depending on the renderer in use.
+ *
+ * \param texture a texture locked by SDL_LockTexture()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockTexture
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
+
+/**
+ * Determine whether a renderer supports the use of render targets.
+ *
+ * \param renderer the renderer that will be checked
+ * \returns SDL_TRUE if supported or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderTarget
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
+
+/**
+ * Set a texture as the current rendering target.
+ *
+ * Before using this function, you should check the
+ * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
+ * render targets are supported.
+ *
+ * The default render target is the window for which the renderer was created.
+ * To stop rendering to a texture and render to the window again, call this
+ * function with a NULL `texture`.
+ *
+ * \param renderer the rendering context
+ * \param texture the targeted texture, which must be created with the
+ *                `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
+ *                window instead of a texture.
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderTarget
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
+                                                SDL_Texture *texture);
+
+/**
+ * Get the current render target.
+ *
+ * The default render target is the window for which the renderer was created,
+ * and is reported a NULL here.
+ *
+ * \param renderer the rendering context
+ * \returns the current render target or NULL for the default render target.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderTarget
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
+
+/**
+ * Set a device independent resolution for rendering.
+ *
+ * This function uses the viewport and scaling functionality to allow a fixed
+ * logical resolution for rendering, regardless of the actual output
+ * resolution. If the actual output resolution doesn't have the same aspect
+ * ratio the output rendering will be centered within the output display.
+ *
+ * If the output display is a window, mouse and touch events in the window
+ * will be filtered and scaled so they seem to arrive within the logical
+ * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether
+ * relative motion events are also scaled.
+ *
+ * If this function results in scaling or subpixel drawing by the rendering
+ * backend, it will be handled using the appropriate quality hints.
+ *
+ * \param renderer the renderer for which resolution should be set
+ * \param w the width of the logical resolution
+ * \param h the height of the logical resolution
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
+
+/**
+ * Get device independent resolution for rendering.
+ *
+ * This may return 0 for `w` and `h` if the SDL_Renderer has never had its
+ * logical size set by SDL_RenderSetLogicalSize() and never had a render
+ * target set.
+ *
+ * \param renderer a rendering context
+ * \param w an int to be filled with the width
+ * \param h an int to be filled with the height
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
+
+/**
+ * Set whether to force integer scales for resolution-independent rendering.
+ *
+ * This function restricts the logical viewport to integer values - that is,
+ * when a resolution is between two multiples of a logical size, the viewport
+ * size is rounded down to the lower multiple.
+ *
+ * \param renderer the renderer for which integer scaling should be set
+ * \param enable enable or disable the integer scaling for rendering
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RenderGetIntegerScale
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
+                                                      SDL_bool enable);
+
+/**
+ * Get whether integer scales are forced for resolution-independent rendering.
+ *
+ * \param renderer the renderer from which integer scaling should be queried
+ * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RenderSetIntegerScale
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
+
+/**
+ * Set the drawing area for rendering on the current target.
+ *
+ * When the window is resized, the viewport is reset to fill the entire new
+ * window size.
+ *
+ * \param renderer the rendering context
+ * \param rect the SDL_Rect structure representing the drawing area, or NULL
+ *             to set the viewport to the entire target
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetViewport
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
+                                                  const SDL_Rect * rect);
+
+/**
+ * Get the drawing area for the current target.
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure filled in with the current drawing area
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetViewport
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
+                                                   SDL_Rect * rect);
+
+/**
+ * Set the clip rectangle for rendering on the specified target.
+ *
+ * \param renderer the rendering context for which clip rectangle should be
+ *                 set
+ * \param rect an SDL_Rect structure representing the clip area, relative to
+ *             the viewport, or NULL to disable clipping
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetClipRect
+ * \sa SDL_RenderIsClipEnabled
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
+                                                  const SDL_Rect * rect);
+
+/**
+ * Get the clip rectangle for the current target.
+ *
+ * \param renderer the rendering context from which clip rectangle should be
+ *                 queried
+ * \param rect an SDL_Rect structure filled in with the current clipping area
+ *             or an empty rectangle if clipping is disabled
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderIsClipEnabled
+ * \sa SDL_RenderSetClipRect
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
+                                                   SDL_Rect * rect);
+
+/**
+ * Get whether clipping is enabled on the given renderer.
+ *
+ * \param renderer the renderer from which clip state should be queried
+ * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_RenderGetClipRect
+ * \sa SDL_RenderSetClipRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
+
+
+/**
+ * Set the drawing scale for rendering on the current target.
+ *
+ * The drawing coordinates are scaled by the x/y scaling factors before they
+ * are used by the renderer. This allows resolution independent drawing with a
+ * single coordinate system.
+ *
+ * If this results in scaling or subpixel drawing by the rendering backend, it
+ * will be handled using the appropriate quality hints. For best results use
+ * integer scaling factors.
+ *
+ * \param renderer a rendering context
+ * \param scaleX the horizontal scaling factor
+ * \param scaleY the vertical scaling factor
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
+                                               float scaleX, float scaleY);
+
+/**
+ * Get the drawing scale for the current target.
+ *
+ * \param renderer the renderer from which drawing scale should be queried
+ * \param scaleX a pointer filled in with the horizontal scaling factor
+ * \param scaleY a pointer filled in with the vertical scaling factor
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetScale
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
+                                               float *scaleX, float *scaleY);
+
+/**
+ * Get logical coordinates of point in renderer when given real coordinates of
+ * point in window.
+ *
+ * Logical coordinates will differ from real coordinates when render is scaled
+ * and logical renderer size set
+ *
+ * \param renderer the renderer from which the logical coordinates should be
+ *                 calcualted
+ * \param windowX the real X coordinate in the window
+ * \param windowY the real Y coordinate in the window
+ * \param logicalX the pointer filled with the logical x coordinate
+ * \param logicalY the pointer filled with the logical y coordinate
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetScale
+ * \sa SDL_RenderGetLogicalSize
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
+                                                            int windowX, int windowY,
+                                                            float *logicalX, float *logicalY);
+
+                                                  /**
+ * Get real coordinates of point in window when given logical coordinates of point in renderer.
+ * Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
+ *
+ * \param renderer the renderer from which the window coordinates should be calculated
+ * \param logicalX the logical x coordinate
+ * \param logicalY the logical y coordinate
+ * \param windowX the pointer filled with the real X coordinate in the window
+ * \param windowY the pointer filled with the real Y coordinate in the window
+
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetScale
+ * \sa SDL_RenderGetLogicalSize
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
+                                                            float logicalX, float logicalY,
+                                                            int *windowX, int *windowY);
+
+/**
+ * Set the color used for drawing operations (Rect, Line and Clear).
+ *
+ * Set the color for drawing or filling rectangles, lines, and points, and for
+ * SDL_RenderClear().
+ *
+ * \param renderer the rendering context
+ * \param r the red value used to draw on the rendering target
+ * \param g the green value used to draw on the rendering target
+ * \param b the blue value used to draw on the rendering target
+ * \param a the alpha value used to draw on the rendering target; usually
+ *          `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
+ *          specify how the alpha channel is used
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderDrawColor
+ * \sa SDL_RenderClear
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
+                                           Uint8 r, Uint8 g, Uint8 b,
+                                           Uint8 a);
+
+/**
+ * Get the color used for drawing operations (Rect, Line and Clear).
