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Posted to commits@corinthia.apache.org by ja...@apache.org on 2015/03/23 17:19:33 UTC

[45/83] [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/Xcode-iOS/Demos/src/fireworks.c
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/fireworks.c b/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/fireworks.c
deleted file mode 100644
index 6c60dd1..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/fireworks.c
+++ /dev/null
@@ -1,475 +0,0 @@
-/*
- *  fireworks.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#include "SDL.h"
-#include "SDL_opengles.h"
-#include "common.h"
-#include <math.h>
-#include <time.h>
-
-#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
-#define ACCEL 0.0001f           /* acceleration due to gravity, units in pixels per millesecond squared */
-#define WIND_RESISTANCE 0.00005f        /* acceleration per unit velocity due to wind resistance */
-#define MAX_PARTICLES 2000      /* maximum number of particles displayed at once */
-
-static GLuint particleTextureID;        /* OpenGL particle texture id */
-static SDL_bool pointSizeExtensionSupported;    /* is GL_OES_point_size_array supported ? */
-/*
-    used to describe what type of particle a given struct particle is.
-    emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
-    trail   - shoots off, following emitter particle
-    dust    - radiates outwards from emitter explosion
-*/
-enum particleType
-{
-    emitter = 0,
-    trail,
-    dust
-};
-/*
-    struct particle is used to describe each particle displayed on screen
-*/
-struct particle
-{
-    GLfloat x;                  /* x position of particle */
-    GLfloat y;                  /* y position of particle */
-    GLubyte color[4];           /* rgba color of particle */
-    GLfloat size;               /* size of particle in pixels */
-    GLfloat xvel;               /* x velocity of particle in pixels per milesecond */
-    GLfloat yvel;               /* y velocity of particle in pixels per millescond */
-    int isActive;               /* if not active, then particle is overwritten */
-    enum particleType type;     /* see enum particleType */
-} particles[MAX_PARTICLES];     /* this array holds all our particles */
-
-static int num_active_particles;        /* how many members of the particle array are actually being drawn / animated? */
-static int screen_w, screen_h;
-
-/* function declarations */
-void spawnTrailFromEmitter(struct particle *emitter);
-void spawnEmitterParticle(GLfloat x, GLfloat y);
-void explodeEmitter(struct particle *emitter);
-void initializeParticles(void);
-void initializeTexture();
-int nextPowerOfTwo(int x);
-void drawParticles();
-void stepParticles(void);
-
-/*  helper function (used in texture loading)
-    returns next power of two greater than or equal to x
-*/
-int
-nextPowerOfTwo(int x)
-{
-    int val = 1;
-    while (val < x) {
-        val *= 2;
-    }
-    return val;
-}
-
-/*
-    steps each active particle by timestep MILLESECONDS_PER_FRAME
-*/
-void
-stepParticles(void)
-{
-    int i;
-    struct particle *slot = particles;
-    struct particle *curr = particles;
-    for (i = 0; i < num_active_particles; i++) {
-        /* is the particle actually active, or is it marked for deletion? */
-        if (curr->isActive) {
-            /* is the particle off the screen? */
-            if (curr->y > screen_h)
-                curr->isActive = 0;
-            else if (curr->y < 0)
-                curr->isActive = 0;
-            if (curr->x > screen_w)
-                curr->isActive = 0;
-            else if (curr->x < 0)
-                curr->isActive = 0;
-
-            /* step velocity, then step position */
-            curr->yvel += ACCEL * MILLESECONDS_PER_FRAME;
-            curr->xvel += 0.0f;
-            curr->y += curr->yvel * MILLESECONDS_PER_FRAME;
-            curr->x += curr->xvel * MILLESECONDS_PER_FRAME;
-
-            /* particle behavior */
-            if (curr->type == emitter) {
-                /* if we're an emitter, spawn a trail */
-                spawnTrailFromEmitter(curr);
-                /* if we've reached our peak, explode */
-                if (curr->yvel > 0.0) {
-                    explodeEmitter(curr);
-                }
-            } else {
-                float speed =
-                    sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
-                /*      if wind resistance is not powerful enough to stop us completely,
-                   then apply winde resistance, otherwise just stop us completely */
-                if (WIND_RESISTANCE * MILLESECONDS_PER_FRAME < speed) {
-                    float normx = curr->xvel / speed;
-                    float normy = curr->yvel / speed;
-                    curr->xvel -=
-                        normx * WIND_RESISTANCE * MILLESECONDS_PER_FRAME;
-                    curr->yvel -=
-                        normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME;
-                } else {
-                    curr->xvel = curr->yvel = 0;        /* stop particle */
-                }
-
-                if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.1275f) {
-                    /* if this next step will cause us to fade out completely
-                       then just mark for deletion */
-                    curr->isActive = 0;
-                } else {
-                    /* otherwise, let's fade a bit more */
-                    curr->color[3] -= MILLESECONDS_PER_FRAME * 0.1275f;
-                }
-
-                /* if we're a dust particle, shrink our size */
-                if (curr->type == dust)
-                    curr->size -= MILLESECONDS_PER_FRAME * 0.010f;
-
-            }
-
-            /* if we're still active, pack ourselves in the array next
-               to the last active guy (pack the array tightly) */
-            if (curr->isActive)
-                *(slot++) = *curr;
-        }                       /* endif (curr->isActive) */
-        curr++;
-    }
-    /* the number of active particles is computed as the difference between
-       old number of active particles, where slot points, and the
-       new size of the array, where particles points */
-    num_active_particles = slot - particles;
-}
-
-/*
-    This draws all the particles shown on screen
-*/
-void
-drawParticles()
-{
-
-    /* draw the background */
-    glClear(GL_COLOR_BUFFER_BIT);
-
-    /* set up the position and color pointers */
-    glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
-    glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
-                   particles[0].color);
-
