Merged default into iOS-improvements
--HG-- branch : iOS-improvements
This commit is contained in:
commit
c2ceb279f1
22 changed files with 523 additions and 110 deletions
|
@ -237,6 +237,8 @@
|
|||
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h" />
|
||||
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h" />
|
||||
<ClInclude Include="..\..\src\render\mmx.h" />
|
||||
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
|
||||
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
|
||||
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
|
||||
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
|
||||
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
|
||||
|
@ -264,6 +266,7 @@
|
|||
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
|
||||
<ClInclude Include="..\..\src\video\SDL_blit_copy.h" />
|
||||
<ClInclude Include="..\..\src\video\SDL_blit_slow.h" />
|
||||
<ClInclude Include="..\..\src\video\SDL_egl_c.h" />
|
||||
<ClInclude Include="..\..\src\video\SDL_pixels_c.h" />
|
||||
<ClInclude Include="..\..\src\video\SDL_rect_c.h" />
|
||||
<ClInclude Include="..\..\src\video\SDL_RLEaccel_c.h" />
|
||||
|
@ -272,6 +275,7 @@
|
|||
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
|
||||
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
|
||||
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
|
||||
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
|
||||
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
@ -345,6 +349,8 @@
|
|||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
|
||||
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
|
||||
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
|
||||
<ClCompile Include="..\..\src\render\SDL_render.c" />
|
||||
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
|
||||
|
@ -387,6 +393,7 @@
|
|||
<ClCompile Include="..\..\src\video\SDL_blit_slow.c" />
|
||||
<ClCompile Include="..\..\src\video\SDL_bmp.c" />
|
||||
<ClCompile Include="..\..\src\video\SDL_clipboard.c" />
|
||||
<ClCompile Include="..\..\src\video\SDL_egl.c" />
|
||||
<ClCompile Include="..\..\src\video\SDL_fillrect.c" />
|
||||
<ClCompile Include="..\..\src\video\SDL_pixels.c" />
|
||||
<ClCompile Include="..\..\src\video\SDL_rect.c" />
|
||||
|
@ -419,6 +426,12 @@
|
|||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
|
||||
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
|
||||
|
|
|
@ -360,6 +360,18 @@
|
|||
<ClInclude Include="..\..\src\joystick\windows\SDL_xinputjoystick_c.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\video\SDL_egl_c.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
|
||||
|
@ -650,5 +662,17 @@
|
|||
<ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\video\SDL_egl.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -34,7 +34,7 @@ while test x$1 != x; do
|
|||
compile=no; link=no;;
|
||||
-c) link=no;;
|
||||
-o) output=$2;;
|
||||
*.c|*.cc|*.cpp|*.S) source=$1;;
|
||||
*.c|*.cc|*.cpp|*.S|*.m|*.mm) source=$1;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
|
|
@ -35,7 +35,7 @@ while test x$1 != x; do
|
|||
compile=no; link=no;;
|
||||
-c) link=no;;
|
||||
-o) output=$2;;
|
||||
*.c|*.cc|*.cpp|*.S) source=$1;;
|
||||
*.c|*.cc|*.cpp|*.S|*.m|*.mm) source=$1;;
|
||||
esac
|
||||
shift
|
||||
done
|
||||
|
|
8
build-scripts/winrtbuild.bat
Normal file
8
build-scripts/winrtbuild.bat
Normal file
|
@ -0,0 +1,8 @@
|
|||
@ECHO OFF
|
||||
REM
|
||||
REM winrtbuild.bat: a batch file to help launch the winrtbuild.ps1
|
||||
REM Powershell script, either from Windows Explorer, or through Buildbot.
|
||||
REM
|
||||
SET ThisScriptsDirectory=%~dp0
|
||||
SET PowerShellScriptPath=%ThisScriptsDirectory%winrtbuild.ps1
|
||||
PowerShell -NoProfile -ExecutionPolicy Bypass -Command "& '%PowerShellScriptPath%'";