+ *
+ * \param renderer the rendering context
+ * \param r a pointer filled in with the red value used to draw on the
+ *          rendering target
+ * \param g a pointer filled in with the green value used to draw on the
+ *          rendering target
+ * \param b a pointer filled in with the blue value used to draw on the
+ *          rendering target
+ * \param a a pointer filled in with the alpha value used to draw on the
+ *          rendering target; usually `SDL_ALPHA_OPAQUE` (255)
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
+                                           Uint8 * r, Uint8 * g, Uint8 * b,
+                                           Uint8 * a);
+
+/**
+ * Set the blend mode used for drawing operations (Fill and Line).
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen.
+ *
+ * \param renderer the rendering context
+ * \param blendMode the SDL_BlendMode to use for blending
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderDrawBlendMode
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
+                                                       SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for drawing operations.
+ *
+ * \param renderer the rendering context
+ * \param blendMode a pointer filled in with the current SDL_BlendMode
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
+                                                       SDL_BlendMode *blendMode);
+
+/**
+ * Clear the current rendering target with the drawing color.
+ *
+ * This function clears the entire rendering target, ignoring the viewport and
+ * the clip rectangle.
+ *
+ * \param renderer the rendering context
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
+
+/**
+ * Draw a point on the current rendering target.
+ *
+ * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple,
+ * use SDL_RenderDrawPoints() instead.
+ *
+ * \param renderer the rendering context
+ * \param x the x coordinate of the point
+ * \param y the y coordinate of the point
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
+                                                int x, int y);
+
+/**
+ * Draw multiple points on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param points an array of SDL_Point structures that represent the points to
+ *               draw
+ * \param count the number of points to draw
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
+                                                 const SDL_Point * points,
+                                                 int count);
+
+/**
+ * Draw a line on the current rendering target.
+ *
+ * SDL_RenderDrawLine() draws the line to include both end points. If you want
+ * to draw multiple, connecting lines use SDL_RenderDrawLines() instead.
+ *
+ * \param renderer the rendering context
+ * \param x1 the x coordinate of the start point
+ * \param y1 the y coordinate of the start point
+ * \param x2 the x coordinate of the end point
+ * \param y2 the y coordinate of the end point
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
+                                               int x1, int y1, int x2, int y2);
+
+/**
+ * Draw a series of connected lines on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param points an array of SDL_Point structures representing points along
+ *               the lines
+ * \param count the number of points, drawing count-1 lines
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
+                                                const SDL_Point * points,
+                                                int count);
+
+/**
+ * Draw a rectangle on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure representing the rectangle to draw, or
+ *             NULL to outline the entire rendering target
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
+                                               const SDL_Rect * rect);
+
+/**
+ * Draw some number of rectangles on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param rects an array of SDL_Rect structures representing the rectangles to
+ *              be drawn
+ * \param count the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
+                                                const SDL_Rect * rects,
+                                                int count);
+
+/**
+ * Fill a rectangle on the current rendering target with the drawing color.
+ *
+ * The current drawing color is set by SDL_SetRenderDrawColor(), and the
+ * color's alpha value is ignored unless blending is enabled with the
+ * appropriate call to SDL_SetRenderDrawBlendMode().
+ *
+ * \param renderer the rendering context
+ * \param rect the SDL_Rect structure representing the rectangle to fill, or
+ *             NULL for the entire rendering target
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
+                                               const SDL_Rect * rect);
+
+/**
+ * Fill some number of rectangles on the current rendering target with the
+ * drawing color.
+ *
+ * \param renderer the rendering context
+ * \param rects an array of SDL_Rect structures representing the rectangles to
+ *              be filled
+ * \param count the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderPresent
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
+                                                const SDL_Rect * rects,
+                                                int count);
+
+/**
+ * Copy a portion of the texture to the current rendering target.
+ *
+ * The texture is blended with the destination based on its blend mode set
+ * with SDL_SetTextureBlendMode().
+ *
+ * The texture color is affected based on its color modulation set by
+ * SDL_SetTextureColorMod().
+ *
+ * The texture alpha is affected based on its alpha modulation set by
+ * SDL_SetTextureAlphaMod().
+ *
+ * \param renderer the rendering context
+ * \param texture the source texture
+ * \param srcrect the source SDL_Rect structure or NULL for the entire texture
+ * \param dstrect the destination SDL_Rect structure or NULL for the entire
+ *                rendering target; the texture will be stretched to fill the
+ *                given rectangle
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderCopyEx
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
+                                           SDL_Texture * texture,
+                                           const SDL_Rect * srcrect,
+                                           const SDL_Rect * dstrect);
+
+/**
+ * Copy a portion of the texture to the current rendering, with optional
+ * rotation and flipping.
+ *
+ * Copy a portion of the texture to the current rendering target, optionally
+ * rotating it by angle around the given center and also flipping it
+ * top-bottom and/or left-right.
+ *
+ * The texture is blended with the destination based on its blend mode set
+ * with SDL_SetTextureBlendMode().
+ *
+ * The texture color is affected based on its color modulation set by
+ * SDL_SetTextureColorMod().
+ *
+ * The texture alpha is affected based on its alpha modulation set by
+ * SDL_SetTextureAlphaMod().
+ *
+ * \param renderer the rendering context
+ * \param texture the source texture
+ * \param srcrect the source SDL_Rect structure or NULL for the entire texture
+ * \param dstrect the destination SDL_Rect structure or NULL for the entire
+ *                rendering target
+ * \param angle an angle in degrees that indicates the rotation that will be
+ *              applied to dstrect, rotating it in a clockwise direction
+ * \param center a pointer to a point indicating the point around which
+ *               dstrect will be rotated (if NULL, rotation will be done
+ *               around `dstrect.w / 2`, `dstrect.h / 2`)
+ * \param flip a SDL_RendererFlip value stating which flipping actions should
+ *             be performed on the texture
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderCopy
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
+                                           SDL_Texture * texture,
+                                           const SDL_Rect * srcrect,
+                                           const SDL_Rect * dstrect,
+                                           const double angle,
+                                           const SDL_Point *center,
+                                           const SDL_RendererFlip flip);
+
+
+/**
+ * Draw a point on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw a point.
+ * \param x The x coordinate of the point.
+ * \param y The y coordinate of the point.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
+                                                 float x, float y);
+
+/**
+ * Draw multiple points on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw multiple points.
+ * \param points The points to draw
+ * \param count The number of points to draw
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
+                                                  const SDL_FPoint * points,
+                                                  int count);
+
+/**
+ * Draw a line on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw a line.
+ * \param x1 The x coordinate of the start point.
+ * \param y1 The y coordinate of the start point.
+ * \param x2 The x coordinate of the end point.
+ * \param y2 The y coordinate of the end point.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
+                                                float x1, float y1, float x2, float y2);
+
+/**
+ * Draw a series of connected lines on the current rendering target at
+ * subpixel precision.
+ *
+ * \param renderer The renderer which should draw multiple lines.
+ * \param points The points along the lines
+ * \param count The number of points, drawing count-1 lines
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
+                                                 const SDL_FPoint * points,
+                                                 int count);
+
+/**
+ * Draw a rectangle on the current rendering target at subpixel precision.
+ *
+ * \param renderer The renderer which should draw a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL to outline the
+ *             entire rendering target.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
+                                                const SDL_FRect * rect);
+
+/**
+ * Draw some number of rectangles on the current rendering target at subpixel
+ * precision.