-    if (pointSizeExtensionSupported) {
-        /* pass in our array of point sizes */
-        glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
-                              &(particles[0].size));
-    }
-
-    /* draw our particles! */
-    glDrawArrays(GL_POINTS, 0, num_active_particles);
-
-}
-
-/*
-    This causes an emitter to explode in a circular bloom of dust particles
-*/
-void
-explodeEmitter(struct particle *emitter)
-{
-    /* first off, we're done with this particle, so turn active off */
-    emitter->isActive = 0;
-    int i;
-    for (i = 0; i < 200; i++) {
-
-        if (num_active_particles >= MAX_PARTICLES)
-            return;
-
-        /* come up with a random angle and speed for new particle */
-        float theta = randomFloat(0, 2.0f * 3.141592);
-        float exponent = 3.0f;
-        float speed = randomFloat(0.00, powf(0.17, exponent));
-        speed = powf(speed, 1.0f / exponent);
-
-        /* select the particle at the end of our array */
-        struct particle *p = &particles[num_active_particles];
-
-        /* set the particles properties */
-        p->xvel = speed * cos(theta);
-        p->yvel = speed * sin(theta);
-        p->x = emitter->x + emitter->xvel;
-        p->y = emitter->y + emitter->yvel;
-        p->isActive = 1;
-        p->type = dust;
-        p->size = 15;
-        /* inherit emitter's color */
-        p->color[0] = emitter->color[0];
-        p->color[1] = emitter->color[1];
-        p->color[2] = emitter->color[2];
-        p->color[3] = 255;
-        /* our array has expanded at the end */
-        num_active_particles++;
-    }
-
-}
-
-/*
-    This spawns a trail particle from an emitter
-*/
-void
-spawnTrailFromEmitter(struct particle *emitter)
-{
-
-    if (num_active_particles >= MAX_PARTICLES)
-        return;
-
-    /* select the particle at the slot at the end of our array */
-    struct particle *p = &particles[num_active_particles];
-
-    /* set position and velocity to roughly that of the emitter */
-    p->x = emitter->x + randomFloat(-3.0, 3.0);
-    p->y = emitter->y + emitter->size / 2.0f;
-    p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
-    p->yvel = emitter->yvel + 0.1;
-
-    /* set the color to a random-ish orangy type color */
-    p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
-    p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
-    p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
-    p->color[3] = (0.7f) * 255;
-
-    /* set other attributes */
-    p->size = 10;
-    p->type = trail;
-    p->isActive = 1;
-
-    /* our array has expanded at the end */
-    num_active_particles++;
-
-}
-
-/*
-    spawns a new emitter particle at the bottom of the screen
-    destined for the point (x,y).
-*/
-void
-spawnEmitterParticle(GLfloat x, GLfloat y)
-{
-
-    if (num_active_particles >= MAX_PARTICLES)
-        return;
-
-    /* find particle at endpoint of array */
-    struct particle *p = &particles[num_active_particles];
-
-    /* set the color randomly */
-    switch (rand() % 4) {
-    case 0:
-        p->color[0] = 255;
-        p->color[1] = 100;
-        p->color[2] = 100;
-        break;
-    case 1:
-        p->color[0] = 100;
-        p->color[1] = 255;
-        p->color[2] = 100;
-        break;
-    case 2:
-        p->color[0] = 100;
-        p->color[1] = 100;
-        p->color[2] = 255;
-        break;
-    case 3:
-        p->color[0] = 255;
-        p->color[1] = 150;
-        p->color[2] = 50;
-        break;
-    }
-    p->color[3] = 255;
-    /* set position to (x, screen_h) */
-    p->x = x;
-    p->y = screen_h;
-    /* set velocity so that terminal point is (x,y) */
-    p->xvel = 0;
-    p->yvel = -sqrt(2 * ACCEL * (screen_h - y));
-    /* set other attributes */
-    p->size = 10;
-    p->type = emitter;
-    p->isActive = 1;
-    /* our array has expanded at the end */
-    num_active_particles++;
-}
-
-/* just sets the endpoint of the particle array to element zero */
-void
-initializeParticles(void)
-{
-    num_active_particles = 0;
-}
-
-/*
-    loads the particle texture
- */
-void
-initializeTexture()
-{
-
-    int bpp;                    /* texture bits per pixel */
-    Uint32 Rmask, Gmask, Bmask, Amask;  /* masks for pixel format passed into OpenGL */
-    SDL_Surface *bmp_surface;   /* the bmp is loaded here */
-    SDL_Surface *bmp_surface_rgba8888;  /* this serves as a destination to convert the BMP
-                                           to format passed into OpenGL */
-
-    bmp_surface = SDL_LoadBMP("stroke.bmp");
-    if (bmp_surface == NULL) {
-        fatalError("could not load stroke.bmp");
-    }
-
-    /* Grab info about format that will be passed into OpenGL */
-    SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
-                               &Bmask, &Amask);
-    /* Create surface that will hold pixels passed into OpenGL */
-    bmp_surface_rgba8888 =
-        SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
-                             Gmask, Bmask, Amask);
-    /* Blit to this surface, effectively converting the format */
-    SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
-
-    glGenTextures(1, &particleTextureID);
-    glBindTexture(GL_TEXTURE_2D, particleTextureID);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
-                 nextPowerOfTwo(bmp_surface->w),
-                 nextPowerOfTwo(bmp_surface->h),
-                 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    /* this is where we actually pass in the pixel data */
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
-                 GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
-
-    /* free bmp surface and converted bmp surface */
-    SDL_FreeSurface(bmp_surface);
-    SDL_FreeSurface(bmp_surface_rgba8888);
-
-}
-
-int
-main(int argc, char *argv[])
-{
-    SDL_Window *window;         /* main window */
-    SDL_GLContext context;
-    int w, h;
-    Uint32 startFrame;          /* time frame began to process */
-    Uint32 endFrame;            /* time frame ended processing */
-    Uint32 delay;               /* time to pause waiting to draw next frame */
-    int done;                   /* should we clean up and exit? */
-
-    /* initialize SDL */
-    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
-        fatalError("Could not initialize SDL");
-    }
-    /* seed the random number generator */
-    srand(time(NULL));
-    /*
-       request some OpenGL parameters
-       that may speed drawing
-     */
-    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
-    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
-    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