|
225
build-scripts/winrtbuild.ps1
Normal file
225
build-scripts/winrtbuild.ps1
Normal file
|
@ -0,0 +1,225 @@
|
|||
#
|
||||
# winrtbuild.ps1 -- A Powershell script to build all SDL/WinRT variants,
|
||||
# across all WinRT platforms, in all of their supported, CPU architectures.
|
||||
#
|
||||
# Initial version written by David Ludwig <dludwig@pobox.com>
|
||||
#
|
||||
# This script can be launched from Windows Explorer by double-clicking
|
||||
# on winrtbuild.bat
|
||||
#
|
||||
# Output will be placed in the following subdirectories of the SDL source
|
||||
# tree:
|
||||
# * VisualC-WinRT\lib\ -- final .dll, .lib, and .pdb files
|
||||
# * VisualC-WinRT\obj\ -- intermediate build files
|
||||
#
|
||||
# Recommended Dependencies:
|
||||
# * Windows 8.1 or higher
|
||||
# * Powershell 4.0 or higher (included as part of Windows 8.1)
|
||||
# * Visual C++ 2012, for building Windows 8.0 and Windows Phone 8.0 binaries.
|
||||
# * Visual C++ 2013, for building Windows 8.1 and Windows Phone 8.1 binaries
|
||||
# * SDKs for Windows 8.0, Windows 8.1, Windows Phone 8.0, and
|
||||
# Windows Phone 8.1, as needed
|
||||
#
|
||||
# Commom parameters/variables may include, but aren't strictly limited to:
|
||||
# * PlatformToolset: the name of one of Visual Studio's build platforms.
|
||||
# Different PlatformToolsets output different binaries. One
|
||||
# PlatformToolset exists for each WinRT platform. Possible values
|
||||
# may include:
|
||||
# - "v110": Visual Studio 2012 build tools, plus the Windows 8.0 SDK
|
||||
# - "v110_wp80": Visual Studio 2012 build tools, plus the Windows Phone 8.0 SDK
|
||||
# - "v120": Visual Studio 2013 build tools, plus the Windows 8.1 SDK
|
||||
# - "v120_wp81": Visual Studio 2013 build tools, plus the Windows Phone 8.1 SDK
|
||||
# * VSProjectPath: the full path to a Visual Studio or Visual C++ project file
|
||||
# * VSProjectName: the internal name of a Visual Studio or Visual C++ project
|
||||
# file. Some of Visual Studio's own build tools use this name when
|
||||
# calculating paths for build-output.
|
||||
# * Platform: a Visual Studio platform name, which often maps to a CPU
|
||||
# CPU architecture. Possible values may include: "Win32" (for 32-bit x86),
|
||||
# "ARM", or "x64" (for 64-bit x86).
|
||||
#
|
||||
|
||||
|
||||
# Gets the .bat file that sets up an MSBuild environment, given one of
|
||||
# Visual Studio's, "PlatformToolset"s.
|
||||
function Get-MSBuild-Env-Launcher
|
||||
{
|
||||
param(
|
||||
[Parameter(Mandatory=$true,Position=1)][string]$PlatformToolset
|
||||
)
|
||||
|
||||
if ($PlatformToolset -eq "v110") { # Windows 8.0 (not Windows Phone), via VS 2012
|
||||
return "C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\vcvarsall.bat"
|
||||
}
|
||||
if ($PlatformToolset -eq "v110_wp80") { # Windows Phone 8.0, via VS 2012
|
||||
return "C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\WPSDK\WP80\vcvarsphoneall.bat"
|
||||
}
|
||||
if ($PlatformToolset -eq "v120") { # Windows 8.1 (not Windows Phone), via VS 2013
|
||||
return "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"
|
||||
}
|
||||
if ($PlatformToolset -eq "v120_wp81") { # Windows Phone 8.1, via VS 2013
|
||||
return "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
# Gets a string that identifies the build-variant of SDL/WinRT that is specific
|
||||
# to a particular Visual Studio PlatformToolset.
|
||||
function Get-SDL-WinRT-Variant-Name
|
||||
{
|
||||
param(
|
||||
[Parameter(Mandatory=$true,Position=1)][string]$PlatformToolset,
|
||||
|
||||
# If true, append a string to this function's output, identifying the
|
||||
# build-variant's minimum-supported version of Visual Studio.
|
||||
[switch]$IncludeVSSuffix = $false
|
||||
)
|
||||
|
||||
if ($PlatformToolset -eq "v110") { # Windows 8.0 (not Windows Phone), via VS 2012 project files
|
||||
if ($IncludeVSSuffix) {
|
||||
return "WinRT80_VS2012"
|
||||
} else {
|
||||
return "WinRT80"
|
||||
}
|
||||
}
|
||||
if ($PlatformToolset -eq "v110_wp80") { # Windows Phone 8.0, via VS 2012 project files
|
||||
if ($IncludeVSSuffix) {
|
||||
return "WinPhone80_VS2012"
|
||||
} else {
|
||||
return "WinPhone80"
|
||||
}
|
||||
}
|
||||
if ($PlatformToolset -eq "v120") { # Windows 8.1 (not Windows Phone), via VS 2013 project files
|
||||
if ($IncludeVSSuffix) {
|
||||
return "WinRT81_VS2013"
|
||||
} else {
|
||||
return "WinRT81"
|
||||
}
|
||||
}
|
||||
if ($PlatformToolset -eq "v120_wp81") { # Windows Phone 8.1, via VS 2013 project files
|
||||
if ($IncludeVSSuffix) {
|
||||
return "WinPhone81_VS2013"
|
||||
} else {
|
||||
return "WinPhone81"
|
||||
}
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
# Returns the internal name of a Visual Studio Project.
|
||||
#
|
||||
# The internal name of a VS Project is encoded inside the project file
|
||||
# itself, inside a set of <ProjectName></ProjectName> XML tags.
|
||||
function Get-VS-ProjectName
|
||||
{
|
||||
param(
|
||||
[Parameter(Mandatory=$true,Position=1)]$VSProjectPath
|
||||
)
|
||||
|
||||
# For now, just do a regex for the project name:
|
||||
$matches = (Get-Content $VSProjectPath | Select-String -Pattern ".*<ProjectName>([^<]+)<.*").Matches
|
||||
foreach ($match in $matches) {
|
||||
if ($match.Groups.Count -ge 1) {
|
||||
return $match.Groups[1].Value
|
||||
}
|
||||
}
|
||||
return $null
|
||||
}
|
||||
|
||||
# Build a specific variant of SDL/WinRT
|
||||
function Build-SDL-WinRT-Variant
|
||||
{
|
||||
#
|
||||
# Read in arguments:
|
||||
#
|
||||
param (
|
||||
# name of an SDL project file, minus extensions and
|
||||
# platform-identifying suffixes
|
||||
[Parameter(Mandatory=$true,Position=1)][string]$SDLProjectName,
|
||||
|
||||
[Parameter(Mandatory=$true,Position=2)][string]$PlatformToolset,
|
||||
|
||||
[Parameter(Mandatory=$true,Position=3)][string]$Platform
|
||||
)
|
||||
|
||||
#
|
||||
# Derive other properties from read-in arguments:
|
||||
#
|
||||
|
||||
# The .bat file to setup a platform-appropriate MSBuild environment:
|
||||
$BatchFileForMSBuildEnv = Get-MSBuild-Env-Launcher $PlatformToolset
|
||||
|
||||
# The full path to the VS Project that'll be built:
|
||||
$VSProjectPath = "$PSScriptRoot\..\VisualC-WinRT\$(Get-SDL-WinRT-Variant-Name $PlatformToolset -IncludeVSSuffix)\$SDLProjectName-$(Get-SDL-WinRT-Variant-Name $PlatformToolset).vcxproj"
|
||||
|
||||
# The internal name of the VS Project, used in some post-build steps:
|
||||
$VSProjectName = Get-VS-ProjectName $VSProjectPath
|
||||
|
||||
# Where to place output binaries (.dll, .lib, and .pdb files):
|
||||
$OutDir = "$PSScriptRoot\..\VisualC-WinRT\lib\$PlatformToolset\$Platform"
|
||||
|
||||
# Where to place intermediate build files:
|
||||
$IntermediateDir = "$PSScriptRoot\..\VisualC-WinRT\obj\$SDLProjectName-$(Get-SDL-WinRT-Variant-Name $PlatformToolset)\$Platform"
|
||||
|
||||
#
|
||||
# Build the VS Project:
|
||||
#
|
||||
cmd.exe /c " ""$BatchFileForMSBuildEnv"" x86 & msbuild ""$VSProjectPath"" /p:Platform=$Platform /p:OutDir=""$OutDir\\"" /p:IntDir=""$IntermediateDir\\""" | Out-Host
|
||||
$BuildResult = $?