+ *
+ * \param renderer The renderer which should draw multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
+                                                 const SDL_FRect * rects,
+                                                 int count);
+
+/**
+ * Fill a rectangle on the current rendering target with the drawing color at
+ * subpixel precision.
+ *
+ * \param renderer The renderer which should fill a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL for the entire
+ *             rendering target.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
+                                                const SDL_FRect * rect);
+
+/**
+ * Fill some number of rectangles on the current rendering target with the
+ * drawing color at subpixel precision.
+ *
+ * \param renderer The renderer which should fill multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
+                                                 const SDL_FRect * rects,
+                                                 int count);
+
+/**
+ * Copy a portion of the texture to the current rendering target at subpixel
+ * precision.
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ *                texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ *                entire rendering target.
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
+                                            SDL_Texture * texture,
+                                            const SDL_Rect * srcrect,
+                                            const SDL_FRect * dstrect);
+
+/**
+ * Copy a portion of the source texture to the current rendering target, with
+ * rotation and flipping, at subpixel precision.
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ *                texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ *                entire rendering target.
+ * \param angle An angle in degrees that indicates the rotation that will be
+ *              applied to dstrect, rotating it in a clockwise direction
+ * \param center A pointer to a point indicating the point around which
+ *               dstrect will be rotated (if NULL, rotation will be done
+ *               around dstrect.w/2, dstrect.h/2).
+ * \param flip An SDL_RendererFlip value stating which flipping actions should
+ *             be performed on the texture
+ * \return 0 on success, or -1 on error
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
+                                            SDL_Texture * texture,
+                                            const SDL_Rect * srcrect,
+                                            const SDL_FRect * dstrect,
+                                            const double angle,
+                                            const SDL_FPoint *center,
+                                            const SDL_RendererFlip flip);
+
+/**
+ * Render a list of triangles, optionally using a texture and indices into the
+ * vertex array Color and alpha modulation is done per vertex
+ * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
+ *
+ * \param texture (optional) The SDL texture to use.
+ * \param vertices Vertices.
+ * \param num_vertices Number of vertices.
+ * \param indices (optional) An array of integer indices into the 'vertices'
+ *                array, if NULL all vertices will be rendered in sequential
+ *                order.
+ * \param num_indices Number of indices.
+ * \return 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGeometryRaw
+ * \sa SDL_Vertex
+ */
+extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
+                                               SDL_Texture *texture,
+                                               const SDL_Vertex *vertices, int num_vertices,
+                                               const int *indices, int num_indices);
+
+/**
+ * Render a list of triangles, optionally using a texture and indices into the
+ * vertex arrays Color and alpha modulation is done per vertex
+ * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
+ *
+ * \param texture (optional) The SDL texture to use.
+ * \param xy Vertex positions
+ * \param xy_stride Byte size to move from one element to the next element
+ * \param color Vertex colors (as SDL_Color)
+ * \param color_stride Byte size to move from one element to the next element
+ * \param uv Vertex normalized texture coordinates
+ * \param uv_stride Byte size to move from one element to the next element
+ * \param num_vertices Number of vertices.
+ * \param indices (optional) An array of indices into the 'vertices' arrays,
+ *                if NULL all vertices will be rendered in sequential order.
+ * \param num_indices Number of indices.
+ * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
+ * \return 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGeometry
+ * \sa SDL_Vertex
+ */
+extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
+                                               SDL_Texture *texture,
+                                               const float *xy, int xy_stride,
+                                               const SDL_Color *color, int color_stride,
+                                               const float *uv, int uv_stride,
+                                               int num_vertices,
+                                               const void *indices, int num_indices, int size_indices);
+
+/**
+ * Read pixels from the current rendering target to an array of pixels.
+ *
+ * **WARNING**: This is a very slow operation, and should not be used
+ * frequently.
+ *
+ * `pitch` specifies the number of bytes between rows in the destination
+ * `pixels` data. This allows you to write to a subrectangle or have padded
+ * rows in the destination. Generally, `pitch` should equal the number of
+ * pixels per row in the `pixels` data times the number of bytes per pixel,
+ * but it might contain additional padding (for example, 24bit RGB Windows
+ * Bitmap data pads all rows to multiples of 4 bytes).
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure representing the area to read, or NULL
+ *             for the entire render target
+ * \param format an SDL_PixelFormatEnum value of the desired format of the
+ *               pixel data, or 0 to use the format of the rendering target
+ * \param pixels a pointer to the pixel data to copy into
+ * \param pitch the pitch of the `pixels` parameter
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
+                                                 const SDL_Rect * rect,
+                                                 Uint32 format,
+                                                 void *pixels, int pitch);
+
+/**
+ * Update the screen with any rendering performed since the previous call.
+ *
+ * SDL's rendering functions operate on a backbuffer; that is, calling a
+ * rendering function such as SDL_RenderDrawLine() does not directly put a
+ * line on the screen, but rather updates the backbuffer. As such, you compose
+ * your entire scene and *present* the composed backbuffer to the screen as a
+ * complete picture.
+ *
+ * Therefore, when using SDL's rendering API, one does all drawing intended
+ * for the frame, and then calls this function once per frame to present the
+ * final drawing to the user.
+ *
+ * The backbuffer should be considered invalidated after each present; do not
+ * assume that previous contents will exist between frames. You are strongly
+ * encouraged to call SDL_RenderClear() to initialize the backbuffer before
+ * starting each new frame's drawing, even if you plan to overwrite every
+ * pixel.
+ *
+ * \param renderer the rendering context
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderClear
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
+
+/**
+ * Destroy the specified texture.
+ *
+ * Passing NULL or an otherwise invalid texture will set the SDL error message
+ * to "Invalid texture".
+ *
+ * \param texture the texture to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureFromSurface
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
+
+/**
+ * Destroy the rendering context for a window and free associated textures.
+ *
+ * \param renderer the rendering context
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
+
+/**
+ * Force the rendering context to flush any pending commands to the underlying
+ * rendering API.
+ *
+ * You do not need to (and in fact, shouldn't) call this function unless you
+ * are planning to call into OpenGL/Direct3D/Metal/whatever directly in
+ * addition to using an SDL_Renderer.
+ *
+ * This is for a very-specific case: if you are using SDL's render API, you
+ * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set
+ * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever
+ * calls in addition to SDL render API calls. If all of this applies, you
+ * should call SDL_RenderFlush() between calls to SDL's render API and the
+ * low-level API you're using in cooperation.
+ *
+ * In all other cases, you can ignore this function. This is only here to get
+ * maximum performance out of a specific situation. In all other cases, SDL
+ * will do the right thing, perhaps at a performance loss.
+ *
+ * This function is first available in SDL 2.0.10, and is not needed in 2.0.9
+ * and earlier, as earlier versions did not queue rendering commands at all,
+ * instead flushing them to the OS immediately.
+ *
+ * \param renderer the rendering context
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
+
+
+/**
+ * Bind an OpenGL/ES/ES2 texture to the current context.
+ *
+ * This is for use with OpenGL instructions when rendering OpenGL primitives
+ * directly.
+ *
+ * If not NULL, `texw` and `texh` will be filled with the width and height
+ * values suitable for the provided texture. In most cases, both will be 1.0,
+ * however, on systems that support the GL_ARB_texture_rectangle extension,
+ * these values will actually be the pixel width and height used to create the
+ * texture, so this factor needs to be taken into account when providing
+ * texture coordinates to OpenGL.