-    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
-    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
-    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
-    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
-
-    /* create main window and renderer */
-    window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
-                                SDL_WINDOW_OPENGL |
-                                SDL_WINDOW_BORDERLESS);
-    context = SDL_GL_CreateContext(window);
-
-    /* load the particle texture */
-    initializeTexture();
-
-    /*      check if GL_POINT_SIZE_ARRAY_OES is supported
-       this is used to give each particle its own size
-     */
-    pointSizeExtensionSupported =
-        SDL_GL_ExtensionSupported("GL_OES_point_size_array");
-
-    /* set up some OpenGL state */
-    glDisable(GL_DEPTH_TEST);
-    glDisable(GL_CULL_FACE);
-
-    glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity();
-
-    SDL_GetWindowSize(window, &screen_w, &screen_h);
-    glViewport(0, 0, screen_w, screen_h);
-
-    glMatrixMode(GL_PROJECTION);
-    glLoadIdentity();
-    glOrthof((GLfloat) 0,
-             (GLfloat) screen_w,
-             (GLfloat) screen_h,
-             (GLfloat) 0, 0.0, 1.0);
-
-    glEnable(GL_TEXTURE_2D);
-    glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-    glEnableClientState(GL_VERTEX_ARRAY);
-    glEnableClientState(GL_COLOR_ARRAY);
-
-    glEnable(GL_POINT_SPRITE_OES);
-    glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
-
-    if (pointSizeExtensionSupported) {
-        /* we use this to set the sizes of all the particles */
-        glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
-    } else {
-        /* if extension not available then all particles have size 10 */
-        glPointSize(10);
-    }
-
-    done = 0;
-    /* enter main loop */
-    while (!done) {
-        startFrame = SDL_GetTicks();
-        SDL_Event event;
-        while (SDL_PollEvent(&event)) {
-            if (event.type == SDL_QUIT) {
-                done = 1;
-            }
-            if (event.type == SDL_MOUSEBUTTONDOWN) {
-                int x, y;
-                SDL_GetMouseState(&x, &y);
-                spawnEmitterParticle(x, y);
-            }
-        }
-        stepParticles();
-        drawParticles();
-        SDL_GL_SwapWindow(window);
-        endFrame = SDL_GetTicks();
-
-        /* figure out how much time we have left, and then sleep */
-        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
-        if (delay > MILLESECONDS_PER_FRAME) {
-            delay = MILLESECONDS_PER_FRAME;
-        }
-        if (delay > 0) {
-            SDL_Delay(delay);
-        }
-    }
-
-    /* delete textures */
-    glDeleteTextures(1, &particleTextureID);
-    /* shutdown SDL */
-    SDL_Quit();
-
-    return 0;
-}

http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/happy.c
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/happy.c b/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/happy.c
deleted file mode 100644
index ce661d9..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/happy.c
+++ /dev/null
@@ -1,177 +0,0 @@
-/*
- *  happy.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#include "SDL.h"
-#include "common.h"
-
-#define NUM_HAPPY_FACES 100     /* number of faces to draw */
-#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
-#define HAPPY_FACE_SIZE 32      /* width and height of happyface (pixels) */
-
-static SDL_Texture *texture = 0;    /* reference to texture holding happyface */
-
-static struct
-{
-    float x, y;                 /* position of happyface */
-    float xvel, yvel;           /* velocity of happyface */
-} faces[NUM_HAPPY_FACES];
-
-/*
-    Sets initial positions and velocities of happyfaces
-    units of velocity are pixels per millesecond
-*/
-void
-initializeHappyFaces()
-{
-    int i;
-    for (i = 0; i < NUM_HAPPY_FACES; i++) {
-        faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE);
-        faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE);
-        faces[i].xvel = randomFloat(-0.1f, 0.1f);
-        faces[i].yvel = randomFloat(-0.1f, 0.1f);
-    }
-}
-
-void
-render(SDL_Renderer *renderer)
-{
-
-    int i;
-    SDL_Rect srcRect;
-    SDL_Rect dstRect;
-
-    /* setup boundaries for happyface bouncing */
-    Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE;
-    Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE;
-    Uint16 minx = 0;
-    Uint16 miny = 0;
-
-    /* setup rects for drawing */
-    srcRect.x = 0;
-    srcRect.y = 0;
-    srcRect.w = HAPPY_FACE_SIZE;
-    srcRect.h = HAPPY_FACE_SIZE;
-    dstRect.w = HAPPY_FACE_SIZE;
-    dstRect.h = HAPPY_FACE_SIZE;
-
-    /* fill background in with black */
-    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
-    SDL_RenderClear(renderer);
-
-    /*
-       loop through all the happy faces:
-       - update position
-       - update velocity (if boundary is hit)
-       - draw
-     */
-    for (i = 0; i < NUM_HAPPY_FACES; i++) {
-        faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME;
-        faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
-        if (faces[i].x > maxx) {
-            faces[i].x = maxx;
-            faces[i].xvel = -faces[i].xvel;
-        } else if (faces[i].y > maxy) {
-            faces[i].y = maxy;
-            faces[i].yvel = -faces[i].yvel;
-        }
-        if (faces[i].x < minx) {
-            faces[i].x = minx;
-            faces[i].xvel = -faces[i].xvel;
-        } else if (faces[i].y < miny) {
-            faces[i].y = miny;
-            faces[i].yvel = -faces[i].yvel;
-        }
-        dstRect.x = faces[i].x;
-        dstRect.y = faces[i].y;
-        SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
-    }
-    /* update screen */
-    SDL_RenderPresent(renderer);
-
-}
-
-/*
-    loads the happyface graphic into a texture
-*/
-void
-initializeTexture(SDL_Renderer *renderer)
-{
-    SDL_Surface *bmp_surface;
-    /* load the bmp */
-    bmp_surface = SDL_LoadBMP("icon.bmp");
-    if (bmp_surface == NULL) {
-        fatalError("could not load bmp");
-    }
-    /* set white to transparent on the happyface */
-    SDL_SetColorKey(bmp_surface, 1,
-                    SDL_MapRGB(bmp_surface->format, 255, 255, 255));
-
-    /* convert RGBA surface to texture */
-    texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
-    if (texture == 0) {
-        fatalError("could not create texture");
-    }
-    SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
-
-    /* free up allocated memory */
-    SDL_FreeSurface(bmp_surface);
-}
-
-int
-main(int argc, char *argv[])
-{
-
-    SDL_Window *window;