|
||||
|
||||
#
|
||||
# Move .dll files into place. This fixes a problem whereby MSBuild may
|
||||
# put output files into a sub-directory of $OutDir, rather than $OutDir
|
||||
# itself.
|
||||
#
|
||||
if (Test-Path "$OutDir\$VSProjectName\") {
|
||||
Move-Item -Force "$OutDir\$VSProjectName\*" "$OutDir"
|
||||
}
|
||||
|
||||
#
|
||||
# Clean up unneeded files in $OutDir:
|
||||
#
|
||||
if (Test-Path "$OutDir\$VSProjectName\") {
|
||||
Remove-Item -Recurse "$OutDir\$VSProjectName"
|
||||
}
|
||||
Remove-Item "$OutDir\*.exp"
|
||||
Remove-Item "$OutDir\*.ilk"
|
||||
Remove-Item "$OutDir\*.pri"
|
||||
|
||||
#
|
||||
# All done. Indicate success, or failure, to the caller:
|
||||
#
|
||||
#echo "RESULT: $BuildResult" | Out-Host
|
||||
return $BuildResult
|
||||
}
|
||||
|
||||
|
||||
#
|
||||
# Build each variant, with corresponding .dll, .lib, and .pdb files:
|
||||
#
|
||||
$DidAnyFail = $false
|
||||
|
||||
# Build for Windows Phone 8.0, via VC++ 2012:
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v110_wp80" "ARM")) { $DidAnyFail = $true }
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v110_wp80" "Win32")) { $DidAnyFail = $true }
|
||||
|
||||
# Build for Windows Phone 8.1, via VC++ 2013:
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v120_wp81" "ARM")) { $DidAnyFail = $true }
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v120_wp81" "Win32")) { $DidAnyFail = $true }
|
||||
|
||||
# Build for Windows 8.0 and Windows RT 8.0, via VC++ 2012:
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "ARM")) { $DidAnyFail = $true }
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "Win32")) { $DidAnyFail = $true }
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v110" "x64")) { $DidAnyFail = $true }
|
||||
|
||||
# Build for Windows 8.1 and Windows RT 8.1, via VC++ 2013:
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "ARM")) { $DidAnyFail = $true }
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "Win32")) { $DidAnyFail = $true }
|
||||
if ( ! (Build-SDL-WinRT-Variant "SDL" "v120" "x64")) { $DidAnyFail = $true }
|
||||
|
||||
# Let the script's caller know whether or not any errors occurred.
|
||||
# Exit codes compatible with Buildbot are used (1 for error, 0 for success).
|
||||
if ($DidAnyFail -eq $true) {
|
||||
exit 1
|
||||
} else {
|
||||
exit 0
|
||||
}
|
|
@ -19,21 +19,24 @@ Requirements
|
|||
------------
|
||||
|
||||
* Microsoft Visual C++ (aka Visual Studio), either 2013 or 2012 versions
|
||||
- Free, "Express" editions may be used, so long as they include support for
|
||||
either "Windows Store" or "Windows Phone" apps. Versions marked as
|
||||
supporting "Windows Desktop" development typically do not include support
|
||||
for creating WinRT apps.
|
||||
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows, or
|
||||
Windows Phone. 8.0-targetted apps will still run on devices running
|
||||
8.1 editions of Windows, however they will not be able to take advantage of
|
||||
- Free, "Community" or "Express" editions may be used, so long as they
|
||||
include support for either "Windows Store" or "Windows Phone" apps.
|
||||
"Express" versions marked as supporting "Windows Desktop" development
|
||||
typically do not include support for creating WinRT apps, to note.
|
||||
(The "Community" edition of Visual C++ 2013 does, however, support both
|
||||
desktop/Win32 and WinRT development).
|
||||
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
|
||||
or Windows Phone. 8.0-targetted apps will run on devices running 8.1
|
||||
editions of Windows, however they will not be able to take advantage of
|
||||
8.1-specific features.
|
||||
- Visual C++ 2013 can only create app projects that target 8.1 versions
|
||||
of Windows, which do NOT run on 8.0 devices. An optional Visual Studio
|
||||
add-in, "Tools for Maintaining Store apps for Windows 8", allows projects
|
||||
that are created with Visual C++ 2012, which can create Windows 8.0 apps,
|
||||
to be loaded and built with non-Express editions of Visual C++ 2013. More
|
||||
details on targeting different versions of Windows can found at the
|
||||
following web pages:
|
||||
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
|
||||
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
|
||||
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
|
||||
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
|
||||
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
|
||||
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
|
||||
on the same machine. More details on targeting different versions of
|
||||
Windows can found at the following web pages:
|
||||
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
|
||||
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
|
||||
* A valid Microsoft account - This requirement is not imposed by SDL, but
|
||||
|
@ -41,6 +44,79 @@ Requirements
|
|||
debug apps.
|
||||
|
||||
|
||||
Status
|
||||
------
|
||||
|
||||
Here is a rough list of what works, and what doens't:
|
||||
|
||||
* What works:
|
||||
* compilation via Visual C++ 2012 and 2013
|
||||
* compile-time platform detection for SDL programs. The C/C++ #define,
|
||||
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
|
||||
* GPU-accelerated 2D rendering, via SDL_Renderer.
|
||||
* software rendering, via either SDL_Surface (optionally in conjunction with
|
||||
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
|
||||
SDL_Renderer APIs
|
||||
* threads. Significant chunks of Win32's threading APIs are not available in
|
||||
WinRT. A new, SDL threading backend was built using C++11's threading APIs
|
||||
(std::thread, std::mutex, std::condition_variable, etc.), which C or C++
|
||||
programs alike can access via SDL's threading APIs. Support for thread
|
||||
priorities is not, however, currently available, due to restrictions in
|
||||
WinRT's own API set.
|
||||
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
|
||||
SDL_GetPerformanceFrequency(), etc.)
|
||||
* file I/O via SDL_RWops
|
||||
* mouse input (unsupported on Windows Phone)
|
||||
* audio, via a modified version of SDL's XAudio2 backend
|
||||
* .DLL file loading. Libraries must be packaged inside applications. Loading
|
||||
anything outside of the app is not supported.
|
||||
* system path retrieval via SDL's filesystem APIs
|
||||
* game controllers. Support is provided via the SDL_Joystick and
|
||||
SDL_GameController APIs, and is backed by Microsoft's XInput API.
|
||||
* multi-touch input
|
||||
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
|
||||
appropriate.
|
||||
* window events. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are
|
||||
sent out on app suspend and resume, respectively. SDL_WINDOWEVENT_SHOWN and
|
||||
SDL_WINDOWEVENT_HIDDEN are also sent, but not necessarily on app suspend or
|
||||
resume, as WinRT treats these two concepts differently..
|
||||
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
|
||||
choose to render content directly via Direct3D, using SDL to manage the
|
||||
internal WinRT window, as well as input and audio. (Use
|
||||
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
|
||||
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
|
||||
|
||||
* What partially works:
|
||||
* keyboard input. Most of WinRT's documented virtual keys are supported, as
|
||||
well as many keys with documented hardware scancodes.