+ *
+ * You need a renderer to create an SDL_Texture, therefore you can only use
+ * this function with an implicit OpenGL context from SDL_CreateRenderer(),
+ * not with your own OpenGL context. If you need control over your OpenGL
+ * context, you need to write your own texture-loading methods.
+ *
+ * Also note that SDL may upload RGB textures as BGR (or vice-versa), and
+ * re-order the color channels in the shaders phase, so the uploaded texture
+ * may have swapped color channels.
+ *
+ * \param texture the texture to bind to the current OpenGL/ES/ES2 context
+ * \param texw a pointer to a float value which will be filled with the
+ *             texture width or NULL if you don't need that value
+ * \param texh a pointer to a float value which will be filled with the
+ *             texture height or NULL if you don't need that value
+ * \returns 0 on success, or -1 if the operation is not supported; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_MakeCurrent
+ * \sa SDL_GL_UnbindTexture
+ */
+extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
+
+/**
+ * Unbind an OpenGL/ES/ES2 texture from the current context.
+ *
+ * See SDL_GL_BindTexture() for examples on how to use these functions
+ *
+ * \param texture the texture to unbind from the current OpenGL/ES/ES2 context
+ * \returns 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_BindTexture
+ * \sa SDL_GL_MakeCurrent
+ */
+extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
+
+/**
+ * Get the CAMetalLayer associated with the given Metal renderer.
+ *
+ * This function returns `void *`, so SDL doesn't have to include Metal's
+ * headers, but it can be safely cast to a `CAMetalLayer *`.
+ *
+ * \param renderer The renderer to query
+ * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
+ *          Metal renderer
+ *
+ * \since This function is available since SDL 2.0.8.
+ *
+ * \sa SDL_RenderGetMetalCommandEncoder
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
+
+/**
+ * Get the Metal command encoder for the current frame
+ *
+ * This function returns `void *`, so SDL doesn't have to include Metal's
+ * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
+ *
+ * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
+ * SDL a drawable to render to, which might happen if the window is
+ * hidden/minimized/offscreen. This doesn't apply to command encoders for
+ * render targets, just the window's backbacker. Check your return values!
+ *
+ * \param renderer The renderer to query
+ * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
+ *          renderer isn't a Metal renderer or there was an error.
+ *
+ * \since This function is available since SDL 2.0.8.
+ *
+ * \sa SDL_RenderGetMetalLayer
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
+
+/**
+ * Toggle VSync of the given renderer.
+ *
+ * \param renderer The renderer to toggle
+ * \param vsync 1 for on, 0 for off. All other values are reserved
+ * \returns a 0 int on success, or non-zero on failure
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_render_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 2 - 0
bsp/simulator/SDL2/include/SDL_revision.h

@@ -0,0 +1,2 @@
+#define SDL_REVISION "https://github.com/libsdl-org/SDL.git@b424665e0899769b200231ba943353a5fee1b6b6"
+#define SDL_REVISION_NUMBER 0

+ 855 - 0
bsp/simulator/SDL2/include/SDL_rwops.h

@@ -0,0 +1,855 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_rwops.h
+ *
+ *  This file provides a general interface for SDL to read and write
+ *  data streams.  It can easily be extended to files, memory, etc.
+ */
+
+#ifndef SDL_rwops_h_
+#define SDL_rwops_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* RWops Types */
+#define SDL_RWOPS_UNKNOWN   0U  /**< Unknown stream type */
+#define SDL_RWOPS_WINFILE   1U  /**< Win32 file */
+#define SDL_RWOPS_STDFILE   2U  /**< Stdio file */
+#define SDL_RWOPS_JNIFILE   3U  /**< Android asset */
+#define SDL_RWOPS_MEMORY    4U  /**< Memory stream */
+#define SDL_RWOPS_MEMORY_RO 5U  /**< Read-Only memory stream */
+#if defined(__VITA__)
+#define SDL_RWOPS_VITAFILE  6U  /**< Vita file */
+#endif
+
+/**
+ * This is the read/write operation structure -- very basic.
+ */
+typedef struct SDL_RWops
+{
+    /**
+     *  Return the size of the file in this rwops, or -1 if unknown
+     */
+    Sint64 (SDLCALL * size) (struct SDL_RWops * context);
+
+    /**
+     *  Seek to \c offset relative to \c whence, one of stdio's whence values:
+     *  RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
+     *
+     *  \return the final offset in the data stream, or -1 on error.
+     */
+    Sint64 (SDLCALL * seek) (struct SDL_RWops * context, Sint64 offset,
+                             int whence);
+
+    /**
+     *  Read up to \c maxnum objects each of size \c size from the data
+     *  stream to the area pointed at by \c ptr.
+     *
+     *  \return the number of objects read, or 0 at error or end of file.
+     */
+    size_t (SDLCALL * read) (struct SDL_RWops * context, void *ptr,
+                             size_t size, size_t maxnum);
+
+    /**
+     *  Write exactly \c num objects each of size \c size from the area
+     *  pointed at by \c ptr to data stream.
+     *
+     *  \return the number of objects written, or 0 at error or end of file.
+     */
+    size_t (SDLCALL * write) (struct SDL_RWops * context, const void *ptr,
+                              size_t size, size_t num);
+
+    /**
+     *  Close and free an allocated SDL_RWops structure.
+     *
+     *  \return 0 if successful or -1 on write error when flushing data.
+     */
+    int (SDLCALL * close) (struct SDL_RWops * context);
+
+    Uint32 type;
+    union
+    {
+#if defined(__ANDROID__)
+        struct
+        {
+            void *asset;
+        } androidio;
+#elif defined(__WIN32__)
+        struct
+        {
+            SDL_bool append;
+            void *h;
+            struct
+            {
+                void *data;
+                size_t size;
+                size_t left;
+            } buffer;
+        } windowsio;
+#elif defined(__VITA__)
+        struct
+        {
+            int h;
+            struct
+            {
+                void *data;
+                size_t size;
+                size_t left;
+            } buffer;
+        } vitaio;
+#endif
+
+#ifdef HAVE_STDIO_H
+        struct
+        {
+            SDL_bool autoclose;
+            FILE *fp;
+        } stdio;
+#endif
+        struct
+        {
+            Uint8 *base;
+            Uint8 *here;
+            Uint8 *stop;
+        } mem;
+        struct
+        {
+            void *data1;
+            void *data2;
+        } unknown;
+    } hidden;
+
+} SDL_RWops;
+
+
+/**
+ *  \name RWFrom functions
+ *
+ *  Functions to create SDL_RWops structures from various data streams.
+ */
+/* @{ */
+
+/**
+ * Use this function to create a new SDL_RWops structure for reading from
+ * and/or writing to a named file.
+ *
+ * The `mode` string is treated roughly the same as in a call to the C
+ * library's fopen(), even if SDL doesn't happen to use fopen() behind the
+ * scenes.
+ *
+ * Available `mode` strings:
+ *
+ * - "r": Open a file for reading. The file must exist.
+ * - "w": Create an empty file for writing. If a file with the same name
+ *   already exists its content is erased and the file is treated as a new
+ *   empty file.
+ * - "a": Append to a file. Writing operations append data at the end of the
+ *   file. The file is created if it does not exist.