-    SDL_Renderer *renderer;
-    Uint32 startFrame;
-    Uint32 endFrame;
-    Uint32 delay;
-    int done;
-
-    /* initialize SDL */
-    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
-        fatalError("Could not initialize SDL");
-    }
-    window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
-                                SDL_WINDOW_OPENGL |
-                                SDL_WINDOW_BORDERLESS);
-
-    renderer = SDL_CreateRenderer(window, -1, 0);
-
-    initializeTexture(renderer);
-    initializeHappyFaces();
-
-    /* main loop */
-    done = 0;
-    while (!done) {
-        startFrame = SDL_GetTicks();
-        SDL_Event event;
-        while (SDL_PollEvent(&event)) {
-            if (event.type == SDL_QUIT) {
-                done = 1;
-            }
-        }
-        render(renderer);
-        endFrame = SDL_GetTicks();
-
-        /* figure out how much time we have left, and then sleep */
-        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
-        if (delay < 0) {
-            delay = 0;
-        } else if (delay > MILLESECONDS_PER_FRAME) {
-            delay = MILLESECONDS_PER_FRAME;
-        }
-        SDL_Delay(delay);
-    }
-
-    /* cleanup */
-    SDL_DestroyTexture(texture);
-    /* shutdown SDL */
-    SDL_Quit();
-
-    return 0;
-
-}

http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/keyboard.c
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/keyboard.c b/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/keyboard.c
deleted file mode 100644
index 4fb45b9..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/keyboard.c
+++ /dev/null
@@ -1,310 +0,0 @@
-/*
- *  keyboard.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#import "SDL.h"
-#import "common.h"
-
-#define GLYPH_SIZE_IMAGE 16     /* size of glyphs (characters) in the bitmap font file */
-#define GLYPH_SIZE_SCREEN 32    /* size of glyphs (characters) as shown on the screen */
-
-static SDL_Texture *texture; /* texture where we'll hold our font */
-
-/* function declarations */
-void cleanup(void);
-void drawBlank(int x, int y);
-
-static SDL_Renderer *renderer;
-static int numChars = 0;        /* number of characters we've typed so far */
-static SDL_bool lastCharWasColon = 0;   /* we use this to detect sequences such as :) */
-static SDL_Color bg_color = { 50, 50, 100, 255 };       /* color of background */
-
-/* this structure maps a scancode to an index in our bitmap font.
-   it also contains data about under which modifiers the mapping is valid
-   (for example, we don't want shift + 1 to produce the character '1',
-   but rather the character '!')
-*/
-typedef struct
-{
-    SDL_Scancode scancode;      /* scancode of the key we want to map */
-    int allow_no_mod;           /* is the map valid if the key has no modifiers? */
-    SDL_Keymod mod;             /* what modifiers are allowed for the mapping */
-    int index;                  /* what index in the font does the scancode map to */
-} fontMapping;
-
-#define TABLE_SIZE 51           /* size of our table which maps keys and modifiers to font indices */
-
-/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
-   bitmap font.  As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
-   the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
-   The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
-   mapping is also valid if the user is holding shift.
-*/
-fontMapping map[TABLE_SIZE] = {
-
-    {SDL_SCANCODE_A, 1, KMOD_SHIFT, 33},        /* A */
-    {SDL_SCANCODE_B, 1, KMOD_SHIFT, 34},        /* B */
-    {SDL_SCANCODE_C, 1, KMOD_SHIFT, 35},        /* C */
-    {SDL_SCANCODE_D, 1, KMOD_SHIFT, 36},        /* D */
-    {SDL_SCANCODE_E, 1, KMOD_SHIFT, 37},        /* E */
-    {SDL_SCANCODE_F, 1, KMOD_SHIFT, 38},        /* F */
-    {SDL_SCANCODE_G, 1, KMOD_SHIFT, 39},        /* G */
-    {SDL_SCANCODE_H, 1, KMOD_SHIFT, 40},        /* H */
-    {SDL_SCANCODE_I, 1, KMOD_SHIFT, 41},        /* I */
-    {SDL_SCANCODE_J, 1, KMOD_SHIFT, 42},        /* J */
-    {SDL_SCANCODE_K, 1, KMOD_SHIFT, 43},        /* K */
-    {SDL_SCANCODE_L, 1, KMOD_SHIFT, 44},        /* L */
-    {SDL_SCANCODE_M, 1, KMOD_SHIFT, 45},        /* M */
-    {SDL_SCANCODE_N, 1, KMOD_SHIFT, 46},        /* N */
-    {SDL_SCANCODE_O, 1, KMOD_SHIFT, 47},        /* O */
-    {SDL_SCANCODE_P, 1, KMOD_SHIFT, 48},        /* P */
-    {SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49},        /* Q */
-    {SDL_SCANCODE_R, 1, KMOD_SHIFT, 50},        /* R */
-    {SDL_SCANCODE_S, 1, KMOD_SHIFT, 51},        /* S */
-    {SDL_SCANCODE_T, 1, KMOD_SHIFT, 52},        /* T */
-    {SDL_SCANCODE_U, 1, KMOD_SHIFT, 53},        /* U */
-    {SDL_SCANCODE_V, 1, KMOD_SHIFT, 54},        /* V */
-    {SDL_SCANCODE_W, 1, KMOD_SHIFT, 55},        /* W */
-    {SDL_SCANCODE_X, 1, KMOD_SHIFT, 56},        /* X */
-    {SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57},        /* Y */
-    {SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58},        /* Z */
-    {SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
-    {SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
-    {SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
-    {SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
-    {SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
-    {SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
-    {SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
-    {SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
-    {SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
-    {SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
-    {SDL_SCANCODE_SPACE, 1, 0, 0},      /* ' ' */
-    {SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
-    {SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31},    /* ? */
-    {SDL_SCANCODE_SLASH, 1, 0, 15},     /* / */
-    {SDL_SCANCODE_COMMA, 1, 0, 12},     /* , */
-    {SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
-    {SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26},        /* : */
-    {SDL_SCANCODE_PERIOD, 1, 0, 14},    /* . */
-    {SDL_SCANCODE_MINUS, 1, 0, 13},     /* - */
-    {SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11},   /* = */
-    {SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
-    {SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2},        /* " */
-    {SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
-
-};
-
-/*
-    This function maps an SDL_KeySym to an index in the bitmap font.
-    It does so by scanning through the font mapping table one entry
-    at a time.
-
-    If a match is found (scancode and allowed modifiers), the proper
-    index is returned.