|
||||
* OpenGL. Experimental support for OpenGL ES 2 is available via the ANGLE
|
||||
project, using either MS Open Technologies' repository, at
|
||||
https://github.com/msopentech/angle (both the "winrt" and "future-dev"
|
||||
branches are supported), or the official ANGLE repository, at
|
||||
https://chromium.googlesource.com/angle/angle
|
||||
* SDLmain. WinRT uses a different signature for each app's main() function.
|
||||
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
|
||||
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
|
||||
functions to be called.
|
||||
* XAML interoperability. This feature is currently experimental (there are
|
||||
**many** known bugs in this, at present!), preliminary, and only for
|
||||
Windows 8.x/RT at the moment. Windows Phone + XAML support is still
|
||||
pending.
|
||||
|
||||
* What doesn't work:
|
||||
* compilation with anything other than Visual C++ 2012 or 2013
|
||||
* programmatically-created custom cursors. These don't appear to be supported
|
||||
by WinRT. Different OS-provided cursors can, however, be created via
|
||||
SDL_CreateSystemCursor() (unsupported on Windows Phone)
|
||||
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
|
||||
supported by WinRT itself.
|
||||
* joysticks and game controllers that aren't supported by Microsoft's XInput
|
||||
API.
|
||||
* probably anything else that's not listed as supported
|
||||
|
||||
|
||||
|
||||
|
||||
Setup, High-Level Steps
|
||||
-----------------------
|
||||
|
||||
|
@ -327,7 +403,8 @@ To setup Visual C++ to launch your app on an ARM device:
|
|||
2. select "Debugging"
|
||||
3. next to "Machine Name", enter the hostname or IP address of the ARM
|
||||
device
|
||||
4. if, and only if, you've turned off authentication in the Remote Debugger, then change the setting for "Require Authentication" to No
|
||||
4. if, and only if, you've turned off authentication in the Remote Debugger,
|
||||
then change the setting for "Require Authentication" to No
|
||||
5. click "OK"
|
||||
4. build and run the app (from Visual C++). The first time you do this, a
|
||||
prompt will show up on the ARM device, asking for a Microsoft Account. You
|
||||
|
@ -355,15 +432,3 @@ section.
|
|||
|
||||
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
|
||||
|
||||
|
||||
TODO
|
||||
----
|
||||
|
||||
- Document details of SDL satellite library support
|
||||
- Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
|
||||
- Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
|
||||
VSIX packages either include pre-built copies of SDL, or reference binaries
|
||||
available via MSVC's NuGet servers
|
||||
- Write setup instructions that use MSVC 201x templates
|
||||
- Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
|
||||
to platform restrictions, or things that need further work
|
||||
|
|
|
@ -173,10 +173,8 @@ typedef unsigned int uintptr_t;
|
|||
#define SDL_VIDEO_DRIVER_DUMMY 1
|
||||
|
||||
/* Enable OpenGL ES 2.0 (via a modified ANGLE library) */
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP /* TODO, WinRT: try adding OpenGL ES 2 support for Windows Phone 8 */
|
||||
#define SDL_VIDEO_OPENGL_ES2 1
|
||||
#define SDL_VIDEO_OPENGL_EGL 1
|
||||
#endif
|
||||
|
||||
/* Enable appropriate renderer(s) */
|
||||
#define SDL_VIDEO_RENDER_D3D11 1
|
||||
|
|
|
@ -439,6 +439,8 @@ SDL_GetPlatform()
|
|||
return "Solaris";
|
||||
#elif __WIN32__
|
||||
return "Windows";
|
||||
#elif __WINRT__
|
||||
return "WinRT";
|
||||
#elif __IPHONEOS__
|
||||
return "iOS";
|
||||
#elif __PSP__
|
||||
|
|
|
@ -137,6 +137,10 @@ SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata)
|
|||
SDL_DelHintCallback(name, callback, userdata);
|
||||
|
||||
entry = (SDL_HintWatch *)SDL_malloc(sizeof(*entry));
|
||||
if (!entry) {
|
||||
SDL_OutOfMemory();
|
||||
return;
|
||||
}
|
||||
entry->callback = callback;
|
||||
entry->userdata = userdata;
|
||||
|
||||
|
@ -149,6 +153,8 @@ SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata)
|
|||
/* Need to add a hint entry for this watcher */
|
||||
hint = (SDL_Hint *)SDL_malloc(sizeof(*hint));
|
||||
if (!hint) {
|
||||
SDL_OutOfMemory();
|
||||
SDL_free(entry);
|
||||
return;
|
||||
}
|
||||
hint->name = SDL_strdup(name);
|
||||
|
|
|
@ -30,9 +30,9 @@ def write_controllers():
|
|||
for entry in sorted(controllers, key=lambda entry: entry[2]):
|
||||
line = "".join(entry) + "\n"
|
||||
if not line.endswith(",\n") and not line.endswith("*/\n"):
|
||||
print "Warning: '%s' is missing a comma at the end of the line" % (line)
|
||||
print("Warning: '%s' is missing a comma at the end of the line" % (line))
|
||||
if (entry[1] in controller_guids):
|
||||
print "Warning: entry '%s' is duplicate of entry '%s'" % (entry[2], controller_guids[entry[1]][2])
|
||||
print("Warning: entry '%s' is duplicate of entry '%s'" % (entry[2], controller_guids[entry[1]][2]))
|
||||
controller_guids[entry[1]] = entry
|
||||
|
||||
output.write(line)
|
||||
|
@ -40,15 +40,17 @@ def write_controllers():
|
|||
controller_guids = {}
|
||||
|
||||
for line in input:
|
||||
if ( parsing_controllers ):
|
||||
if (parsing_controllers):
|
||||
if (line.startswith("{")):
|
||||
output.write(line)
|
||||
elif (line.startswith("#endif")):
|
||||
elif (line.startswith(" NULL")):
|
||||
parsing_controllers = False
|
||||
write_controllers()
|
||||
output.write(line)
|
||||
elif (line.startswith("#")):
|
||||
print "Parsing " + line.strip()
|
||||
elif (line.startswith("#if")):
|
||||
print("Parsing " + line.strip())
|
||||
output.write(line)
|
||||
elif (line.startswith("#endif")):
|
||||
write_controllers()
|
||||
output.write(line)
|
||||
else:
|
||||
|
@ -60,4 +62,4 @@ for line in input:
|
|||
output.write(line)
|
||||
|
||||
output.close()
|
||||
print "Finished writing %s.new" % filename
|
||||
print("Finished writing %s.new" % filename)
|
||||
|
|
|
@ -186,7 +186,19 @@ SDL_GetPerformanceFrequency(void)
|
|||
return frequency.QuadPart;
|
||||
}
|
||||
|
||||
#ifdef __WINRT__
|
||||
/* Sleep() is not publicly available to apps in early versions of WinRT.