+ * - "r+": Open a file for update both reading and writing. The file must
+ *   exist.
+ * - "w+": Create an empty file for both reading and writing. If a file with
+ *   the same name already exists its content is erased and the file is
+ *   treated as a new empty file.
+ * - "a+": Open a file for reading and appending. All writing operations are
+ *   performed at the end of the file, protecting the previous content to be
+ *   overwritten. You can reposition (fseek, rewind) the internal pointer to
+ *   anywhere in the file for reading, but writing operations will move it
+ *   back to the end of file. The file is created if it does not exist.
+ *
+ * **NOTE**: In order to open a file as a binary file, a "b" character has to
+ * be included in the `mode` string. This additional "b" character can either
+ * be appended at the end of the string (thus making the following compound
+ * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the
+ * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+").
+ * Additional characters may follow the sequence, although they should have no
+ * effect. For example, "t" is sometimes appended to make explicit the file is
+ * a text file.
+ *
+ * This function supports Unicode filenames, but they must be encoded in UTF-8
+ * format, regardless of the underlying operating system.
+ *
+ * As a fallback, SDL_RWFromFile() will transparently open a matching filename
+ * in an Android app's `assets`.
+ *
+ * Closing the SDL_RWops will close the file handle SDL is holding internally.
+ *
+ * \param file a UTF-8 string representing the filename to open
+ * \param mode an ASCII string representing the mode to be used for opening
+ *             the file.
+ * \returns a pointer to the SDL_RWops structure that is created, or NULL on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFile(const char *file,
+                                                  const char *mode);
+
+#ifdef HAVE_STDIO_H
+
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(FILE * fp, SDL_bool autoclose);
+
+#else
+
+/**
+ * Use this function to create an SDL_RWops structure from a standard I/O file
+ * pointer (stdio.h's `FILE*`).
+ *
+ * This function is not available on Windows, since files opened in an
+ * application on that platform cannot be used by a dynamically linked
+ * library.
+ *
+ * On some platforms, the first parameter is a `void*`, on others, it's a
+ * `FILE*`, depending on what system headers are available to SDL. It is
+ * always intended to be the `FILE*` type from the C runtime's stdio.h.
+ *
+ * \param fp the `FILE*` that feeds the SDL_RWops stream
+ * \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops,
+ *                  SDL_FALSE to leave the `FILE*` open when the RWops is
+ *                  closed
+ * \returns a pointer to the SDL_RWops structure that is created, or NULL on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromFP(void * fp,
+                                                SDL_bool autoclose);
+#endif
+
+/**
+ * Use this function to prepare a read-write memory buffer for use with
+ * SDL_RWops.
+ *
+ * This function sets up an SDL_RWops struct based on a memory area of a
+ * certain size, for both read and write access.
+ *
+ * This memory buffer is not copied by the RWops; the pointer you provide must
+ * remain valid until you close the stream. Closing the stream will not free
+ * the original buffer.
+ *
+ * If you need to make sure the RWops never writes to the memory buffer, you
+ * should use SDL_RWFromConstMem() with a read-only buffer of memory instead.
+ *
+ * \param mem a pointer to a buffer to feed an SDL_RWops stream
+ * \param size the buffer size, in bytes
+ * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromMem(void *mem, int size);
+
+/**
+ * Use this function to prepare a read-only memory buffer for use with RWops.
+ *
+ * This function sets up an SDL_RWops struct based on a memory area of a
+ * certain size. It assumes the memory area is not writable.
+ *
+ * Attempting to write to this RWops stream will report an error without
+ * writing to the memory buffer.
+ *
+ * This memory buffer is not copied by the RWops; the pointer you provide must
+ * remain valid until you close the stream. Closing the stream will not free
+ * the original buffer.
+ *
+ * If you need to write to a memory buffer, you should use SDL_RWFromMem()
+ * with a writable buffer of memory instead.
+ *
+ * \param mem a pointer to a read-only buffer to feed an SDL_RWops stream
+ * \param size the buffer size, in bytes
+ * \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWtell
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_RWFromConstMem(const void *mem,
+                                                      int size);
+
+/* @} *//* RWFrom functions */
+
+
+/**
+ * Use this function to allocate an empty, unpopulated SDL_RWops structure.
+ *
+ * Applications do not need to use this function unless they are providing
+ * their own SDL_RWops implementation. If you just need a SDL_RWops to
+ * read/write a common data source, you should use the built-in
+ * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc.
+ *
+ * You must free the returned pointer with SDL_FreeRW(). Depending on your
+ * operating system and compiler, there may be a difference between the
+ * malloc() and free() your program uses and the versions SDL calls
+ * internally. Trying to mix the two can cause crashing such as segmentation
+ * faults. Since all SDL_RWops must free themselves when their **close**
+ * method is called, all SDL_RWops must be allocated through this function, so
+ * they can all be freed correctly with SDL_FreeRW().
+ *
+ * \returns a pointer to the allocated memory on success, or NULL on failure;
+ *          call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeRW
+ */
+extern DECLSPEC SDL_RWops *SDLCALL SDL_AllocRW(void);
+
+/**
+ * Use this function to free an SDL_RWops structure allocated by
+ * SDL_AllocRW().
+ *
+ * Applications do not need to use this function unless they are providing
+ * their own SDL_RWops implementation. If you just need a SDL_RWops to
+ * read/write a common data source, you should use the built-in
+ * implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and
+ * call the **close** method on those SDL_RWops pointers when you are done
+ * with them.
+ *
+ * Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is
+ * invalid as soon as this function returns. Any extra memory allocated during
+ * creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must
+ * be responsible for managing that memory in their **close** method.
+ *
+ * \param area the SDL_RWops structure to be freed
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AllocRW
+ */
+extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops * area);
+
+#define RW_SEEK_SET 0       /**< Seek from the beginning of data */
+#define RW_SEEK_CUR 1       /**< Seek relative to current read point */
+#define RW_SEEK_END 2       /**< Seek relative to the end of data */
+
+/**
+ * Use this function to get the size of the data stream in an SDL_RWops.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context the SDL_RWops to get the size of the data stream from
+ * \returns the size of the data stream in the SDL_RWops on success, -1 if
+ *          unknown or a negative error code on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC Sint64 SDLCALL SDL_RWsize(SDL_RWops *context);
+
+/**
+ * Seek within an SDL_RWops data stream.
+ *
+ * This function seeks to byte `offset`, relative to `whence`.
+ *
+ * `whence` may be any of the following values:
+ *
+ * - `RW_SEEK_SET`: seek from the beginning of data
+ * - `RW_SEEK_CUR`: seek relative to current read point
+ * - `RW_SEEK_END`: seek relative to the end of data
+ *
+ * If this stream can not seek, it will return -1.
+ *
+ * SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's
+ * `seek` method appropriately, to simplify application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a pointer to an SDL_RWops structure
+ * \param offset an offset in bytes, relative to **whence** location; can be
+ *               negative
+ * \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END`
+ * \returns the final offset in the data stream after the seek or -1 on error.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWtell
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC Sint64 SDLCALL SDL_RWseek(SDL_RWops *context,
+                                          Sint64 offset, int whence);
+
+/**
+ * Determine the current read/write offset in an SDL_RWops data stream.