-
-    If there is no entry for the key, -1 is returned
-*/
-int
-keyToIndex(SDL_Keysym key)
-{
-    int i, index = -1;
-    for (i = 0; i < TABLE_SIZE; i++) {
-        fontMapping compare = map[i];
-        if (key.scancode == compare.scancode) {
-            /* if this entry is valid with no key mod and we have no keymod, or if
-               the key's modifiers are allowed modifiers for that mapping */
-            if ((compare.allow_no_mod && key.mod == 0)
-                || (key.mod & compare.mod)) {
-                index = compare.index;
-                break;
-            }
-        }
-    }
-    return index;
-}
-
-/*
-    This function returns and x,y position for a given character number.
-    It is used for positioning each character of text
-*/
-void
-getPositionForCharNumber(int n, int *x, int *y)
-{
-    int x_padding = 16;         /* padding space on left and right side of screen */
-    int y_padding = 32;         /* padding space at top of screen */
-    /* figure out the number of characters that can fit horizontally across the screen */
-    int max_x_chars = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN;
-    int line_separation = 5;    /* pixels between each line */
-    *x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
-    *y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
-        y_padding;
-}
-
-void
-drawIndex(int index)
-{
-    int x, y;
-    getPositionForCharNumber(numChars, &x, &y);
-    SDL_Rect srcRect =
-        { GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
-    SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
-    drawBlank(x, y);
-    SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
-}
-
-/*  draws the cursor icon at the current end position of the text */
-void
-drawCursor(void)
-{
-    drawIndex(29);              /* cursor is at index 29 in the bitmap font */
-}
-
-/* paints over a glyph sized region with the background color
-   in effect it erases the area
-*/
-void
-drawBlank(int x, int y)
-{
-    SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
-    SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
-    SDL_RenderFillRect(renderer, &rect);
-}
-
-/* moves backwards one character, erasing the last one put down */
-void
-backspace(void)
-{
-    int x, y;
-    if (numChars > 0) {
-        getPositionForCharNumber(numChars, &x, &y);
-        drawBlank(x, y);
-        numChars--;
-        getPositionForCharNumber(numChars, &x, &y);
-        drawBlank(x, y);
-        drawCursor();
-    }
-}
-
-/* this function loads our font into an SDL_Texture and returns the SDL_Texture  */
-SDL_Texture*
-loadFont(void)
-{
-
-    SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
-
-    if (!surface) {
-        printf("Error loading bitmap: %s\n", SDL_GetError());
-        return 0;
-    } else {
-        /* set the transparent color for the bitmap font (hot pink) */
-        SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
-        /* now we convert the surface to our desired pixel format */
-        int format = SDL_PIXELFORMAT_ABGR8888;  /* desired texture format */
-        Uint32 Rmask, Gmask, Bmask, Amask;      /* masks for desired format */
-        int bpp;                /* bits per pixel for desired format */
-        SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
-                                   &Amask);
-        SDL_Surface *converted =
-            SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
-                                 Bmask, Amask);
-        SDL_BlitSurface(surface, NULL, converted, NULL);
-        /* create our texture */
-        texture =
-            SDL_CreateTextureFromSurface(renderer, converted);
-        if (texture == 0) {
-            printf("texture creation failed: %s\n", SDL_GetError());
-        } else {
-            /* set blend mode for our texture */
-            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
-        }
-        SDL_FreeSurface(surface);
-        SDL_FreeSurface(converted);
-        return texture;
-    }
-}
-
-int
-main(int argc, char *argv[])
-{
-
-    int index;                  /* index of last key we pushed in the bitmap font */
-    SDL_Window *window;
-    SDL_Event event;            /* last event received */
-    SDL_Keymod mod;             /* key modifiers of last key we pushed */
-    SDL_Scancode scancode;      /* scancode of last key we pushed */
-
-    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
-        printf("Error initializing SDL: %s", SDL_GetError());
-    }
-    /* create window */
-    window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
-    /* create renderer */
-    renderer = SDL_CreateRenderer(window, -1, 0);
-
-    /* load up our font */
-    loadFont();
-
-    /* draw the background, we'll just paint over it */
-    SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
-    SDL_RenderFillRect(renderer, NULL);
-    SDL_RenderPresent(renderer);
-
-    int done = 0;
-    /* loop till we get SDL_Quit */
-    while (SDL_WaitEvent(&event)) {
-        switch (event.type) {
-        case SDL_QUIT:
-            done = 1;
-            break;
-        case SDL_KEYDOWN:
-            index = keyToIndex(event.key.keysym);
-            scancode = event.key.keysym.scancode;
-            mod = event.key.keysym.mod;
-            if (scancode == SDL_SCANCODE_DELETE) {
-                /* if user hit delete, delete the last character */
-                backspace();
-                lastCharWasColon = 0;
-            } else if (lastCharWasColon && scancode == SDL_SCANCODE_0
-                       && (mod & KMOD_SHIFT)) {
-                /* if our last key was a colon and this one is a close paren, the make a hoppy face */
-                backspace();
-                drawIndex(32);  /* index for happy face */
-                numChars++;
-                drawCursor();
-                lastCharWasColon = 0;
-            } else if (index != -1) {
-                /* if we aren't doing a happy face, then just draw the normal character */
-                drawIndex(index);
-                numChars++;
-                drawCursor();
-                lastCharWasColon =
-                    (event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
-                     && (event.key.keysym.mod & KMOD_SHIFT));
-            }
-            /* check if the key was a colon */
-            /* draw our updates to the screen */
-            SDL_RenderPresent(renderer);
-            break;
-        case SDL_MOUSEBUTTONUP:
-            /*      mouse up toggles onscreen keyboard visibility */
-            if (SDL_IsTextInputActive()) {
-                SDL_StopTextInput();
-            } else {
-                SDL_StartTextInput();
-            }
-            break;
-        }
-    }
-    cleanup();
-    return 0;
-}
-