|
||||
*
|
||||
* Visual C++ 2013 Update 4 re-introduced Sleep() for Windows 8.1 and
|
||||
* Windows Phone 8.1.
|
||||
*
|
||||
* Use the compiler version to determine availability.
|
||||
*
|
||||
* NOTE #1: _MSC_FULL_VER == 180030723 for Visual C++ 2013 Update 3.
|
||||
* NOTE #2: Visual C++ 2013, when compiling for Windows 8.0 and
|
||||
* Windows Phone 8.0, uses the Visual C++ 2012 compiler to build
|
||||
* apps and libraries.
|
||||
*/
|
||||
#if defined(__WINRT__) && defined(_MSC_FULL_VER) && (_MSC_FULL_VER <= 180030723)
|
||||
static void
|
||||
Sleep(DWORD timeout)
|
||||
{
|
||||
|
|
|
@ -36,7 +36,10 @@ using namespace Windows::UI::Core;
|
|||
|
||||
/* ANGLE/WinRT constants */
|
||||
static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0;
|
||||
|
||||
#define EGL_PLATFORM_ANGLE_ANGLE 0x3201
|
||||
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3202
|
||||
#define EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE 0x3203
|
||||
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3205
|
||||
|
||||
/*
|
||||
* SDL/EGL top-level implementation
|
||||
|
@ -52,30 +55,54 @@ WINRT_GLES_LoadLibrary(_THIS, const char *path)
|
|||
}
|
||||
|
||||
/* Load ANGLE/WinRT-specific functions */
|
||||
CreateWinrtEglWindow_Function CreateWinrtEglWindow = (CreateWinrtEglWindow_Function) SDL_LoadFunction(_this->egl_data->egl_dll_handle, "CreateWinrtEglWindow");
|
||||
if (!CreateWinrtEglWindow) {
|
||||
return SDL_SetError("Could not retrieve ANGLE/WinRT function CreateWinrtEglWindow");
|
||||
}
|
||||
CreateWinrtEglWindow_Old_Function CreateWinrtEglWindow = (CreateWinrtEglWindow_Old_Function) SDL_LoadFunction(_this->egl_data->egl_dll_handle, "CreateWinrtEglWindow");
|
||||
if (CreateWinrtEglWindow) {
|
||||
/* 'CreateWinrtEglWindow' was found, which means that an an older
|
||||
* version of ANGLE/WinRT is being used. Continue setting up EGL,
|
||||
* as appropriate to this version of ANGLE.
|
||||
*/
|
||||
|
||||
/* Create an ANGLE/WinRT EGL-window */
|
||||
/* TODO, WinRT: check for XAML usage before accessing the CoreWindow, as not doing so could lead to a crash */
|
||||
CoreWindow ^ native_win = CoreWindow::GetForCurrentThread();
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_win = reinterpret_cast<IUnknown *>(native_win);
|
||||
HRESULT result = CreateWinrtEglWindow(cpp_win, ANGLE_D3D_FEATURE_LEVEL_ANY, &(video_data->winrtEglWindow));
|
||||
if (FAILED(result)) {
|
||||
return -1;
|
||||
}
|
||||
/* Create an ANGLE/WinRT EGL-window */
|
||||
/* TODO, WinRT: check for XAML usage before accessing the CoreWindow, as not doing so could lead to a crash */
|
||||
CoreWindow ^ native_win = CoreWindow::GetForCurrentThread();
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_win = reinterpret_cast<IUnknown *>(native_win);
|
||||
HRESULT result = CreateWinrtEglWindow(cpp_win, ANGLE_D3D_FEATURE_LEVEL_ANY, &(video_data->winrtEglWindow));
|
||||
if (FAILED(result)) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Call eglGetDisplay and eglInitialize as appropriate. On other
|
||||
* platforms, this would probably get done by SDL_EGL_LoadLibrary,
|
||||
* however ANGLE/WinRT's current implementation (as of Mar 22, 2014) of
|
||||
* eglGetDisplay requires that a C++ object be passed into it, so the
|
||||
* call will be made in this file, a C++ file, instead.
|
||||
*/
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_display = video_data->winrtEglWindow;
|
||||
_this->egl_data->egl_display = ((eglGetDisplay_Function)_this->egl_data->eglGetDisplay)(cpp_display);
|
||||
if (!_this->egl_data->egl_display) {
|
||||
return SDL_SetError("Could not get EGL display");
|
||||
/* Call eglGetDisplay and eglInitialize as appropriate. On other
|
||||
* platforms, this would probably get done by SDL_EGL_LoadLibrary,
|
||||
* however ANGLE/WinRT's current implementation (as of Mar 22, 2014) of
|
||||
* eglGetDisplay requires that a C++ object be passed into it, so the
|
||||
* call will be made in this file, a C++ file, instead.
|
||||
*/
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_display = video_data->winrtEglWindow;
|
||||
_this->egl_data->egl_display = ((eglGetDisplay_Old_Function)_this->egl_data->eglGetDisplay)(cpp_display);
|
||||
if (!_this->egl_data->egl_display) {
|
||||
return SDL_SetError("Could not get EGL display");
|
||||
}
|
||||
} else {
|
||||
const EGLint displayAttributes[] = {
|
||||
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
|
||||
EGL_NONE,
|
||||
};
|
||||
|
||||
/* 'CreateWinrtEglWindow' was NOT found, which either means that a
|
||||
* newer version of ANGLE/WinRT is being used, or that we don't have
|
||||
* a valid copy of ANGLE.
|
||||
*
|
||||
* Try loading ANGLE as if it were the newer version.
|
||||
*/
|
||||
eglGetPlatformDisplayEXT_Function eglGetPlatformDisplayEXT = (eglGetPlatformDisplayEXT_Function)_this->egl_data->eglGetProcAddress("eglGetPlatformDisplayEXT");
|
||||
if (!eglGetPlatformDisplayEXT) {
|
||||
return SDL_SetError("Could not retrieve ANGLE/WinRT display function(s)");
|
||||
}
|
||||
|
||||
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttributes);
|
||||
if (!_this->egl_data->egl_display) {
|
||||
return SDL_SetError("Could not get EGL display");
|
||||
}
|
||||
}
|
||||
|
||||
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
||||
|
|
|
@ -47,18 +47,22 @@ extern int WINRT_GLES_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext cont
|
|||
/* Typedefs for ANGLE/WinRT's C++-based native-display and native-window types,
|
||||
* which are used when calling eglGetDisplay and eglCreateWindowSurface.