+ *
+ * SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek`
+ * method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify
+ * application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a SDL_RWops data stream object from which to get the current
+ *                offset
+ * \returns the current offset in the stream, or -1 if the information can not
+ *          be determined.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC Sint64 SDLCALL SDL_RWtell(SDL_RWops *context);
+
+/**
+ * Read from a data source.
+ *
+ * This function reads up to `maxnum` objects each of size `size` from the
+ * data source to the area pointed at by `ptr`. This function may read less
+ * objects than requested. It will return zero when there has been an error or
+ * the data stream is completely read.
+ *
+ * SDL_RWread() is actually a function wrapper that calls the SDL_RWops's
+ * `read` method appropriately, to simplify application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a pointer to an SDL_RWops structure
+ * \param ptr a pointer to a buffer to read data into
+ * \param size the size of each object to read, in bytes
+ * \param maxnum the maximum number of objects to be read
+ * \returns the number of objects read, or 0 at error or end of file; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWseek
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC size_t SDLCALL SDL_RWread(SDL_RWops *context,
+                                          void *ptr, size_t size,
+                                          size_t maxnum);
+
+/**
+ * Write to an SDL_RWops data stream.
+ *
+ * This function writes exactly `num` objects each of size `size` from the
+ * area pointed at by `ptr` to the stream. If this fails for any reason, it'll
+ * return less than `num` to demonstrate how far the write progressed. On
+ * success, it returns `num`.
+ *
+ * SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's
+ * `write` method appropriately, to simplify application development.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context a pointer to an SDL_RWops structure
+ * \param ptr a pointer to a buffer containing data to write
+ * \param size the size of an object to write, in bytes
+ * \param num the number of objects to write
+ * \returns the number of objects written, which will be less than **num** on
+ *          error; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWclose
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ */
+extern DECLSPEC size_t SDLCALL SDL_RWwrite(SDL_RWops *context,
+                                           const void *ptr, size_t size,
+                                           size_t num);
+
+/**
+ * Close and free an allocated SDL_RWops structure.
+ *
+ * SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any
+ * resources used by the stream and frees the SDL_RWops itself with
+ * SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to
+ * flush to its output (e.g. to disk).
+ *
+ * Note that if this fails to flush the stream to disk, this function reports
+ * an error, but the SDL_RWops is still invalid once this function returns.
+ *
+ * Prior to SDL 2.0.10, this function was a macro.
+ *
+ * \param context SDL_RWops structure to close
+ * \returns 0 on success or a negative error code on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ *
+ * \sa SDL_RWFromConstMem
+ * \sa SDL_RWFromFile
+ * \sa SDL_RWFromFP
+ * \sa SDL_RWFromMem
+ * \sa SDL_RWread
+ * \sa SDL_RWseek
+ * \sa SDL_RWwrite
+ */
+extern DECLSPEC int SDLCALL SDL_RWclose(SDL_RWops *context);
+
+/**
+ * Load all the data from an SDL data stream.
+ *
+ * The data is allocated with a zero byte at the end (null terminated) for
+ * convenience. This extra byte is not included in the value reported via
+ * `datasize`.
+ *
+ * The data should be freed with SDL_free().
+ *
+ * \param src the SDL_RWops to read all available data from
+ * \param datasize if not NULL, will store the number of bytes read
+ * \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning
+ * \returns the data, or NULL if there was an error.
+ *
+ * \since This function is available since SDL 2.0.6.
+ */
+extern DECLSPEC void *SDLCALL SDL_LoadFile_RW(SDL_RWops *src,
+                                              size_t *datasize,
+                                              int freesrc);
+
+/**
+ * Load all the data from a file path.
+ *
+ * The data is allocated with a zero byte at the end (null terminated) for
+ * convenience. This extra byte is not included in the value reported via
+ * `datasize`.
+ *
+ * The data should be freed with SDL_free().
+ *
+ * Prior to SDL 2.0.10, this function was a macro wrapping around
+ * SDL_LoadFile_RW.
+ *
+ * \param file the path to read all available data from
+ * \param datasize if not NULL, will store the number of bytes read
+ * \returns the data, or NULL if there was an error.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC void *SDLCALL SDL_LoadFile(const char *file, size_t *datasize);
+
+/**
+ *  \name Read endian functions
+ *
+ *  Read an item of the specified endianness and return in native format.
+ */
+/* @{ */
+
+/**
+ * Use this function to read a byte from an SDL_RWops.
+ *
+ * \param src the SDL_RWops to read from
+ * \returns the read byte on success or 0 on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteU8
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_ReadU8(SDL_RWops * src);
+
+/**
+ * Use this function to read 16 bits of little-endian data from an SDL_RWops
+ * and return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 16 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadBE16
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops * src);
+
+/**
+ * Use this function to read 16 bits of big-endian data from an SDL_RWops and
+ * return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 16 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadLE16
+ */
+extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops * src);
+
+/**
+ * Use this function to read 32 bits of little-endian data from an SDL_RWops
+ * and return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 32 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadBE32
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops * src);
+
+/**
+ * Use this function to read 32 bits of big-endian data from an SDL_RWops and
+ * return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 32 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadLE32
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops * src);
+
+/**
+ * Use this function to read 64 bits of little-endian data from an SDL_RWops
+ * and return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 64 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadBE64
+ */
+extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops * src);
+
+/**
+ * Use this function to read 64 bits of big-endian data from an SDL_RWops and
+ * return in native format.
+ *
+ * SDL byteswaps the data only if necessary, so the data returned will be in
+ * the native byte order.
+ *
+ * \param src the stream from which to read data
+ * \returns 64 bits of data in the native byte order of the platform.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadLE64
+ */
+extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops * src);
+/* @} *//* Read endian functions */
+
+/**
+ *  \name Write endian functions
+ *
+ *  Write an item of native format to the specified endianness.
+ */
+/* @{ */
+
+/**
+ * Use this function to write a byte to an SDL_RWops.
+ *
+ * \param dst the SDL_RWops to write to
+ * \param value the byte value to write
+ * \returns 1 on success or 0 on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ReadU8
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteU8(SDL_RWops * dst, Uint8 value);
+
+/**
+ * Use this function to write 16 bits in native format to a SDL_RWops as
+ * little-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in little-endian
+ * format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteBE16
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteLE16(SDL_RWops * dst, Uint16 value);
+
+/**
+ * Use this function to write 16 bits in native format to a SDL_RWops as
+ * big-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in big-endian format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteLE16
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteBE16(SDL_RWops * dst, Uint16 value);
+
+/**
+ * Use this function to write 32 bits in native format to a SDL_RWops as
+ * little-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in little-endian
+ * format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteBE32
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteLE32(SDL_RWops * dst, Uint32 value);
+
+/**
+ * Use this function to write 32 bits in native format to a SDL_RWops as
+ * big-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in big-endian format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteLE32
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteBE32(SDL_RWops * dst, Uint32 value);
+
+/**
+ * Use this function to write 64 bits in native format to a SDL_RWops as
+ * little-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in little-endian
+ * format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteBE64
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteLE64(SDL_RWops * dst, Uint64 value);
+
+/**
+ * Use this function to write 64 bits in native format to a SDL_RWops as
+ * big-endian data.
+ *
+ * SDL byteswaps the data only if necessary, so the application always
+ * specifies native format, and the data written will be in big-endian format.
