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Posted to commits@corinthia.apache.org by ja...@apache.org on 2015/03/23 17:19:12 UTC
[24/83] [abbrv] [partial] incubator-corinthia git commit: removed SDL2
http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_events.h
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_events.h b/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_events.h
deleted file mode 100644
index fc5a145..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_events.h
+++ /dev/null
@@ -1,723 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <sl...@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_events.h
- *
- * Include file for SDL event handling.
- */
-
-#ifndef _SDL_events_h
-#define _SDL_events_h
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_video.h"
-#include "SDL_keyboard.h"
-#include "SDL_mouse.h"
-#include "SDL_joystick.h"
-#include "SDL_gamecontroller.h"
-#include "SDL_quit.h"
-#include "SDL_gesture.h"
-#include "SDL_touch.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* General keyboard/mouse state definitions */
-#define SDL_RELEASED 0
-#define SDL_PRESSED 1
-
-/**
- * \brief The types of events that can be delivered.
- */
-typedef enum
-{
- SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
-
- /* Application events */
- SDL_QUIT = 0x100, /**< User-requested quit */
-
- /* These application events have special meaning on iOS, see README-ios.txt for details */
- SDL_APP_TERMINATING, /**< The application is being terminated by the OS
- Called on iOS in applicationWillTerminate()
- Called on Android in onDestroy()
- */
- SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
- Called on iOS in applicationDidReceiveMemoryWarning()
- Called on Android in onLowMemory()
- */
- SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
- Called on iOS in applicationWillResignActive()
- Called on Android in onPause()
- */
- SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
- Called on iOS in applicationDidEnterBackground()
- Called on Android in onPause()
- */
- SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
- Called on iOS in applicationWillEnterForeground()
- Called on Android in onResume()
- */
- SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
- Called on iOS in applicationDidBecomeActive()
- Called on Android in onResume()
- */
-
- /* Window events */
- SDL_WINDOWEVENT = 0x200, /**< Window state change */
- SDL_SYSWMEVENT, /**< System specific event */
-
- /* Keyboard events */
- SDL_KEYDOWN = 0x300, /**< Key pressed */
- SDL_KEYUP, /**< Key released */
- SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
- SDL_TEXTINPUT, /**< Keyboard text input */
-
- /* Mouse events */
- SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
- SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
- SDL_MOUSEBUTTONUP, /**< Mouse button released */
- SDL_MOUSEWHEEL, /**< Mouse wheel motion */
-
- /* Joystick events */
- SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
- SDL_JOYBALLMOTION, /**< Joystick trackball motion */
- SDL_JOYHATMOTION, /**< Joystick hat position change */
- SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
- SDL_JOYBUTTONUP, /**< Joystick button released */
- SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
- SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
-
- /* Game controller events */
- SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
- SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
- SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
- SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
- SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
- SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
-
- /* Touch events */
- SDL_FINGERDOWN = 0x700,
- SDL_FINGERUP,
- SDL_FINGERMOTION,
-
- /* Gesture events */
- SDL_DOLLARGESTURE = 0x800,
- SDL_DOLLARRECORD,
- SDL_MULTIGESTURE,
-
- /* Clipboard events */
- SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
-
- /* Drag and drop events */
- SDL_DROPFILE = 0x1000, /**< The system requests a file open */
-
- /* Render events */
- SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
-
- /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
- * and should be allocated with SDL_RegisterEvents()
- */
- SDL_USEREVENT = 0x8000,
-
- /**
- * This last event is only for bounding internal arrays
- */
- SDL_LASTEVENT = 0xFFFF
-} SDL_EventType;
-
-/**
- * \brief Fields shared by every event
- */
-typedef struct SDL_CommonEvent
-{
- Uint32 type;
- Uint32 timestamp;
-} SDL_CommonEvent;
-
-/**
- * \brief Window state change event data (event.window.*)
- */
-typedef struct SDL_WindowEvent
-{
- Uint32 type; /**< ::SDL_WINDOWEVENT */
- Uint32 timestamp;
- Uint32 windowID; /**< The associated window */
- Uint8 event; /**< ::SDL_WindowEventID */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint32 data1; /**< event dependent data */
- Sint32 data2; /**< event dependent data */
-} SDL_WindowEvent;
-
-/**
- * \brief Keyboard button event structure (event.key.*)
- */
-typedef struct SDL_KeyboardEvent
-{
- Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
- Uint32 timestamp;
- Uint32 windowID; /**< The window with keyboard focus, if any */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 repeat; /**< Non-zero if this is a key repeat */
- Uint8 padding2;
- Uint8 padding3;
- SDL_Keysym keysym; /**< The key that was pressed or released */
-} SDL_KeyboardEvent;
-
-#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
-/**
- * \brief Keyboard text editing event structure (event.edit.*)
- */
-typedef struct SDL_TextEditingEvent
-{
- Uint32 type; /**< ::SDL_TEXTEDITING */
- Uint32 timestamp;
- Uint32 windowID; /**< The window with keyboard focus, if any */
- char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
- Sint32 start; /**< The start cursor of selected editing text */
- Sint32 length; /**< The length of selected editing text */
-} SDL_TextEditingEvent;
-
-
-#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
-/**
- * \brief Keyboard text input event structure (event.text.*)
- */
-typedef struct SDL_TextInputEvent
-{