|
||||
*/
|
||||
typedef Microsoft::WRL::ComPtr<IUnknown> WINRT_EGLNativeWindowType;
|
||||
typedef WINRT_EGLNativeWindowType WINRT_EGLNativeDisplayType;
|
||||
typedef Microsoft::WRL::ComPtr<IUnknown> WINRT_EGLNativeWindowType_Old;
|
||||
|
||||
/* Function pointer typedefs for ANGLE/WinRT's functions that require
|
||||
* parameter customization [by passing in C++ objects].
|
||||
/* Function pointer typedefs for 'old' ANGLE/WinRT's functions, which may
|
||||
* require that C++ objects be passed in:
|
||||
*/
|
||||
typedef EGLDisplay (EGLAPIENTRY *eglGetDisplay_Function)(WINRT_EGLNativeWindowType);
|
||||
typedef EGLSurface (EGLAPIENTRY *eglCreateWindowSurface_Function)(EGLDisplay, EGLConfig, WINRT_EGLNativeWindowType, const EGLint *);
|
||||
typedef HRESULT (EGLAPIENTRY *CreateWinrtEglWindow_Function)(Microsoft::WRL::ComPtr<IUnknown>, int, IUnknown ** result);
|
||||
typedef EGLDisplay (EGLAPIENTRY *eglGetDisplay_Old_Function)(WINRT_EGLNativeWindowType_Old);
|
||||
typedef EGLSurface (EGLAPIENTRY *eglCreateWindowSurface_Old_Function)(EGLDisplay, EGLConfig, WINRT_EGLNativeWindowType_Old, const EGLint *);
|
||||
typedef HRESULT (EGLAPIENTRY *CreateWinrtEglWindow_Old_Function)(Microsoft::WRL::ComPtr<IUnknown>, int, IUnknown ** result);
|
||||
|
||||
#endif /* __cplusplus */
|
||||
|
||||
/* Function pointer typedefs for 'new' ANGLE/WinRT functions, which, unlike
|
||||
* the old functions, do not require C++ support and work with plain C.
|
||||
*/
|
||||
typedef EGLDisplay (EGLAPIENTRY *eglGetPlatformDisplayEXT_Function)(EGLenum, void *, const EGLint *);
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL */
|
||||
|
||||
#endif /* _SDL_winrtopengles_h */
|
||||
|
|
|
@ -262,7 +262,7 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
|
|||
|
||||
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
|
||||
} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
|
||||
} else {
|
||||
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
|
||||
}
|
||||
|
|
|
@ -318,9 +318,9 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
|
|||
SDL_VideoData * video_data = (SDL_VideoData *)_this->driverdata;
|
||||
|
||||
/* Call SDL_EGL_ChooseConfig and eglCreateWindowSurface directly,
|
||||
* rather than via SDL_EGL_CreateSurface, as ANGLE/WinRT requires
|
||||
* a C++ object, ComPtr<IUnknown>, to be passed into
|
||||
* eglCreateWindowSurface.
|
||||
* rather than via SDL_EGL_CreateSurface, as older versions of
|
||||
* ANGLE/WinRT may require that a C++ object, ComPtr<IUnknown>,
|
||||
* be passed into eglCreateWindowSurface.
|
||||
*/
|
||||
if (SDL_EGL_ChooseConfig(_this) != 0) {
|
||||
char buf[512];
|
||||
|
@ -328,13 +328,33 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
|
|||
return SDL_SetError(buf);
|
||||
}
|
||||
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_winrtEglWindow = video_data->winrtEglWindow;
|
||||
data->egl_surface = ((eglCreateWindowSurface_Function)_this->egl_data->eglCreateWindowSurface)(
|
||||
_this->egl_data->egl_display,
|
||||
_this->egl_data->egl_config,
|
||||
cpp_winrtEglWindow, NULL);
|
||||
if (data->egl_surface == NULL) {
|
||||
return SDL_SetError("eglCreateWindowSurface failed");
|
||||
if (video_data->winrtEglWindow) { /* ... is the 'old' version of ANGLE/WinRT being used? */
|
||||
/* Attempt to create a window surface using older versions of
|
||||
* ANGLE/WinRT:
|
||||
*/
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_winrtEglWindow = video_data->winrtEglWindow;
|
||||
data->egl_surface = ((eglCreateWindowSurface_Old_Function)_this->egl_data->eglCreateWindowSurface)(
|
||||
_this->egl_data->egl_display,
|
||||
_this->egl_data->egl_config,
|
||||
cpp_winrtEglWindow, NULL);
|
||||
if (data->egl_surface == NULL) {
|
||||
return SDL_SetError("eglCreateWindowSurface failed");
|
||||
}
|
||||
} else if (data->coreWindow.Get() != nullptr) {
|
||||
/* Attempt to create a window surface using newer versions of
|
||||
* ANGLE/WinRT:
|
||||
*/
|
||||
IInspectable * coreWindowAsIInspectable = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
|
||||
data->egl_surface = _this->egl_data->eglCreateWindowSurface(
|
||||
_this->egl_data->egl_display,
|
||||
_this->egl_data->egl_config,
|
||||
coreWindowAsIInspectable,
|
||||
NULL);
|
||||
if (data->egl_surface == NULL) {
|
||||
return SDL_SetError("eglCreateWindowSurface failed");
|
||||
}
|
||||
} else {
|
||||
return SDL_SetError("No supported means to create an EGL window surface are available");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -394,6 +414,7 @@ WINRT_DestroyWindow(_THIS, SDL_Window * window)
|
|||
// Delete the internal window data:
|
||||
delete data;
|
||||
data = NULL;
|
||||
window->driverdata = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -378,12 +378,18 @@ X11_GetGlobalMouseState(int *x, int *y)
|
|||
int rootx, rooty, winx, winy;
|
||||
unsigned int mask;
|
||||
if (X11_XQueryPointer(display, RootWindow(display, data->screen), &root, &child, &rootx, &rooty, &winx, &winy, &mask)) {
|
||||
XWindowAttributes root_attrs;
|
||||
Uint32 retval = 0;
|
||||
retval |= (mask & Button1Mask) ? SDL_BUTTON_LMASK : 0;
|
||||
retval |= (mask & Button2Mask) ? SDL_BUTTON_MMASK : 0;
|
||||
retval |= (mask & Button3Mask) ? SDL_BUTTON_RMASK : 0;
|
||||
*x = data->x + rootx;
|
||||
*y = data->y + rooty;
|
||||
/* SDL_DisplayData->x,y point to screen origin, and adding them to mouse coordinates relative to root window doesn't do the right thing
|
||||
* (observed on dual monitor setup with primary display being the rightmost one - mouse was offset to the right).