+ *
+ * \param dst the stream to which data will be written
+ * \param value the data to be written, in native format
+ * \returns 1 on successful write, 0 on error.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WriteLE64
+ */
+extern DECLSPEC size_t SDLCALL SDL_WriteBE64(SDL_RWops * dst, Uint64 value);
+/* @} *//* Write endian functions */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_rwops_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 2 - 2
bsp/simulator/SDL2-2.0.7/include/SDL_scancode.h → bsp/simulator/SDL2/include/SDL_scancode.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -38,7 +38,7 @@
  *  SDL_Event structure.
  *  SDL_Event structure.
  *
  *
  *  The values in this enumeration are based on the USB usage page standard:
  *  The values in this enumeration are based on the USB usage page standard:
- *  http://www.usb.org/developers/hidpage/Hut1_12v2.pdf
+ *  https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf
  */
  */
 typedef enum
 typedef enum
 {
 {

+ 301 - 0
bsp/simulator/SDL2/include/SDL_sensor.h

@@ -0,0 +1,301 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2022 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_sensor.h
+ *
+ *  Include file for SDL sensor event handling
+ *
+ */
+
+#ifndef SDL_sensor_h_
+#define SDL_sensor_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+/**
+ *  \brief SDL_sensor.h
+ *
+ *  In order to use these functions, SDL_Init() must have been called
+ *  with the ::SDL_INIT_SENSOR flag.  This causes SDL to scan the system
+ *  for sensors, and load appropriate drivers.
+ */
+
+struct _SDL_Sensor;
+typedef struct _SDL_Sensor SDL_Sensor;
+
+/**
+ * This is a unique ID for a sensor for the time it is connected to the system,
+ * and is never reused for the lifetime of the application.
+ *
+ * The ID value starts at 0 and increments from there. The value -1 is an invalid ID.
+ */
+typedef Sint32 SDL_SensorID;
+
+/* The different sensors defined by SDL
+ *
+ * Additional sensors may be available, using platform dependent semantics.
+ *
+ * Hare are the additional Android sensors:
+ * https://developer.android.com/reference/android/hardware/SensorEvent.html#values
+ */
+typedef enum
+{
+    SDL_SENSOR_INVALID = -1,    /**< Returned for an invalid sensor */
+    SDL_SENSOR_UNKNOWN,         /**< Unknown sensor type */
+    SDL_SENSOR_ACCEL,           /**< Accelerometer */
+    SDL_SENSOR_GYRO             /**< Gyroscope */
+} SDL_SensorType;
+
+/**
+ * Accelerometer sensor
+ *
+ * The accelerometer returns the current acceleration in SI meters per
+ * second squared. This measurement includes the force of gravity, so
+ * a device at rest will have an value of SDL_STANDARD_GRAVITY away
+ * from the center of the earth.
+ *
+ * values[0]: Acceleration on the x axis
+ * values[1]: Acceleration on the y axis
+ * values[2]: Acceleration on the z axis
+ *
+ * For phones held in portrait mode and game controllers held in front of you,
+ * the axes are defined as follows:
+ * -X ... +X : left ... right
+ * -Y ... +Y : bottom ... top
+ * -Z ... +Z : farther ... closer
+ *
+ * The axis data is not changed when the phone is rotated.
+ *
+ * \sa SDL_GetDisplayOrientation()
+ */
+#define SDL_STANDARD_GRAVITY    9.80665f
+
+/**
+ * Gyroscope sensor
+ *
+ * The gyroscope returns the current rate of rotation in radians per second.
+ * The rotation is positive in the counter-clockwise direction. That is,
+ * an observer looking from a positive location on one of the axes would
+ * see positive rotation on that axis when it appeared to be rotating
+ * counter-clockwise.
+ *
+ * values[0]: Angular speed around the x axis (pitch)
+ * values[1]: Angular speed around the y axis (yaw)
+ * values[2]: Angular speed around the z axis (roll)
+ *
+ * For phones held in portrait mode and game controllers held in front of you,
+ * the axes are defined as follows:
+ * -X ... +X : left ... right
+ * -Y ... +Y : bottom ... top
+ * -Z ... +Z : farther ... closer
+ *
+ * The axis data is not changed when the phone or controller is rotated.
+ *
+ * \sa SDL_GetDisplayOrientation()
+ */
+
+/* Function prototypes */
+
+/**
+ * Locking for multi-threaded access to the sensor API
+ *
+ * If you are using the sensor API or handling events from multiple threads
+ * you should use these locking functions to protect access to the sensors.
+ *
+ * In particular, you are guaranteed that the sensor list won't change, so the
+ * API functions that take a sensor index will be valid, and sensor events
+ * will not be delivered.
+ *
+ * \since This function is available since SDL 2.0.14.
+ */
+extern DECLSPEC void SDLCALL SDL_LockSensors(void);
+extern DECLSPEC void SDLCALL SDL_UnlockSensors(void);
+
+/**
+ * Count the number of sensors attached to the system right now.
+ *
+ * \returns the number of sensors detected.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_NumSensors(void);
+
+/**
+ * Get the implementation dependent name of a sensor.
+ *
+ * \param device_index The sensor to obtain name from
+ * \returns the sensor name, or NULL if `device_index` is out of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC const char *SDLCALL SDL_SensorGetDeviceName(int device_index);
+
+/**
+ * Get the type of a sensor.
+ *
+ * \param device_index The sensor to get the type from
+ * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `device_index` is
+ *          out of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetDeviceType(int device_index);
+
+/**
+ * Get the platform dependent type of a sensor.
+ *
+ * \param device_index The sensor to check
+ * \returns the sensor platform dependent type, or -1 if `device_index` is out
+ *          of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetDeviceNonPortableType(int device_index);
+
+/**
+ * Get the instance ID of a sensor.
+ *
+ * \param device_index The sensor to get instance id from
+ * \returns the sensor instance ID, or -1 if `device_index` is out of range.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetDeviceInstanceID(int device_index);
+
+/**
+ * Open a sensor for use.
+ *
+ * \param device_index The sensor to open
+ * \returns an SDL_Sensor sensor object, or NULL if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorOpen(int device_index);
+
+/**
+ * Return the SDL_Sensor associated with an instance id.
+ *
+ * \param instance_id The sensor from instance id
+ * \returns an SDL_Sensor object.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_Sensor *SDLCALL SDL_SensorFromInstanceID(SDL_SensorID instance_id);
+
+/**
+ * Get the implementation dependent name of a sensor
+ *
+ * \param sensor The SDL_Sensor object
+ * \returns the sensor name, or NULL if `sensor` is NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC const char *SDLCALL SDL_SensorGetName(SDL_Sensor *sensor);
+
+/**
+ * Get the type of a sensor.
+ *
+ * \param sensor The SDL_Sensor object to inspect
+ * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is
+ *          NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorType SDLCALL SDL_SensorGetType(SDL_Sensor *sensor);
+
+/**
+ * Get the platform dependent type of a sensor.
+ *
+ * \param sensor The SDL_Sensor object to inspect
+ * \returns the sensor platform dependent type, or -1 if `sensor` is NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetNonPortableType(SDL_Sensor *sensor);
+
+/**
+ * Get the instance ID of a sensor.
+ *
+ * \param sensor The SDL_Sensor object to inspect
+ * \returns the sensor instance ID, or -1 if `sensor` is NULL.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC SDL_SensorID SDLCALL SDL_SensorGetInstanceID(SDL_Sensor *sensor);
+
+/**
+ * Get the current state of an opened sensor.
+ *
+ * The number of values and interpretation of the data is sensor dependent.
+ *
+ * \param sensor The SDL_Sensor object to query
+ * \param data A pointer filled with the current sensor state
+ * \param num_values The number of values to write to data
+ * \returns 0 or -1 if an error occurred.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC int SDLCALL SDL_SensorGetData(SDL_Sensor * sensor, float *data, int num_values);
+
+/**
+ * Close a sensor previously opened with SDL_SensorOpen().
+ *
+ * \param sensor The SDL_Sensor object to close
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC void SDLCALL SDL_SensorClose(SDL_Sensor * sensor);
+
+/**
+ * Update the current state of the open sensors.
+ *
+ * This is called automatically by the event loop if sensor events are
+ * enabled.
+ *
+ * This needs to be called from the thread that initialized the sensor
+ * subsystem.
+ *
+ * \since This function is available since SDL 2.0.9.
+ */
+extern DECLSPEC void SDLCALL SDL_SensorUpdate(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* SDL_sensor_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 38 - 27
bsp/simulator/SDL2-2.0.7/include/SDL_shape.h → bsp/simulator/SDL2/include/SDL_shape.h

@@ -1,6 +1,6 @@
 /*
 /*
   Simple DirectMedia Layer
   Simple DirectMedia Layer
-  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
+  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 
 
   This software is provided 'as-is', without any express or implied
   This software is provided 'as-is', without any express or implied
   warranty.  In no event will the authors be held liable for any damages
   warranty.  In no event will the authors be held liable for any damages
@@ -44,33 +44,38 @@ extern "C" {
 #define SDL_WINDOW_LACKS_SHAPE -3
 #define SDL_WINDOW_LACKS_SHAPE -3
 
 
 /**
 /**
- *  \brief Create a window that can be shaped with the specified position, dimensions, and flags.
+ * Create a window that can be shaped with the specified position, dimensions,
+ * and flags.
  *
  *
- *  \param title The title of the window, in UTF-8 encoding.
- *  \param x     The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
- *               ::SDL_WINDOWPOS_UNDEFINED.
- *  \param y     The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
- *               ::SDL_WINDOWPOS_UNDEFINED.
- *  \param w     The width of the window.
- *  \param h     The height of the window.
- *  \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with any of the following:
- *               ::SDL_WINDOW_OPENGL,     ::SDL_WINDOW_INPUT_GRABBED,
- *               ::SDL_WINDOW_HIDDEN,     ::SDL_WINDOW_RESIZABLE,
- *               ::SDL_WINDOW_MAXIMIZED,  ::SDL_WINDOW_MINIMIZED,
- *       ::SDL_WINDOW_BORDERLESS is always set, and ::SDL_WINDOW_FULLSCREEN is always unset.
+ * \param title The title of the window, in UTF-8 encoding.
+ * \param x The x position of the window, ::SDL_WINDOWPOS_CENTERED, or
+ *          ::SDL_WINDOWPOS_UNDEFINED.
+ * \param y The y position of the window, ::SDL_WINDOWPOS_CENTERED, or
+ *          ::SDL_WINDOWPOS_UNDEFINED.
+ * \param w The width of the window.
+ * \param h The height of the window.
+ * \param flags The flags for the window, a mask of SDL_WINDOW_BORDERLESS with
+ *              any of the following: ::SDL_WINDOW_OPENGL,
+ *              ::SDL_WINDOW_INPUT_GRABBED, ::SDL_WINDOW_HIDDEN,
+ *              ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
+ *              ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_BORDERLESS is always set,
+ *              and ::SDL_WINDOW_FULLSCREEN is always unset.
+ * \return the window created, or NULL if window creation failed.
  *
  *
- *  \return The window created, or NULL if window creation failed.
+ * \since This function is available since SDL 2.0.0.
  *
  *
- *  \sa SDL_DestroyWindow()
+ * \sa SDL_DestroyWindow
  */
  */
 extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags);
 extern DECLSPEC SDL_Window * SDLCALL SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags);
 
 
 /**
 /**
- * \brief Return whether the given window is a shaped window.
+ * Return whether the given window is a shaped window.
  *
  *
  * \param window The window to query for being shaped.
  * \param window The window to query for being shaped.
+ * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if
+ *         the window is unshaped or NULL.
  *
  *
- * \return SDL_TRUE if the window is a window that can be shaped, SDL_FALSE if the window is unshaped or NULL.
+ * \since This function is available since SDL 2.0.0.
  *
  *
  * \sa SDL_CreateShapedWindow
  * \sa SDL_CreateShapedWindow
  */
  */
@@ -106,29 +111,35 @@ typedef struct SDL_WindowShapeMode {
 } SDL_WindowShapeMode;
 } SDL_WindowShapeMode;
 
 
 /**
 /**
- * \brief Set the shape and parameters of a shaped window.
+ * Set the shape and parameters of a shaped window.
  *
  *
  * \param window The shaped window whose parameters should be set.
  * \param window The shaped window whose parameters should be set.
  * \param shape A surface encoding the desired shape for the window.
  * \param shape A surface encoding the desired shape for the window.
  * \param shape_mode The parameters to set for the shaped window.
  * \param shape_mode The parameters to set for the shaped window.
+ * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape
+ *         argument, or SDL_NONSHAPEABLE_WINDOW if the SDL_Window given does
+ *         not reference a valid shaped window.
  *
  *
- * \return 0 on success, SDL_INVALID_SHAPE_ARGUMENT on an invalid shape argument, or SDL_NONSHAPEABLE_WINDOW
- *           if the SDL_Window given does not reference a valid shaped window.
+ * \since This function is available since SDL 2.0.0.
  *
  *
  * \sa SDL_WindowShapeMode
  * \sa SDL_WindowShapeMode
- * \sa SDL_GetShapedWindowMode.
+ * \sa SDL_GetShapedWindowMode
  */
  */
 extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
 extern DECLSPEC int SDLCALL SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
 
 
 /**
 /**
- * \brief Get the shape parameters of a shaped window.
+ * Get the shape parameters of a shaped window.
  *
  *
  * \param window The shaped window whose parameters should be retrieved.
  * \param window The shaped window whose parameters should be retrieved.
- * \param shape_mode An empty shape-mode structure to fill, or NULL to check whether the window has a shape.
+ * \param shape_mode An empty shape-mode structure to fill, or NULL to check
+ *                   whether the window has a shape.
+ * \return 0 if the window has a shape and, provided shape_mode was not NULL,
+ *         shape_mode has been filled with the mode data,
+ *         SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped
+ *         window, or SDL_WINDOW_LACKS_SHAPE if the SDL_Window given is a
+ *         shapeable window currently lacking a shape.
  *
  *
- * \return 0 if the window has a shape and, provided shape_mode was not NULL, shape_mode has been filled with the mode
- *           data, SDL_NONSHAPEABLE_WINDOW if the SDL_Window given is not a shaped window, or SDL_WINDOW_LACKS_SHAPE if
- *           the SDL_Window given is a shapeable window currently lacking a shape.
+ * \since This function is available since SDL 2.0.0.
  *
  *
  * \sa SDL_WindowShapeMode
  * \sa SDL_WindowShapeMode
  * \sa SDL_SetWindowShape
  * \sa SDL_SetWindowShape

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