-/* clean up after ourselves like a good kiddy */
-void
-cleanup(void)
-{
-    SDL_DestroyTexture(texture);
-    SDL_Quit();
-}

http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/mixer.c
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diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/mixer.c b/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/mixer.c
deleted file mode 100644
index bd0cfb1..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/mixer.c
+++ /dev/null
@@ -1,353 +0,0 @@
-/*
- *  mixer.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#import "SDL.h"
-#import "common.h"
-
-#define NUM_CHANNELS 8          /* max number of sounds we can play at once */
-#define NUM_DRUMS 4             /* number of drums in our set */
-#define MILLESECONDS_PER_FRAME 16       /* about 60 frames per second */
-
-static struct
-{
-    SDL_Rect rect;              /* where the button is drawn */
-    SDL_Color upColor;          /* color when button is not active */
-    SDL_Color downColor;        /* color when button is active */
-    int isPressed;              /* is the button being pressed ? */
-    int touchIndex;             /* what mouse (touch) index pressed the button ? */
-} buttons[NUM_DRUMS];
-
-struct sound
-{
-    Uint8 *buffer;              /* audio buffer for sound file */
-    Uint32 length;              /* length of the buffer (in bytes) */
-};
-
-/* this array holds the audio for the drum noises */
-static struct sound drums[NUM_DRUMS];
-
-/* function declarations */
-void handleMouseButtonDown(SDL_Event * event);
-void handleMouseButtonUp(SDL_Event * event);
-int playSound(struct sound *);
-void initializeButtons();
-void audioCallback(void *userdata, Uint8 * stream, int len);
-void loadSound(const char *file, struct sound *s);
-
-struct
-{
-    /* channel array holds information about currently playing sounds */
-    struct
-    {
-        Uint8 *position;        /* what is the current position in the buffer of this sound ? */
-        Uint32 remaining;       /* how many bytes remaining before we're done playing the sound ? */
-        Uint32 timestamp;       /* when did this sound start playing ? */
-    } channels[NUM_CHANNELS];
-    SDL_AudioSpec outputSpec;   /* what audio format are we using for output? */
-    int numSoundsPlaying;       /* how many sounds are currently playing */
-} mixer;
-
-/* sets up the buttons (color, position, state) */
-void
-initializeButtons()
-{
-
-    int i;
-    int spacing = 10;           /* gap between drum buttons */
-    SDL_Rect buttonRect;        /* keeps track of where to position drum */
-    SDL_Color upColor = { 86, 86, 140, 255 };   /* color of drum when not pressed */
-    SDL_Color downColor = { 191, 191, 221, 255 };       /* color of drum when pressed */
-
-    buttonRect.x = spacing;
-    buttonRect.y = spacing;
-    buttonRect.w = SCREEN_WIDTH - 2 * spacing;
-    buttonRect.h = (SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
-
-    /* setup each button */
-    for (i = 0; i < NUM_DRUMS; i++) {
-
-        buttons[i].rect = buttonRect;
-        buttons[i].isPressed = 0;
-        buttons[i].upColor = upColor;
-        buttons[i].downColor = downColor;
-
-        buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
-
-    }
-}
-
-/*
- loads a wav file (stored in 'file'), converts it to the mixer's output format,
- and stores the resulting buffer and length in the sound structure
- */
-void
-loadSound(const char *file, struct sound *s)
-{
-    SDL_AudioSpec spec;         /* the audio format of the .wav file */
-    SDL_AudioCVT cvt;           /* used to convert .wav to output format when formats differ */
-    int result;
-    if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
-        fatalError("could not load .wav");
-    }
-    /* build the audio converter */
-    result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
-                               mixer.outputSpec.format,
-                               mixer.outputSpec.channels,
-                               mixer.outputSpec.freq);
-    if (result == -1) {
-        fatalError("could not build audio CVT");
-    } else if (result != 0) {
-        /*
-           this happens when the .wav format differs from the output format.
-           we convert the .wav buffer here
-         */
-        cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult);       /* allocate conversion buffer */
-        cvt.len = s->length;    /* set conversion buffer length */
-        SDL_memcpy(cvt.buf, s->buffer, s->length);      /* copy sound to conversion buffer */
-        if (SDL_ConvertAudio(&cvt) == -1) {     /* convert the sound */
-            fatalError("could not convert .wav");
-        }
-        SDL_free(s->buffer);    /* free the original (unconverted) buffer */
-        s->buffer = cvt.buf;    /* point sound buffer to converted buffer */
-        s->length = cvt.len_cvt;        /* set sound buffer's new length */
-    }
-}
-
-/* called from main event loop */
-void
-handleMouseButtonDown(SDL_Event * event)
-{
-
-    int x, y, mouseIndex, i, drumIndex;
-
-    mouseIndex = 0;
-    drumIndex = -1;
-
-    SDL_GetMouseState(&x, &y);
-    /* check if we hit any of the drum buttons */
-    for (i = 0; i < NUM_DRUMS; i++) {
-        if (x >= buttons[i].rect.x
-            && x < buttons[i].rect.x + buttons[i].rect.w
-            && y >= buttons[i].rect.y
-            && y < buttons[i].rect.y + buttons[i].rect.h) {
-            drumIndex = i;
-            break;
-        }
-    }
-    if (drumIndex != -1) {
-        /* if we hit a button */
-        buttons[drumIndex].touchIndex = mouseIndex;
-        buttons[drumIndex].isPressed = 1;
-        playSound(&drums[drumIndex]);
-    }
-
-}
-
-/* called from main event loop */
-void
-handleMouseButtonUp(SDL_Event * event)
-{
-    int i;
-    int mouseIndex = 0;
-    /* check if this should cause any of the buttons to become unpressed */
-    for (i = 0; i < NUM_DRUMS; i++) {
-        if (buttons[i].touchIndex == mouseIndex) {
-            buttons[i].isPressed = 0;
-        }
-    }
-}
-
-/* draws buttons to screen */
-void
-render(SDL_Renderer *renderer)
-{
-    int i;
-    SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
-    SDL_RenderClear(renderer);       /* draw background (gray) */
-    /* draw the drum buttons */
-    for (i = 0; i < NUM_DRUMS; i++) {
-        SDL_Color color =
-            buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
-        SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
-        SDL_RenderFillRect(renderer, &buttons[i].rect);
-    }
-    /* update the screen */
-    SDL_RenderPresent(renderer);
-}
-
-/*
-    finds a sound channel in the mixer for a sound
-    and sets it up to start playing
-*/
-int
-playSound(struct sound *s)
-{
-    /*
-       find an empty channel to play on.
-       if no channel is available, use oldest channel
-     */
-    int i;
-    int selected_channel = -1;
-    int oldest_channel = 0;
-
-    if (mixer.numSoundsPlaying == 0) {
-        /* we're playing a sound now, so start audio callback back up */
-        SDL_PauseAudio(0);
-    }
-
-    /* find a sound channel to play the sound on */
-    for (i = 0; i < NUM_CHANNELS; i++) {
-        if (mixer.channels[i].position == NULL) {
-            /* if no sound on this channel, select it */
-            selected_channel = i;
-            break;
-        }
-        /* if this channel's sound is older than the oldest so far, set it to oldest */
-        if (mixer.channels[i].timestamp <
-            mixer.channels[oldest_channel].timestamp)
-            oldest_channel = i;
-    }
-
-    /* no empty channels, take the oldest one */
-    if (selected_channel == -1)
-        selected_channel = oldest_channel;
-    else
-        mixer.numSoundsPlaying++;
-
-    /* point channel data to wav data */
-    mixer.channels[selected_channel].position = s->buffer;
-    mixer.channels[selected_channel].remaining = s->length;
-    mixer.channels[selected_channel].timestamp = SDL_GetTicks();
-
-    return selected_channel;
-}
-
-/*
-    Called from SDL's audio system.  Supplies sound input with data by mixing together all
-    currently playing sound effects.
-*/
-void
-audioCallback(void *userdata, Uint8 * stream, int len)
-{
-    int i;
-    int copy_amt;
-    SDL_memset(stream, mixer.outputSpec.silence, len);  /* initialize buffer to silence */
-    /* for each channel, mix in whatever is playing on that channel */
-    for (i = 0; i < NUM_CHANNELS; i++) {
-        if (mixer.channels[i].position == NULL) {
-            /* if no sound is playing on this channel */
-            continue;           /* nothing to do for this channel */
-        }
-
-        /* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
-        copy_amt =
-            mixer.channels[i].remaining <
-            len ? mixer.channels[i].remaining : len;
-
-        /* mix this sound effect with the output */
-        SDL_MixAudioFormat(stream, mixer.channels[i].position,
-                           mixer.outputSpec.format, copy_amt, 150);
-
-        /* update buffer position in sound effect and the number of bytes left */
-        mixer.channels[i].position += copy_amt;
-        mixer.channels[i].remaining -= copy_amt;
-
-        /* did we finish playing the sound effect ? */
-        if (mixer.channels[i].remaining == 0) {
-            mixer.channels[i].position = NULL;  /* indicates no sound playing on channel anymore */
-            mixer.numSoundsPlaying--;
-            if (mixer.numSoundsPlaying == 0) {
-                /* if no sounds left playing, pause audio callback */
-                SDL_PauseAudio(1);
-            }
-        }
-    }
-}
-
-int
-main(int argc, char *argv[])
-{
-
-    int done;                   /* has user tried to quit ? */
-    SDL_Window *window;         /* main window */
-    SDL_Renderer *renderer;
-    SDL_Event event;
-    Uint32 startFrame;          /* holds when frame started processing */
-    Uint32 endFrame;            /* holds when frame ended processing */
-    Uint32 delay;               /* calculated delay, how long should we wait before next frame? */
-
-    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
-        fatalError("could not initialize SDL");
-    }
-    window =
-        SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
-                         SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
-    renderer = SDL_CreateRenderer(window, 0, 0);
-
-    /* initialize the mixer */
-    SDL_memset(&mixer, 0, sizeof(mixer));
-    /* setup output format */
-    mixer.outputSpec.freq = 44100;
-    mixer.outputSpec.format = AUDIO_S16LSB;
-    mixer.outputSpec.channels = 2;
-    mixer.outputSpec.samples = 256;
-    mixer.outputSpec.callback = audioCallback;
-    mixer.outputSpec.userdata = NULL;
-
-    /* open audio for output */
-    if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
-        fatalError("Opening audio failed");
-    }
-
-    /* load our drum noises */
-    loadSound("ds_kick_big_amb.wav", &drums[3]);
-    loadSound("ds_brush_snare.wav", &drums[2]);
-    loadSound("ds_loose_skin_mute.wav", &drums[1]);
-    loadSound("ds_china.wav", &drums[0]);
-
-    /* setup positions, colors, and state of buttons */
-    initializeButtons();
-
-    /* enter main loop */
-    done = 0;
-    while (!done) {
-        startFrame = SDL_GetTicks();
-        while (SDL_PollEvent(&event)) {
-            switch (event.type) {
-            case SDL_MOUSEBUTTONDOWN:
-                handleMouseButtonDown(&event);
-                break;
-            case SDL_MOUSEBUTTONUP:
-                handleMouseButtonUp(&event);
-                break;
-            case SDL_QUIT:
-                done = 1;
-                break;
-            }
-        }
-        render(renderer);               /* draw buttons */
-        endFrame = SDL_GetTicks();
-
-        /* figure out how much time we have left, and then sleep */
-        delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
-        if (delay < 0) {
-            delay = 0;
-        } else if (delay > MILLESECONDS_PER_FRAME) {
-            delay = MILLESECONDS_PER_FRAME;
-        }
-        SDL_Delay(delay);
-    }
-
-    /* cleanup code, let's free up those sound buffers */
-    int i;
-    for (i = 0; i < NUM_DRUMS; i++) {
-        SDL_free(drums[i].buffer);
-    }
-    /* let SDL do its exit code */
-    SDL_Quit();
-
-    return 0;
-}

http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/rectangles.c
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/rectangles.c b/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/rectangles.c
deleted file mode 100644
index 86fce49..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/rectangles.c
+++ /dev/null
@@ -1,81 +0,0 @@
-/*
- *  rectangles.c
- *  written by Holmes Futrell
- *  use however you want
-*/
-
-#include "SDL.h"
-#include <time.h>
-#include "common.h"
-
-void
-render(SDL_Renderer *renderer)
-{
-
-    Uint8 r, g, b;
-    /*  Come up with a random rectangle */
-    SDL_Rect rect;
-    rect.w = randomInt(64, 128);
-    rect.h = randomInt(64, 128);
-    rect.x = randomInt(0, SCREEN_WIDTH);
-    rect.y = randomInt(0, SCREEN_HEIGHT);
-
-    /* Come up with a random color */
-    r = randomInt(50, 255);
-    g = randomInt(50, 255);
-    b = randomInt(50, 255);
-
-    /*  Fill the rectangle in the color */
-    SDL_SetRenderDrawColor(renderer, r, g, b, 255);
-    SDL_RenderFillRect(renderer, &rect);
-
-    /* update screen */
-    SDL_RenderPresent(renderer);
-
-}
-
-int
-main(int argc, char *argv[])
-{
-    if (SDL_Init(SDL_INIT_VIDEO/* | SDL_INIT_AUDIO */) < 0)
-    {
-        printf("Unable to initialize SDL");
-    }
-    
-    SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
-    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
-    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-    
-    int landscape = 1;
-    int modes = SDL_GetNumDisplayModes(0);
-    int sx = 0, sy = 0;
-    for (int i = 0; i < modes; i++)
-    {
-        SDL_DisplayMode mode;
-        SDL_GetDisplayMode(0, i, &mode);
-        if (landscape ? mode.w > sx : mode.h > sy)
-        {
-            sx = mode.w;
-            sy = mode.h;
-        }
-    }
-    
-    printf("picked: %d %d\n", sx, sy);
-    
-    SDL_Window *_sdl_window = NULL;
-    SDL_GLContext _sdl_context = NULL;
-    
-    _sdl_window = SDL_CreateWindow("fred",
-                                   0, 0,
-                                   sx, sy,
-                                   SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
-    
-    SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight");
-    
-    int ax = 0, ay = 0;
-    SDL_GetWindowSize(_sdl_window, &ax, &ay);
-    
-    printf("given: %d %d\n", ax, ay);
-
-    return 0;
-}

http://git-wip-us.apache.org/repos/asf/incubator-corinthia/blob/d1484ae0/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/touch.c
----------------------------------------------------------------------
diff --git a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/touch.c b/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/touch.c
deleted file mode 100644
index c81dcbc..0000000
--- a/DocFormats/platform/3rdparty/SDL2-2.0.3/Xcode-iOS/Demos/src/touch.c
+++ /dev/null
@@ -1,125 +0,0 @@
-/*
- *  touch.c
- *  written by Holmes Futrell
- *  use however you want
- */
-
-#include "SDL.h"
-#include "math.h"
-#include "common.h"
-
-#define BRUSH_SIZE 32           /* width and height of the brush */
-#define PIXELS_PER_ITERATION 5  /* number of pixels between brush blots when forming a line */
-
-static SDL_Texture *brush = 0;       /* texture for the brush */
-
-/*
-    draws a line from (startx, starty) to (startx + dx, starty + dy)
-    this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
-*/
-void
-drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
-{
-
-    float distance = sqrt(dx * dx + dy * dy);   /* length of line segment (pythagoras) */
-    int iterations = distance / PIXELS_PER_ITERATION + 1;       /* number of brush sprites to draw for the line */
-    float dx_prime = dx / iterations;   /* x-shift per iteration */
-    float dy_prime = dy / iterations;   /* y-shift per iteration */
-    SDL_Rect dstRect;           /* rect to draw brush sprite into */
-
-    dstRect.w = BRUSH_SIZE;
-    dstRect.h = BRUSH_SIZE;
-
-    /* setup x and y for the location of the first sprite */
-    float x = startx - BRUSH_SIZE / 2.0f;
-    float y = starty - BRUSH_SIZE / 2.0f;
-
-    int i;
-    /* draw a series of blots to form the line */
-    for (i = 0; i < iterations; i++) {
-        dstRect.x = x;
-        dstRect.y = y;
-        /* shift x and y for next sprite location */
-        x += dx_prime;
-        y += dy_prime;
-        /* draw brush blot */
-        SDL_RenderCopy(renderer, brush, NULL, &dstRect);
-    }
-}
-
-/*
-    loads the brush texture
-*/
-void
-initializeTexture(SDL_Renderer *renderer)
-{
-    SDL_Surface *bmp_surface;
-    bmp_surface = SDL_LoadBMP("stroke.bmp");
-    if (bmp_surface == NULL) {
-        fatalError("could not load stroke.bmp");
-    }
-    brush =
-        SDL_CreateTextureFromSurface(renderer, bmp_surface);
-    SDL_FreeSurface(bmp_surface);
-    if (brush == 0) {
-        fatalError("could not create brush texture");
-    }
-    /* additive blending -- laying strokes on top of eachother makes them brighter */
-    SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
-    /* set brush color (red) */
-    SDL_SetTextureColorMod(brush, 255, 100, 100);
-}
-
-int
-main(int argc, char *argv[])
-{
-
-    int x, y, dx, dy;           /* mouse location          */
-    Uint8 state;                /* mouse (touch) state */
-    SDL_Event event;
-    SDL_Window *window;         /* main window */
-    SDL_Renderer *renderer;
-    int done;                   /* does user want to quit? */
-
-    /* initialize SDL */
-    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
-        fatalError("Could not initialize SDL");
-    }
-
-    /* create main window and renderer */
-    window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
-                                SDL_WINDOW_OPENGL |
-                                SDL_WINDOW_BORDERLESS);
-    renderer = SDL_CreateRenderer(window, 0, 0);
-
-    /* load brush texture */
-    initializeTexture(renderer);
-
-    /* fill canvass initially with all black */
-    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
-    SDL_RenderClear(renderer);
-    SDL_RenderPresent(renderer);
-
-    done = 0;
-    while (!done && SDL_WaitEvent(&event)) {
-        switch (event.type) {
-        case SDL_QUIT:
-            done = 1;
-            break;
-        case SDL_MOUSEMOTION:
-            state = SDL_GetMouseState(&x, &y);  /* get its location */
-            SDL_GetRelativeMouseState(&dx, &dy);        /* find how much the mouse moved */
-            if (state & SDL_BUTTON_LMASK) {     /* is the mouse (touch) down? */
-                drawLine(renderer, x - dx, y - dy, dx, dy);       /* draw line segment */
-                SDL_RenderPresent(renderer);
-            }
-            break;
-        }
-    }
-
-    /* cleanup */
-    SDL_DestroyTexture(brush);
-    SDL_Quit();
-
-    return 0;
-}