|
||||
*
|
||||
* Adding root position to root-relative coordinates seems to be a better way to get absolute position. */
|
||||
X11_XGetWindowAttributes(display, root, &root_attrs);
|
||||
*x = root_attrs.x + rootx;
|
||||
*y = root_attrs.y + rooty;
|
||||
return retval;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -92,7 +92,7 @@ int audio_initQuitAudio()
|
|||
|
||||
/* Loop over all available audio drivers */
|
||||
iMax = SDL_GetNumAudioDrivers();
|
||||
SDLTest_AssertPass("Call to SDL_GetNumAudioDrivers");
|
||||
SDLTest_AssertPass("Call to SDL_GetNumAudioDrivers()");
|
||||
SDLTest_AssertCheck(iMax > 0, "Validate number of audio drivers; expected: >0 got: %d", iMax);
|
||||
for (i = 0; i < iMax; i++) {
|
||||
audioDriver = SDL_GetAudioDriver(i);
|
||||
|
@ -149,7 +149,7 @@ int audio_initOpenCloseQuitAudio()
|
|||
|
||||
/* Loop over all available audio drivers */
|
||||
iMax = SDL_GetNumAudioDrivers();
|
||||
SDLTest_AssertPass("Call to SDL_GetNumAudioDrivers");
|
||||
SDLTest_AssertPass("Call to SDL_GetNumAudioDrivers()");
|
||||
SDLTest_AssertCheck(iMax > 0, "Validate number of audio drivers; expected: >0 got: %d", iMax);
|
||||
for (i = 0; i < iMax; i++) {
|
||||
audioDriver = SDL_GetAudioDriver(i);
|
||||
|
@ -238,7 +238,7 @@ int audio_pauseUnpauseAudio()
|
|||
|
||||
/* Loop over all available audio drivers */
|
||||
iMax = SDL_GetNumAudioDrivers();
|
||||
SDLTest_AssertPass("Call to SDL_GetNumAudioDrivers");
|
||||
SDLTest_AssertPass("Call to SDL_GetNumAudioDrivers()");
|
||||
SDLTest_AssertCheck(iMax > 0, "Validate number of audio drivers; expected: >0 got: %d", iMax);
|
||||
for (i = 0; i < iMax; i++) {
|
||||
audioDriver = SDL_GetAudioDriver(i);
|
||||
|
|
|
@ -647,22 +647,22 @@ rwops_testFileWriteReadEndian(void)
|
|||
|
||||
/* Write test data */
|
||||
objectsWritten = SDL_WriteBE16(rw, BE16value);
|
||||
SDLTest_AssertPass("Call to SDL_WriteBE16");
|
||||
SDLTest_AssertPass("Call to SDL_WriteBE16()");
|
||||
SDLTest_AssertCheck(objectsWritten == 1, "Validate number of objects written, expected: 1, got: %i", objectsWritten);
|
||||
objectsWritten = SDL_WriteBE32(rw, BE32value);
|
||||
SDLTest_AssertPass("Call to SDL_WriteBE32");
|
||||
SDLTest_AssertPass("Call to SDL_WriteBE32()");
|
||||
SDLTest_AssertCheck(objectsWritten == 1, "Validate number of objects written, expected: 1, got: %i", objectsWritten);
|
||||
objectsWritten = SDL_WriteBE64(rw, BE64value);
|
||||
SDLTest_AssertPass("Call to SDL_WriteBE64");
|
||||
SDLTest_AssertPass("Call to SDL_WriteBE64()");
|
||||
SDLTest_AssertCheck(objectsWritten == 1, "Validate number of objects written, expected: 1, got: %i", objectsWritten);
|
||||
objectsWritten = SDL_WriteLE16(rw, LE16value);
|
||||
SDLTest_AssertPass("Call to SDL_WriteLE16");
|
||||
SDLTest_AssertPass("Call to SDL_WriteLE16()");
|
||||
SDLTest_AssertCheck(objectsWritten == 1, "Validate number of objects written, expected: 1, got: %i", objectsWritten);
|
||||
objectsWritten = SDL_WriteLE32(rw, LE32value);
|
||||
SDLTest_AssertPass("Call to SDL_WriteLE32");
|
||||
SDLTest_AssertPass("Call to SDL_WriteLE32()");
|
||||
SDLTest_AssertCheck(objectsWritten == 1, "Validate number of objects written, expected: 1, got: %i", objectsWritten);
|
||||
objectsWritten = SDL_WriteLE64(rw, LE64value);
|
||||
SDLTest_AssertPass("Call to SDL_WriteLE64");
|
||||
SDLTest_AssertPass("Call to SDL_WriteLE64()");
|
||||
SDLTest_AssertCheck(objectsWritten == 1, "Validate number of objects written, expected: 1, got: %i", objectsWritten);
|
||||
|
||||
/* Test seek to start */
|
||||
|
@ -672,22 +672,22 @@ rwops_testFileWriteReadEndian(void)
|
|||
|
||||
/* Read test data */
|
||||
BE16test = SDL_ReadBE16(rw);
|
||||
SDLTest_AssertPass("Call to SDL_ReadBE16");
|
||||
SDLTest_AssertPass("Call to SDL_ReadBE16()");
|
||||
SDLTest_AssertCheck(BE16test == BE16value, "Validate return value from SDL_ReadBE16, expected: %hu, got: %hu", BE16value, BE16test);
|
||||
BE32test = SDL_ReadBE32(rw);
|
||||
SDLTest_AssertPass("Call to SDL_ReadBE32");
|
||||
SDLTest_AssertPass("Call to SDL_ReadBE32()");
|
||||
SDLTest_AssertCheck(BE32test == BE32value, "Validate return value from SDL_ReadBE32, expected: %u, got: %u", BE32value, BE32test);
|
||||
BE64test = SDL_ReadBE64(rw);
|
||||
SDLTest_AssertPass("Call to SDL_ReadBE64");
|
||||
SDLTest_AssertPass("Call to SDL_ReadBE64()");
|
||||
SDLTest_AssertCheck(BE64test == BE64value, "Validate return value from SDL_ReadBE64, expected: %llu, got: %llu", BE64value, BE64test);
|
||||
LE16test = SDL_ReadLE16(rw);
|
||||
SDLTest_AssertPass("Call to SDL_ReadLE16");
|
||||
SDLTest_AssertPass("Call to SDL_ReadLE16()");
|
||||
SDLTest_AssertCheck(LE16test == LE16value, "Validate return value from SDL_ReadLE16, expected: %hu, got: %hu", LE16value, LE16test);
|
||||
LE32test = SDL_ReadLE32(rw);
|
||||
SDLTest_AssertPass("Call to SDL_ReadLE32");
|
||||
SDLTest_AssertPass("Call to SDL_ReadLE32()");
|
||||
SDLTest_AssertCheck(LE32test == LE32value, "Validate return value from SDL_ReadLE32, expected: %u, got: %u", LE32value, LE32test);
|
||||
LE64test = SDL_ReadLE64(rw);
|
||||
SDLTest_AssertPass("Call to SDL_ReadLE64");
|
||||
SDLTest_AssertPass("Call to SDL_ReadLE64()");
|
||||