- Uint32 type; /**< ::SDL_TEXTINPUT */
- Uint32 timestamp;
- Uint32 windowID; /**< The window with keyboard focus, if any */
- char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
-} SDL_TextInputEvent;
-
-/**
- * \brief Mouse motion event structure (event.motion.*)
- */
-typedef struct SDL_MouseMotionEvent
-{
- Uint32 type; /**< ::SDL_MOUSEMOTION */
- Uint32 timestamp;
- Uint32 windowID; /**< The window with mouse focus, if any */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Uint32 state; /**< The current button state */
- Sint32 x; /**< X coordinate, relative to window */
- Sint32 y; /**< Y coordinate, relative to window */
- Sint32 xrel; /**< The relative motion in the X direction */
- Sint32 yrel; /**< The relative motion in the Y direction */
-} SDL_MouseMotionEvent;
-
-/**
- * \brief Mouse button event structure (event.button.*)
- */
-typedef struct SDL_MouseButtonEvent
-{
- Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
- Uint32 timestamp;
- Uint32 windowID; /**< The window with mouse focus, if any */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Uint8 button; /**< The mouse button index */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
- Uint8 padding1;
- Sint32 x; /**< X coordinate, relative to window */
- Sint32 y; /**< Y coordinate, relative to window */
-} SDL_MouseButtonEvent;
-
-/**
- * \brief Mouse wheel event structure (event.wheel.*)
- */
-typedef struct SDL_MouseWheelEvent
-{
- Uint32 type; /**< ::SDL_MOUSEWHEEL */
- Uint32 timestamp;
- Uint32 windowID; /**< The window with mouse focus, if any */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- 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 */
-} SDL_MouseWheelEvent;
-
-/**
- * \brief Joystick axis motion event structure (event.jaxis.*)
- */
-typedef struct SDL_JoyAxisEvent
-{
- Uint32 type; /**< ::SDL_JOYAXISMOTION */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 axis; /**< The joystick axis index */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 value; /**< The axis value (range: -32768 to 32767) */
- Uint16 padding4;
-} SDL_JoyAxisEvent;
-
-/**
- * \brief Joystick trackball motion event structure (event.jball.*)
- */
-typedef struct SDL_JoyBallEvent
-{
- Uint32 type; /**< ::SDL_JOYBALLMOTION */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 ball; /**< The joystick trackball index */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 xrel; /**< The relative motion in the X direction */
- Sint16 yrel; /**< The relative motion in the Y direction */
-} SDL_JoyBallEvent;
-
-/**
- * \brief Joystick hat position change event structure (event.jhat.*)
- */
-typedef struct SDL_JoyHatEvent
-{
- Uint32 type; /**< ::SDL_JOYHATMOTION */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 hat; /**< The joystick hat index */
- Uint8 value; /**< The hat position value.
- * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
- * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
- * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
- *
- * Note that zero means the POV is centered.
- */
- Uint8 padding1;
- Uint8 padding2;
-} SDL_JoyHatEvent;
-
-/**
- * \brief Joystick button event structure (event.jbutton.*)
- */
-typedef struct SDL_JoyButtonEvent
-{
- Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The joystick button index */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 padding1;
- Uint8 padding2;
-} SDL_JoyButtonEvent;
-
-/**
- * \brief Joystick device event structure (event.jdevice.*)
- */
-typedef struct SDL_JoyDeviceEvent
-{
- Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
- Uint32 timestamp;
- Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
-} SDL_JoyDeviceEvent;
-
-
-/**
- * \brief Game controller axis motion event structure (event.caxis.*)
- */
-typedef struct SDL_ControllerAxisEvent
-{
- Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 value; /**< The axis value (range: -32768 to 32767) */
- Uint16 padding4;
-} SDL_ControllerAxisEvent;
-
-
-/**
- * \brief Game controller button event structure (event.cbutton.*)
- */
-typedef struct SDL_ControllerButtonEvent
-{
- Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The controller button (SDL_GameControllerButton) */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 padding1;
- Uint8 padding2;
-} SDL_ControllerButtonEvent;
-
-
-/**
- * \brief Controller device event structure (event.cdevice.*)
- */
-typedef struct SDL_ControllerDeviceEvent
-{
- Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
- Uint32 timestamp;
- Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
-} SDL_ControllerDeviceEvent;
-
-
-/**
- * \brief Touch finger event structure (event.tfinger.*)
- */
-typedef struct SDL_TouchFingerEvent
-{
- Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
- Uint32 timestamp;
- SDL_TouchID touchId; /**< The touch device id */
- SDL_FingerID fingerId;
- float x; /**< Normalized in the range 0...1 */
- float y; /**< Normalized in the range 0...1 */
- float dx; /**< Normalized in the range 0...1 */
- float dy; /**< Normalized in the range 0...1 */
- float pressure; /**< Normalized in the range 0...1 */
-} SDL_TouchFingerEvent;
-
-
-/**
- * \brief Multiple Finger Gesture Event (event.mgesture.*)
- */
-typedef struct SDL_MultiGestureEvent
-{
- Uint32 type; /**< ::SDL_MULTIGESTURE */
- Uint32 timestamp;
- SDL_TouchID touchId; /**< The touch device index */
- float dTheta;
- float dDist;
- float x;
- float y;
- Uint16 numFingers;
- Uint16 padding;
-} SDL_MultiGestureEvent;
-
-
-/**
- * \brief Dollar Gesture Event (event.dgesture.*)
- */
-typedef struct SDL_DollarGestureEvent
-{
- Uint32 type; /**< ::SDL_DOLLARGESTURE */
- Uint32 timestamp;
- SDL_TouchID touchId; /**< The touch device id */
- SDL_GestureID gestureId;
- Uint32 numFingers;
- float error;
- float x; /**< Normalized center of gesture */
- float y; /**< Normalized center of gesture */
-} SDL_DollarGestureEvent;
-
-
-/**
- * \brief An event used to request a file open by the system (event.drop.*)
- * This event is disabled by default, you can enable it with SDL_EventState()
- * \note If you enable this event, you must free the filename in the event.
- */
-typedef struct SDL_DropEvent
-{
- Uint32 type; /**< ::SDL_DROPFILE */
- Uint32 timestamp;
- char *file; /**< The file name, which should be freed with SDL_free() */
-} SDL_DropEvent;
-
-
-/**
- * \brief The "quit requested" event
- */
-typedef struct SDL_QuitEvent
-{
- Uint32 type; /**< ::SDL_QUIT */
- Uint32 timestamp;
-} SDL_QuitEvent;
-
-/**
- * \brief OS Specific event
- */
-typedef struct SDL_OSEvent
-{
- Uint32 type; /**< ::SDL_QUIT */
- Uint32 timestamp;
-} SDL_OSEvent;
-
-/**
- * \brief A user-defined event type (event.user.*)
- */
-typedef struct SDL_UserEvent
-{
- Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
- Uint32 timestamp;
- Uint32 windowID; /**< The associated window if any */
- Sint32 code; /**< User defined event code */
- void *data1; /**< User defined data pointer */
- void *data2; /**< User defined data pointer */
-} SDL_UserEvent;
-
-
-struct SDL_SysWMmsg;
-typedef struct SDL_SysWMmsg SDL_SysWMmsg;
-
-/**
- * \brief A video driver dependent system event (event.syswm.*)
- * This event is disabled by default, you can enable it with SDL_EventState()
- *
- * \note If you want to use this event, you should include SDL_syswm.h.
- */
-typedef struct SDL_SysWMEvent
-{
- Uint32 type; /**< ::SDL_SYSWMEVENT */
- Uint32 timestamp;
- SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
-} SDL_SysWMEvent;
-
-/**
- * \brief General event structure
- */
-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_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.
-
- So... we'll add padding to force the size to be 56 bytes for both.
- */
- Uint8 padding[56];
-} SDL_Event;
-
-
-/* Function prototypes */
-
-/**
- * Pumps the event loop, gathering events from the input devices.
- *
- * This function updates the event queue and internal input device state.
- *
- * This should only be run in the thread that sets the video mode.
- */
-extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
-
-/* @{ */
-typedef enum
-{
- SDL_ADDEVENT,
- SDL_PEEKEVENT,
- SDL_GETEVENT
-} SDL_eventaction;
-
-/**
- * Checks the event queue for messages and optionally returns them.
- *
- * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
- * the back of the event 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.
- *
- * 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.
- *
- * \return The number of events actually stored, or -1 if there was an error.
- *
- * This function is thread-safe.
- */
-extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
- SDL_eventaction action,
- Uint32 minType, Uint32 maxType);
-/* @} */
-
-/**
- * Checks to see if certain event types are in the event queue.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
-extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
-
-/**
- * This function clears events from the event queue
- */
-extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
-extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
-
-/**
- * \brief Polls for currently pending events.
- *
- * \return 1 if there are any pending events, or 0 if there are none available.
- *
- * \param event If not NULL, the next event is removed from the queue and
- * stored in that area.
- */
-extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
-
-/**
- * \brief Waits indefinitely for the next available event.
- *
- * \return 1, or 0 if there was an error while waiting for events.
- *
- * \param event If not NULL, the next event is removed from the queue and
- * stored in that area.
- */
-extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
-
-/**
- * \brief Waits until the specified timeout (in milliseconds) for the next
- * available event.
- *
- * \return 1, or 0 if there was an error while waiting for events.
- *
- * \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.
- */
-extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
- int timeout);
-
-/**
- * \brief Add an event to the event queue.
- *
- * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
- * was full or there was some other error.
- */
-extern DECLSPEC int SDLCALL SDL_PushEvent(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.
- *
- * The filter is prototyped as:
- * \code
- * int SDL_EventFilter(void *userdata, SDL_Event * event);
- * \endcode
- *
- * 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.
- *
- * \warning Be very careful of what you do in the event filter function, as
- * it may run in a different thread!
- *
- * 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 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.
- */
-extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
- 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.
- */
-extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
- void **userdata);
-
-/**
- * Add a function which is called when an event is added to the queue.
- */
-extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
- void *userdata);
-
-/**
- * Remove an event watch function added with SDL_AddEventWatch()
- */
-extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
- void *userdata);
-
-/**
- * Run the filter function on the current event queue, removing any
- * events for which the filter returns 0.
- */
-extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
- void *userdata);
-
-/* @{ */
-#define SDL_QUERY -1
-#define SDL_IGNORE 0
-#define SDL_DISABLE 0
-#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 event 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.
- */
-extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
-/* @} */
-#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.
- *
- * If there aren't enough user-defined events left, this function
- * returns (Uint32)-1
- */
-extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* _SDL_events_h */
-
-/* vi: set ts=4 sw=4 expandtab: */
http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_filesystem.h
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_filesystem.h b/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_filesystem.h
deleted file mode 100644
index de3e227..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_filesystem.h
+++ /dev/null
@@ -1,136 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <sl...@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_system_h */
-
-/* vi: set ts=4 sw=4 expandtab: */
http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gamecontroller.h
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gamecontroller.h b/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gamecontroller.h
deleted file mode 100644
index b00ad71..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gamecontroller.h
+++ /dev/null
@@ -1,316 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <sl...@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_JOYSTICK 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
- * "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",
- *
- */
-
-/**
- * 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 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 the value which will identify this controller in future controller
- * events.
- *
- * \return A controller identifier, or NULL if an error occurred.
- */
-extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);
-
-/**
- * Return the name for this currently opened controller
- */
-extern DECLSPEC const char *SDLCALL SDL_GameControllerName(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
- */
-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.
- *
- * 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: */
http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gesture.h
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gesture.h b/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gesture.h
deleted file mode 100644
index dbc1692..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_gesture.h
+++ /dev/null
@@ -1,87 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <sl...@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_gesture.h
- *
- * Include file for SDL gesture event handling.
- */
-
-#ifndef _SDL_gesture_h
-#define _SDL_gesture_h
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_video.h"
-
-#include "SDL_touch.h"
-
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-typedef Sint64 SDL_GestureID;
-
-/* Function prototypes */
-
-/**
- * \brief Begin Recording a gesture on the specified touch, or all touches (-1)
- *
- *
- */
-extern DECLSPEC int SDLCALL SDL_RecordGesture(SDL_TouchID touchId);
-
-
-/**
- * \brief Save all currently loaded Dollar Gesture templates
- *
- *
- */
-extern DECLSPEC int SDLCALL SDL_SaveAllDollarTemplates(SDL_RWops *dst);
-
-/**
- * \brief Save a currently loaded Dollar Gesture template
- *
- *
- */
-extern DECLSPEC int SDLCALL SDL_SaveDollarTemplate(SDL_GestureID gestureId,SDL_RWops *dst);
-
-
-/**
- * \brief Load Dollar Gesture templates from a file
- *
- *
- */
-extern DECLSPEC int SDLCALL SDL_LoadDollarTemplates(SDL_TouchID touchId, SDL_RWops *src);
-
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* _SDL_gesture_h */
-
-/* vi: set ts=4 sw=4 expandtab: */
http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_haptic.h
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_haptic.h b/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_haptic.h
deleted file mode 100644
index 234975a..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/include/SDL_haptic.h
+++ /dev/null
@@ -1,1225 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2014 Sam Lantinga <sl...@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_haptic.h
- *
- * \brief The SDL Haptic subsystem allows you to control haptic (force feedback)
- * devices.
- *
- * The basic usage is as follows:
- * - Initialize the Subsystem (::SDL_INIT_HAPTIC).
- * - Open a Haptic Device.
- * - SDL_HapticOpen() to open from index.
- * - SDL_HapticOpenFromJoystick() to open from an existing joystick.
- * - Create an effect (::SDL_HapticEffect).
- * - Upload the effect with SDL_HapticNewEffect().
- * - Run the effect with SDL_HapticRunEffect().
- * - (optional) Free the effect with SDL_HapticDestroyEffect().
- * - Close the haptic device with SDL_HapticClose().
- *
- * \par Simple rumble example:
- * \code
- * SDL_Haptic *haptic;
- *
- * // Open the device
- * haptic = SDL_HapticOpen( 0 );
- * if (haptic == NULL)
- * return -1;
- *
- * // Initialize simple rumble
- * if (SDL_HapticRumbleInit( haptic ) != 0)
- * return -1;
- *
- * // Play effect at 50% strength for 2 seconds
- * if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
- * return -1;
- * SDL_Delay( 2000 );
- *
- * // Clean up
- * SDL_HapticClose( haptic );
- * \endcode
- *
- * \par Complete example:
- * \code
- * int test_haptic( SDL_Joystick * joystick ) {
- * SDL_Haptic *haptic;
- * SDL_HapticEffect effect;
- * int effect_id;
- *
- * // Open the device
- * haptic = SDL_HapticOpenFromJoystick( joystick );
- * if (haptic == NULL) return -1; // Most likely joystick isn't haptic
- *
- * // See if it can do sine waves
- * if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
- * SDL_HapticClose(haptic); // No sine effect
- * return -1;
- * }
- *
- * // Create the effect
- * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
- * effect.type = SDL_HAPTIC_SINE;
- * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
- * effect.periodic.direction.dir[0] = 18000; // Force comes from south
- * effect.periodic.period = 1000; // 1000 ms
- * effect.periodic.magnitude = 20000; // 20000/32767 strength
- * effect.periodic.length = 5000; // 5 seconds long
- * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
- * effect.periodic.fade_length = 1000; // Takes 1 second to fade away
- *
- * // Upload the effect
- * effect_id = SDL_HapticNewEffect( haptic, &effect );
- *
- * // Test the effect
- * SDL_HapticRunEffect( haptic, effect_id, 1 );
- * SDL_Delay( 5000); // Wait for the effect to finish
- *
- * // We destroy the effect, although closing the device also does this
- * SDL_HapticDestroyEffect( haptic, effect_id );
- *
- * // Close the device
- * SDL_HapticClose(haptic);
- *
- * return 0; // Success
- * }
- * \endcode
- *
- * You can also find out more information on my blog:
- * http://bobbens.dyndns.org/journal/2010/sdl_haptic/
- *
- * \author Edgar Simo Serra
- */
-
-#ifndef _SDL_haptic_h
-#define _SDL_haptic_h
-
-#include "SDL_stdinc.h"
-#include "SDL_error.h"
-#include "SDL_joystick.h"
-
-#include "begin_code.h"
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif /* __cplusplus */
-
-/**
- * \typedef SDL_Haptic
- *
- * \brief The haptic structure used to identify an SDL haptic.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticOpenFromJoystick
- * \sa SDL_HapticClose
- */
-struct _SDL_Haptic;
-typedef struct _SDL_Haptic SDL_Haptic;
-
-
-/**
- * \name Haptic features
- *
- * Different haptic features a device can have.
- */
-/* @{ */
-
-/**
- * \name Haptic effects
- */
-/* @{ */
-
-/**
- * \brief Constant effect supported.
- *
- * Constant haptic effect.
- *
- * \sa SDL_HapticCondition
- */
-#define SDL_HAPTIC_CONSTANT (1<<0)
-
-/**
- * \brief Sine wave effect supported.
- *
- * Periodic haptic effect that simulates sine waves.
- *
- * \sa SDL_HapticPeriodic
- */
-#define SDL_HAPTIC_SINE (1<<1)
-
-/**
- * \brief Left/Right effect supported.
- *
- * Haptic effect for direct control over high/low frequency motors.
- *
- * \sa SDL_HapticLeftRight
- * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
- * we ran out of bits, and this is important for XInput devices.
- */
-#define SDL_HAPTIC_LEFTRIGHT (1<<2)
-
-/* !!! FIXME: put this back when we have more bits in 2.1 */
-/* #define SDL_HAPTIC_SQUARE (1<<2) */
-
-/**
- * \brief Triangle wave effect supported.
- *
- * Periodic haptic effect that simulates triangular waves.
- *
- * \sa SDL_HapticPeriodic
- */
-#define SDL_HAPTIC_TRIANGLE (1<<3)
-
-/**
- * \brief Sawtoothup wave effect supported.
- *
- * Periodic haptic effect that simulates saw tooth up waves.
- *
- * \sa SDL_HapticPeriodic
- */
-#define SDL_HAPTIC_SAWTOOTHUP (1<<4)
-
-/**
- * \brief Sawtoothdown wave effect supported.
- *
- * Periodic haptic effect that simulates saw tooth down waves.
- *
- * \sa SDL_HapticPeriodic
- */
-#define SDL_HAPTIC_SAWTOOTHDOWN (1<<5)
-
-/**
- * \brief Ramp effect supported.
- *
- * Ramp haptic effect.
- *
- * \sa SDL_HapticRamp
- */
-#define SDL_HAPTIC_RAMP (1<<6)
-
-/**
- * \brief Spring effect supported - uses axes position.
- *
- * Condition haptic effect that simulates a spring. Effect is based on the
- * axes position.
- *
- * \sa SDL_HapticCondition
- */
-#define SDL_HAPTIC_SPRING (1<<7)
-
-/**
- * \brief Damper effect supported - uses axes velocity.
- *
- * Condition haptic effect that simulates dampening. Effect is based on the
- * axes velocity.
- *
- * \sa SDL_HapticCondition
- */
-#define SDL_HAPTIC_DAMPER (1<<8)
-
-/**
- * \brief Inertia effect supported - uses axes acceleration.
- *
- * Condition haptic effect that simulates inertia. Effect is based on the axes
- * acceleration.
- *
- * \sa SDL_HapticCondition
- */
-#define SDL_HAPTIC_INERTIA (1<<9)
-
-/**
- * \brief Friction effect supported - uses axes movement.
- *
- * Condition haptic effect that simulates friction. Effect is based on the
- * axes movement.
- *
- * \sa SDL_HapticCondition
- */
-#define SDL_HAPTIC_FRICTION (1<<10)
-
-/**
- * \brief Custom effect is supported.
- *
- * User defined custom haptic effect.
- */
-#define SDL_HAPTIC_CUSTOM (1<<11)
-
-/* @} *//* Haptic effects */
-
-/* These last few are features the device has, not effects */
-
-/**
- * \brief Device can set global gain.
- *
- * Device supports setting the global gain.
- *
- * \sa SDL_HapticSetGain
- */
-#define SDL_HAPTIC_GAIN (1<<12)
-
-/**
- * \brief Device can set autocenter.
- *
- * Device supports setting autocenter.
- *
- * \sa SDL_HapticSetAutocenter
- */
-#define SDL_HAPTIC_AUTOCENTER (1<<13)
-
-/**
- * \brief Device can be queried for effect status.
- *
- * Device can be queried for effect status.
- *
- * \sa SDL_HapticGetEffectStatus
- */
-#define SDL_HAPTIC_STATUS (1<<14)
-
-/**
- * \brief Device can be paused.
- *
- * \sa SDL_HapticPause
- * \sa SDL_HapticUnpause
- */
-#define SDL_HAPTIC_PAUSE (1<<15)
-
-
-/**
- * \name Direction encodings
- */
-/* @{ */
-
-/**
- * \brief Uses polar coordinates for the direction.
- *
- * \sa SDL_HapticDirection
- */
-#define SDL_HAPTIC_POLAR 0
-
-/**
- * \brief Uses cartesian coordinates for the direction.
- *
- * \sa SDL_HapticDirection
- */
-#define SDL_HAPTIC_CARTESIAN 1
-
-/**
- * \brief Uses spherical coordinates for the direction.
- *
- * \sa SDL_HapticDirection
- */
-#define SDL_HAPTIC_SPHERICAL 2
-
-/* @} *//* Direction encodings */
-
-/* @} *//* Haptic features */
-
-/*
- * Misc defines.
- */
-
-/**
- * \brief Used to play a device an infinite number of times.
- *
- * \sa SDL_HapticRunEffect
- */
-#define SDL_HAPTIC_INFINITY 4294967295U
-
-
-/**
- * \brief Structure that represents a haptic direction.
- *
- * Directions can be specified by:
- * - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
- * - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
- * - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
- *
- * Cardinal directions of the haptic device are relative to the positioning
- * of the device. North is considered to be away from the user.
- *
- * The following diagram represents the cardinal directions:
- * \verbatim
- .--.
- |__| .-------.
- |=.| |.-----.|
- |--| || ||
- | | |'-----'|
- |__|~')_____('
- [ COMPUTER ]
-
-
- North (0,-1)
- ^
- |
- |
- (1,0) West <----[ HAPTIC ]----> East (-1,0)
- |
- |
- v
- South (0,1)
-
-
- [ USER ]
- \|||/
- (o o)
- ---ooO-(_)-Ooo---
- \endverbatim
- *
- * If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
- * degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses
- * the first \c dir parameter. The cardinal directions would be:
- * - North: 0 (0 degrees)
- * - East: 9000 (90 degrees)
- * - South: 18000 (180 degrees)
- * - West: 27000 (270 degrees)
- *
- * If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
- * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses
- * the first three \c dir parameters. The cardinal directions would be:
- * - North: 0,-1, 0
- * - East: -1, 0, 0
- * - South: 0, 1, 0
- * - West: 1, 0, 0
- *
- * The Z axis represents the height of the effect if supported, otherwise
- * it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you
- * can use any multiple you want, only the direction matters.
- *
- * If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
- * The first two \c dir parameters are used. The \c dir parameters are as
- * follows (all values are in hundredths of degrees):
- * - Degrees from (1, 0) rotated towards (0, 1).
- * - Degrees towards (0, 0, 1) (device needs at least 3 axes).
- *
- *
- * Example of force coming from the south with all encodings (force coming
- * from the south means the user will have to pull the stick to counteract):
- * \code
- * SDL_HapticDirection direction;
- *
- * // Cartesian directions
- * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
- * direction.dir[0] = 0; // X position
- * direction.dir[1] = 1; // Y position
- * // Assuming the device has 2 axes, we don't need to specify third parameter.
- *
- * // Polar directions
- * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
- * direction.dir[0] = 18000; // Polar only uses first parameter
- *
- * // Spherical coordinates
- * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
- * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
- * \endcode
- *
- * \sa SDL_HAPTIC_POLAR
- * \sa SDL_HAPTIC_CARTESIAN
- * \sa SDL_HAPTIC_SPHERICAL
- * \sa SDL_HapticEffect
- * \sa SDL_HapticNumAxes
- */
-typedef struct SDL_HapticDirection
-{
- Uint8 type; /**< The type of encoding. */
- Sint32 dir[3]; /**< The encoded direction. */
-} SDL_HapticDirection;
-
-
-/**
- * \brief A structure containing a template for a Constant effect.
- *
- * The struct is exclusive to the ::SDL_HAPTIC_CONSTANT effect.
- *
- * A constant effect applies a constant force in the specified direction
- * to the joystick.
- *
- * \sa SDL_HAPTIC_CONSTANT
- * \sa SDL_HapticEffect
- */
-typedef struct SDL_HapticConstant
-{
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_CONSTANT */
- SDL_HapticDirection direction; /**< Direction of the effect. */
-
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
-
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
-
- /* Constant */
- Sint16 level; /**< Strength of the constant effect. */
-
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
-} SDL_HapticConstant;
-
-/**
- * \brief A structure containing a template for a Periodic effect.
- *
- * The struct handles the following effects:
- * - ::SDL_HAPTIC_SINE
- * - ::SDL_HAPTIC_LEFTRIGHT
- * - ::SDL_HAPTIC_TRIANGLE
- * - ::SDL_HAPTIC_SAWTOOTHUP
- * - ::SDL_HAPTIC_SAWTOOTHDOWN
- *
- * A periodic effect consists in a wave-shaped effect that repeats itself
- * over time. The type determines the shape of the wave and the parameters
- * determine the dimensions of the wave.
- *
- * Phase is given by hundredth of a cycle meaning that giving the phase a value
- * of 9000 will displace it 25% of its period. Here are sample values:
- * - 0: No phase displacement.
- * - 9000: Displaced 25% of its period.
- * - 18000: Displaced 50% of its period.
- * - 27000: Displaced 75% of its period.
- * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
- *
- * Examples:
- * \verbatim
- SDL_HAPTIC_SINE
- __ __ __ __
- / \ / \ / \ /
- / \__/ \__/ \__/
-
- SDL_HAPTIC_SQUARE
- __ __ __ __ __
- | | | | | | | | | |
- | |__| |__| |__| |__| |
-
- SDL_HAPTIC_TRIANGLE
- /\ /\ /\ /\ /\
- / \ / \ / \ / \ /
- / \/ \/ \/ \/
-
- SDL_HAPTIC_SAWTOOTHUP
- /| /| /| /| /| /| /|
- / | / | / | / | / | / | / |
- / |/ |/ |/ |/ |/ |/ |
-
- SDL_HAPTIC_SAWTOOTHDOWN
- \ |\ |\ |\ |\ |\ |\ |
- \ | \ | \ | \ | \ | \ | \ |
- \| \| \| \| \| \| \|
- \endverbatim
- *
- * \sa SDL_HAPTIC_SINE
- * \sa SDL_HAPTIC_LEFTRIGHT
- * \sa SDL_HAPTIC_TRIANGLE
- * \sa SDL_HAPTIC_SAWTOOTHUP
- * \sa SDL_HAPTIC_SAWTOOTHDOWN
- * \sa SDL_HapticEffect
- */
-typedef struct SDL_HapticPeriodic
-{
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
- ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
- ::SDL_HAPTIC_SAWTOOTHDOWN */
- SDL_HapticDirection direction; /**< Direction of the effect. */
-
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
-
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
-
- /* Periodic */
- Uint16 period; /**< Period of the wave. */
- Sint16 magnitude; /**< Peak value. */
- Sint16 offset; /**< Mean value of the wave. */
- Uint16 phase; /**< Horizontal shift given by hundredth of a cycle. */
-
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
-} SDL_HapticPeriodic;
-
-/**
- * \brief A structure containing a template for a Condition effect.
- *
- * The struct handles the following effects:
- * - ::SDL_HAPTIC_SPRING: Effect based on axes position.
- * - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
- * - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
- * - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
- *
- * Direction is handled by condition internals instead of a direction member.
- * The condition effect specific members have three parameters. The first
- * refers to the X axis, the second refers to the Y axis and the third
- * refers to the Z axis. The right terms refer to the positive side of the
- * axis and the left terms refer to the negative side of the axis. Please
- * refer to the ::SDL_HapticDirection diagram for which side is positive and
- * which is negative.
- *
- * \sa SDL_HapticDirection
- * \sa SDL_HAPTIC_SPRING
- * \sa SDL_HAPTIC_DAMPER
- * \sa SDL_HAPTIC_INERTIA
- * \sa SDL_HAPTIC_FRICTION
- * \sa SDL_HapticEffect
- */
-typedef struct SDL_HapticCondition
-{
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
- ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
- SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */
-
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
-
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
-
- /* Condition */
- Uint16 right_sat[3]; /**< Level when joystick is to the positive side. */
- Uint16 left_sat[3]; /**< Level when joystick is to the negative side. */
- Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */
- Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */
- Uint16 deadband[3]; /**< Size of the dead zone. */
- Sint16 center[3]; /**< Position of the dead zone. */
-} SDL_HapticCondition;
-
-/**
- * \brief A structure containing a template for a Ramp effect.
- *
- * This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
- *
- * The ramp effect starts at start strength and ends at end strength.
- * It augments in linear fashion. If you use attack and fade with a ramp
- * the effects get added to the ramp effect making the effect become
- * quadratic instead of linear.
- *
- * \sa SDL_HAPTIC_RAMP
- * \sa SDL_HapticEffect
- */
-typedef struct SDL_HapticRamp
-{
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_RAMP */
- SDL_HapticDirection direction; /**< Direction of the effect. */
-
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
-
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
-
- /* Ramp */
- Sint16 start; /**< Beginning strength level. */
- Sint16 end; /**< Ending strength level. */
-
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
-} SDL_HapticRamp;
-
-/**
- * \brief A structure containing a template for a Left/Right effect.
- *
- * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
- *
- * 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.
- *
- * \sa SDL_HAPTIC_LEFTRIGHT
- * \sa SDL_HapticEffect
- */
-typedef struct SDL_HapticLeftRight
-{
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
-
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
-
- /* Rumble */
- Uint16 large_magnitude; /**< Control of the large controller motor. */
- Uint16 small_magnitude; /**< Control of the small controller motor. */
-} SDL_HapticLeftRight;
-
-/**
- * \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
- *
- * A custom force feedback effect is much like a periodic effect, where the
- * application can define its exact shape. You will have to allocate the
- * data yourself. Data should consist of channels * samples Uint16 samples.
- *
- * If channels is one, the effect is rotated using the defined direction.
- * Otherwise it uses the samples in data for the different axes.
- *
- * \sa SDL_HAPTIC_CUSTOM
- * \sa SDL_HapticEffect
- */
-typedef struct SDL_HapticCustom
-{
- /* Header */
- Uint16 type; /**< ::SDL_HAPTIC_CUSTOM */
- SDL_HapticDirection direction; /**< Direction of the effect. */
-
- /* Replay */
- Uint32 length; /**< Duration of the effect. */
- Uint16 delay; /**< Delay before starting the effect. */
-
- /* Trigger */
- Uint16 button; /**< Button that triggers the effect. */
- Uint16 interval; /**< How soon it can be triggered again after button. */
-
- /* Custom */
- Uint8 channels; /**< Axes to use, minimum of one. */
- Uint16 period; /**< Sample periods. */
- Uint16 samples; /**< Amount of samples. */
- Uint16 *data; /**< Should contain channels*samples items. */
-
- /* Envelope */
- Uint16 attack_length; /**< Duration of the attack. */
- Uint16 attack_level; /**< Level at the start of the attack. */
- Uint16 fade_length; /**< Duration of the fade. */
- Uint16 fade_level; /**< Level at the end of the fade. */
-} SDL_HapticCustom;
-
-/**
- * \brief The generic template for any haptic effect.
- *
- * All values max at 32767 (0x7FFF). Signed values also can be negative.
- * Time values unless specified otherwise are in milliseconds.
- *
- * You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
- * value. Neither delay, interval, attack_length nor fade_length support
- * ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.
- *
- * Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
- * ::SDL_HAPTIC_INFINITY.
- *
- * Button triggers may not be supported on all devices, it is advised to not
- * use them if possible. Buttons start at index 1 instead of index 0 like
- * the joystick.
- *
- * If both attack_length and fade_level are 0, the envelope is not used,
- * otherwise both values are used.
- *
- * Common parts:
- * \code
- * // Replay - All effects have this
- * Uint32 length; // Duration of effect (ms).
- * Uint16 delay; // Delay before starting effect.
- *
- * // Trigger - All effects have this
- * Uint16 button; // Button that triggers effect.
- * Uint16 interval; // How soon before effect can be triggered again.
- *
- * // Envelope - All effects except condition effects have this
- * Uint16 attack_length; // Duration of the attack (ms).
- * Uint16 attack_level; // Level at the start of the attack.
- * Uint16 fade_length; // Duration of the fade out (ms).
- * Uint16 fade_level; // Level at the end of the fade.
- * \endcode
- *
- *
- * Here we have an example of a constant effect evolution in time:
- * \verbatim
- Strength
- ^
- |
- | effect level --> _________________
- | / \
- | / \
- | / \
- | / \
- | attack_level --> | \
- | | | <--- fade_level
- |
- +--------------------------------------------------> Time
- [--] [---]
- attack_length fade_length
-
- [------------------][-----------------------]
- delay length
- \endverbatim
- *
- * Note either the attack_level or the fade_level may be above the actual
- * effect level.
- *
- * \sa SDL_HapticConstant
- * \sa SDL_HapticPeriodic
- * \sa SDL_HapticCondition
- * \sa SDL_HapticRamp
- * \sa SDL_HapticLeftRight
- * \sa SDL_HapticCustom
- */
-typedef union SDL_HapticEffect
-{
- /* Common for all force feedback effects */
- Uint16 type; /**< Effect type. */
- SDL_HapticConstant constant; /**< Constant effect. */
- SDL_HapticPeriodic periodic; /**< Periodic effect. */
- SDL_HapticCondition condition; /**< Condition effect. */
- SDL_HapticRamp ramp; /**< Ramp effect. */
- SDL_HapticLeftRight leftright; /**< Left/Right effect. */
- SDL_HapticCustom custom; /**< Custom effect. */
-} SDL_HapticEffect;
-
-
-/* Function prototypes */
-/**
- * \brief Count the number of haptic devices attached to the system.
- *
- * \return Number of haptic devices detected on the system.
- */
-extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
-
-/**
- * \brief 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.
- *
- * \param device_index Index of the device to get its name.
- * \return Name of the device or NULL on error.
- *
- * \sa SDL_NumHaptics
- */
-extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
-
-/**
- * \brief Opens a Haptic device for usage.
- *
- * 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().
- *
- * \param device_index Index of the device to open.
- * \return Device identifier or NULL on error.
- *
- * \sa SDL_HapticIndex
- * \sa SDL_HapticOpenFromMouse
- * \sa SDL_HapticOpenFromJoystick
- * \sa SDL_HapticClose
- * \sa SDL_HapticSetGain
- * \sa SDL_HapticSetAutocenter
- * \sa SDL_HapticPause
- * \sa SDL_HapticStopAll
- */
-extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
-
-/**
- * \brief Checks if the haptic device at 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.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticIndex
- */
-extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
-
-/**
- * \brief Gets 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.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticOpened
- */
-extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
-
-/**
- * \brief Gets whether or not the current mouse has haptic capabilities.
- *
- * \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
- *
- * \sa SDL_HapticOpenFromMouse
- */
-extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
-
-/**
- * \brief Tries to open a haptic device from the current mouse.
- *
- * \return The haptic device identifier or NULL on error.
- *
- * \sa SDL_MouseIsHaptic
- * \sa SDL_HapticOpen
- */
-extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
-
-/**
- * \brief Checks to see if a joystick has haptic features.
- *
- * \param joystick Joystick to test for haptic capabilities.
- * \return 1 if the joystick is haptic, 0 if it isn't
- * or -1 if an error ocurred.
- *
- * \sa SDL_HapticOpenFromJoystick
- */
-extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
-
-/**
- * \brief Opens a Haptic device for usage from a Joystick device.
- *
- * You must still close the haptic device seperately. 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.
- *
- * \param joystick Joystick to create a haptic device from.
- * \return A valid haptic device identifier on success or NULL on error.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticClose
- */
-extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
- joystick);
-
-/**
- * \brief Closes a Haptic device previously opened with SDL_HapticOpen().
- *
- * \param haptic Haptic device to close.
- */
-extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
-
-/**
- * \brief Returns 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().
- *
- * \param haptic The haptic device to query effect max.
- * \return The number of effects the haptic device can store or
- * -1 on error.
- *
- * \sa SDL_HapticNumEffectsPlaying
- * \sa SDL_HapticQuery
- */
-extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
-
-/**
- * \brief Returns 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.
- * Added here for the sake of completeness.
- *
- * \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.
- *
- * \sa SDL_HapticNumEffects
- * \sa SDL_HapticQuery
- */
-extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
-
-/**
- * \brief Gets the haptic devices supported features in bitwise matter.
- *
- * Example:
- * \code
- * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
- * printf("We have constant haptic effect!");
- * }
- * \endcode
- *
- * \param haptic The haptic device to query.
- * \return Haptic features in bitwise manner (OR'd).
- *
- * \sa SDL_HapticNumEffects
- * \sa SDL_HapticEffectSupported
- */
-extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
-
-
-/**
- * \brief Gets the number of haptic axes the device has.
- *
- * \sa SDL_HapticDirection
- */
-extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
-
-/**
- * \brief Checks to see if effect is supported by haptic.
- *
- * \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.
- *
- * \sa SDL_HapticQuery
- * \sa SDL_HapticNewEffect
- */
-extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
- SDL_HapticEffect *
- effect);
-
-/**
- * \brief Creates a new haptic effect on the device.
- *
- * \param haptic Haptic device to create the effect on.
- * \param effect Properties of the effect to create.
- * \return The id of the effect on success or -1 on error.
- *
- * \sa SDL_HapticUpdateEffect
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
- */
-extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
- SDL_HapticEffect * effect);
-
-/**
- * \brief Updates the properties of an effect.
- *
- * Can be used dynamically, although behaviour 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().
- *
- * \param haptic Haptic device that has the effect.
- * \param effect Effect to update.
- * \param data New effect properties to use.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticNewEffect
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
- */
-extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
- int effect,
- SDL_HapticEffect * data);
-
-/**
- * \brief Runs 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.
- *
- * \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.
- *
- * \sa SDL_HapticStopEffect
- * \sa SDL_HapticDestroyEffect
- * \sa SDL_HapticGetEffectStatus
- */
-extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
- int effect,
- Uint32 iterations);
-
-/**
- * \brief Stops the haptic effect on its associated haptic device.
- *
- * \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.
- *
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticDestroyEffect
- */
-extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
- int effect);
-
-/**
- * \brief Destroys a haptic effect on the device.
- *
- * This will stop the effect if it's running. Effects are automatically
- * destroyed when the device is closed.
- *
- * \param haptic Device to destroy the effect on.
- * \param effect Identifier of the effect to destroy.
- *
- * \sa SDL_HapticNewEffect
- */
-extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
- int effect);
-
-/**
- * \brief Gets the status of the current effect on the haptic device.
- *
- * 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.
- *
- * \sa SDL_HapticRunEffect
- * \sa SDL_HapticStopEffect
- */
-extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
- int effect);
-
-/**
- * \brief Sets the global gain of the device.
- *
- * 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.
- *
- * \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.
- *
- * \sa SDL_HapticQuery
- */
-extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
-
-/**
- * \brief Sets the global autocenter of the device.
- *
- * Autocenter should be between 0 and 100. Setting it to 0 will disable
- * autocentering.
- *
- * Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
- *
- * \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.
- *
- * \sa SDL_HapticQuery
- */
-extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
- int autocenter);
-
-/**
- * \brief Pauses a haptic device.
- *
- * 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.
- *
- * \param haptic Haptic device to pause.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticUnpause
- */
-extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
-
-/**
- * \brief Unpauses a haptic device.
- *
- * Call to unpause after SDL_HapticPause().
- *
- * \param haptic Haptic device to pause.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticPause
- */
-extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
-
-/**
- * \brief Stops all the currently playing effects on a haptic device.
- *
- * \param haptic Haptic device to stop.
- * \return 0 on success or -1 on error.
- */
-extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
-
-/**
- * \brief Checks to see if rumble is supported on a haptic device.
- *
- * \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.
- *
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumblePlay
- * \sa SDL_HapticRumbleStop
- */
-extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
-
-/**
- * \brief Initializes the haptic device for simple rumble playback.
- *
- * \param haptic Haptic device to initialize for simple rumble playback.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticOpen
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumblePlay
- * \sa SDL_HapticRumbleStop
- */
-extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
-
-/**
- * \brief Runs simple rumble 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.
- *
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumbleStop
- */
-extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
-
-/**
- * \brief Stops the simple rumble on a haptic device.
- *
- * \param haptic Haptic to stop the rumble on.
- * \return 0 on success or -1 on error.
- *
- * \sa SDL_HapticRumbleSupported
- * \sa SDL_HapticRumbleInit
- * \sa SDL_HapticRumblePlay
- */
-extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* _SDL_haptic_h */
-
-/* vi: set ts=4 sw=4 expandtab: */