SDLTest_AssertCheck(LE64test == LE64value, "Validate return value from SDL_ReadLE64, expected: %llu, got: %llu", LE64value, LE64test);
|
||||
|
||||
/* Close handle */
|
||||
|
|
|
@ -614,7 +614,7 @@ static const SDLTest_TestCaseReference surfaceTest8 =
|
|||
|
||||
/* TODO: rewrite test case, define new test data and re-enable; current implementation fails */
|
||||
static const SDLTest_TestCaseReference surfaceTest9 =
|
||||
{ (SDLTest_TestCaseFp)surface_testBlitBlendLoop, "surface_testBlitBlendLoop", "Test blittin routines with verious blending modes", TEST_DISABLED};
|
||||
{ (SDLTest_TestCaseFp)surface_testBlitBlendLoop, "surface_testBlitBlendLoop", "Test blitting routines with various blending modes", TEST_DISABLED};
|
||||
|
||||
/* TODO: rewrite test case, define new test data and re-enable; current implementation fails */
|
||||
static const SDLTest_TestCaseReference surfaceTest10 =
|
||||
|
|
|
@ -32,7 +32,7 @@ syswm_getWindowWMInfo(void *arg)
|
|||
|
||||
/* Make call */
|
||||
result = SDL_GetWindowWMInfo(window, &info);
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowWMInfo");
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowWMInfo()");
|
||||
SDLTest_Log((result == SDL_TRUE) ? "Got window information" : "Couldn't get window information");
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
|
|
|
@ -51,7 +51,7 @@ void _destroyVideoSuiteTestWindow(SDL_Window *window)
|
|||
if (window != NULL) {
|
||||
SDL_DestroyWindow(window);
|
||||
window = NULL;
|
||||
SDLTest_AssertPass("Call to SDL_DestroyWindow");
|
||||
SDLTest_AssertPass("Call to SDL_DestroyWindow()");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -342,7 +342,7 @@ video_getWindowFlags(void *arg)
|
|||
window = _createVideoSuiteTestWindow(title);
|
||||
if (window != NULL) {
|
||||
actualFlags = SDL_GetWindowFlags(window);
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowFlags");
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowFlags()");
|
||||
SDLTest_AssertCheck((flags & actualFlags) == flags, "Verify returned value has flags %d set, got: %d", flags, actualFlags);
|
||||
}
|
||||
|
||||
|
@ -364,7 +364,7 @@ video_getNumDisplayModes(void *arg)
|
|||
|
||||
/* Get number of displays */
|
||||
displayNum = SDL_GetNumVideoDisplays();
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays");
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays()");
|
||||
|
||||
/* Make call for each display */
|
||||
for (i=0; i<displayNum; i++) {
|
||||
|
@ -388,7 +388,7 @@ video_getNumDisplayModesNegative(void *arg)
|
|||
|
||||
/* Get number of displays */
|
||||
displayNum = SDL_GetNumVideoDisplays();
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays");
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays()");
|
||||
|
||||
/* Invalid boundary values */
|
||||
displayIndex = SDLTest_RandomSint32BoundaryValue(0, displayNum, SDL_FALSE);
|
||||
|
@ -427,7 +427,7 @@ video_getClosestDisplayModeCurrentResolution(void *arg)
|
|||
|
||||
/* Get number of displays */
|
||||
displayNum = SDL_GetNumVideoDisplays();
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays");
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays()");
|
||||
|
||||
/* Make calls for each display */
|
||||
for (i=0; i<displayNum; i++) {
|
||||
|
@ -435,7 +435,7 @@ video_getClosestDisplayModeCurrentResolution(void *arg)
|
|||
|
||||
/* Get first display mode to get a sane resolution; this should always work */
|
||||
result = SDL_GetDisplayMode(i, 0, ¤t);
|
||||
SDLTest_AssertPass("Call to SDL_GetDisplayMode");
|
||||
SDLTest_AssertPass("Call to SDL_GetDisplayMode()");
|
||||
SDLTest_AssertCheck(result == 0, "Verify return value, expected: 0, got: %d", result);
|
||||
if (result != 0) {
|
||||
return TEST_ABORTED;
|
||||
|
@ -481,7 +481,7 @@ video_getClosestDisplayModeRandomResolution(void *arg)
|
|||
|
||||
/* Get number of displays */
|
||||
displayNum = SDL_GetNumVideoDisplays();
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays");
|
||||
SDLTest_AssertPass("Call to SDL_GetNumVideoDisplays()");
|
||||
|
||||
/* Make calls for each display */
|
||||
for (i=0; i<displayNum; i++) {
|
||||
|
@ -521,7 +521,7 @@ video_getWindowBrightness(void *arg)
|
|||
window = _createVideoSuiteTestWindow(title);
|
||||
if (window != NULL) {
|
||||
result = SDL_GetWindowBrightness(window);
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowBrightness");
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowBrightness()");
|
||||
SDLTest_AssertCheck(result >= 0.0 && result <= 1.0, "Validate range of result value; expected: [0.0, 1.0], got: %f", result);
|
||||
}
|
||||
|
||||
|
@ -583,7 +583,7 @@ video_getWindowDisplayMode(void *arg)
|
|||
window = _createVideoSuiteTestWindow(title);
|
||||
if (window != NULL) {
|
||||
result = SDL_GetWindowDisplayMode(window, &mode);
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowDisplayMode");
|
||||
SDLTest_AssertPass("Call to SDL_GetWindowDisplayMode()");
|
||||
SDLTest_AssertCheck(result == 0, "Validate result value; expected: 0, got: %d", result);
|
||||
SDLTest_AssertCheck(mode.w > 0, "Validate mode.w content; expected: >0, got: %d", mode.w);
|
||||
SDLTest_AssertCheck(mode.h > 0, "Validate mode.h content; expected: >0, got: %d", mode.h);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue