change build system to CMake and use SDL3 for everything

This commit is contained in:
Sven Balzer 2025-02-24 19:47:40 +01:00
parent e6a5a00dcb
commit 74e0d78a4c
2052 changed files with 981424 additions and 1461 deletions

53
CMakeLists.txt Normal file
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@ -0,0 +1,53 @@
cmake_minimum_required(VERSION 3.25)
project(mikemon VERSION 0.1 LANGUAGES CXX C)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_EXTENSIONS OFF)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_COMPILE_WARNING_AS_ERROR ON)
# SDL
set(SDL_SHARED OFF)
set(SDL_STATIC ON)
add_subdirectory(libs/SDL3)
# Shaders
find_program(SLANGC
NAMES slangc
PATHS /opt/shader-slang-bin/bin
)
function(add_shader name)
set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/assets/shader/${name}.slang)
set(OUTPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/assets/shader/${name}.h)
if (SLANGC)
add_custom_command(
OUTPUT ${OUTPUT_FILE}
COMMAND ${SLANGC} ${INPUT_FILE} -g3 -O0 -emit-spirv-via-glsl -entry main -target spirv -profile glsl_330 -o ${OUTPUT_FILE} -source-embed-style u8 -source-embed-name SPIRV_${name}
DEPENDS ${INPUT_FILE}
)
endif()
add_custom_target(${name}
DEPENDS ${OUTPUT_FILE}
)
endfunction()
add_shader(basic_vertex_shader)
add_shader(basic_pixel_shader)
add_executable(mikemon
src/log.cpp
src/load_entire_file.cpp
src/main.cpp
)
target_link_libraries(mikemon
PRIVATE
SDL3::SDL3
)
add_dependencies(mikemon
basic_vertex_shader
basic_pixel_shader
)

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const unsigned char SPIRV_basic_pixel_shader[] =
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};
const size_t SPIRV_basic_pixel_shader_sizeInBytes = 4684;

View File

@ -1,24 +1,27 @@
struct PixelShaderInput {
float4 pos : SV_POSITION;
float4 uvst : COORDINATES;
uint tile_type : TILE_TYPE;
};
struct PixelShaderOutput {
float4 color : SV_TARGET;
};
Texture2DArray<float4> tex1 : register(t0);
SamplerState texture_sampler : register(s0);
PixelShaderOutput main(PixelShaderInput input) {
PixelShaderOutput output;
#if 1
output.color = tex1.Sample(texture_sampler, float3(input.uvst.xy, input.tile_type));
#else
output.color = float4(1, 0, 1, 1);
#endif
return output;
struct PixelShaderInput {
float4 pos : SV_POSITION;
float4 uvst : COORDINATES;
uint tile_type : TILE_TYPE;
};
struct PixelShaderOutput {
float4 color : SV_TARGET;
};
[[vk::binding(0, 2)]]
Texture2DArray<float4> tex1 : register(t0, space2);
[[vk::binding(0, 2)]]
SamplerState texture_sampler : register(s0, space2);
[shader("pixel")]
PixelShaderOutput main(PixelShaderInput input) {
PixelShaderOutput output;
#if 1
output.color = tex1.Sample(texture_sampler, float3(input.uvst.xy, input.tile_type));
#else
output.color = float4(1, 0, 1, 1);
#endif
return output;
}

View File

@ -0,0 +1,718 @@
const unsigned char SPIRV_basic_vertex_shader[] =
{
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};
const size_t SPIRV_basic_vertex_shader_sizeInBytes = 13524;

View File

@ -1,64 +1,65 @@
struct VertexShaderInput {
// Per Vertex
float4 pos : VERTEX_POSITION;
float2 uv : UV_VERTEX;
uint vid : SV_VertexID;
// Per Instance
float4 pos_size : INSTANCE_POSITION_SIZE;
uint tile_type : TILE_TYPE;
float4 uv0uv1 : UV_INSTANCE;
};
cbuffer constants {
float aspect_ratio;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float4 uv0uv1 : COORDINATES;
uint tile_type : TILE_TYPE;
};
VertexShaderOutput main(VertexShaderInput input) {
VertexShaderOutput output;
float3x3 coord_sys = {
2, 0, -1,
0, -2, 1,
0, 0, 1
};
input.pos_size.xy = mul(coord_sys, float3(input.pos_size.xy, 1)).xy;
float3x3 pos = {
1, 0, input.pos_size.x,
0, 1, input.pos_size.y,
0, 0, 1
};
float3x3 size = {
input.pos_size.z, 0, 0,
0, input.pos_size.w, 0,
0, 0, 1
};
output.pos.xy = mul(pos, mul(size, input.pos.xyz)).xy;
float correction_factor = aspect_ratio / (16.0 / 9.0);
if(correction_factor < 1)
output.pos.y *= correction_factor;
else
output.pos.x /= correction_factor;
output.pos.zw = float2(0, 1);
output.uv0uv1.zw = float2(0, 0);
output.uv0uv1.xy = lerp(input.uv0uv1.xy, input.uv0uv1.zw, input.uv.xy);
output.tile_type = input.tile_type;
return output;
struct VertexShaderInput {
// Per Vertex
float4 pos : VERTEX_POSITION;
float2 uv : UV_VERTEX;
uint vid : SV_VertexID;
// Per Instance
float4 pos_size : INSTANCE_POSITION_SIZE;
uint tile_type : TILE_TYPE;
float4 uv0uv1 : UV_INSTANCE;
};
[[vk::binding(0, 1)]]
cbuffer constants {
float aspect_ratio;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float4 uv0uv1 : COORDINATES;
uint tile_type : TILE_TYPE;
};
[shader("vertex")]
VertexShaderOutput main(VertexShaderInput input) {
VertexShaderOutput output;
float3x3 coord_sys = {
2, 0, -1,
0, -2, 1,
0, 0, 1
};
input.pos_size.xy = mul(coord_sys, float3(input.pos_size.xy, 1)).xy;
float3x3 pos = {
1, 0, input.pos_size.x,
0, 1, input.pos_size.y,
0, 0, 1
};
float3x3 size = {
input.pos_size.z, 0, 0,
0, input.pos_size.w, 0,
0, 0, 1
};
output.pos.xy = mul(pos, mul(size, input.pos.xyz)).xy;
float correction_factor = aspect_ratio / (16.0 / 9.0);
if(correction_factor < 1)
output.pos.y *= correction_factor;
else
output.pos.x /= correction_factor;
output.pos.zw = float2(0, 1);
output.uv0uv1.zw = float2(0, 0);
output.uv0uv1.xy = lerp(input.uv0uv1.xy, input.uv0uv1.zw, input.uv.xy);
output.tile_type = input.tile_type;
return output;
}

View File

@ -1,45 +0,0 @@
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</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\font_main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\log.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\load_entire_file.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\stb_truetype.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\stb_image_write.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\stb_rect_pack.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\stb_image.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\glyphs.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -1,14 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ShowAllFiles>true</ShowAllFiles>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)bin\</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LocalDebuggerWorkingDirectory>$(ProjectDir)bin\</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
</Project>

91
libs/SDL3/.clang-format Normal file
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---
AlignConsecutiveMacros: Consecutive
AlignConsecutiveAssignments: None
AlignConsecutiveBitFields: None
AlignConsecutiveDeclarations: None
AlignEscapedNewlines: Right
AlignOperands: Align
AlignTrailingComments: true
AllowAllArgumentsOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: true
AllowShortEnumsOnASingleLine: true
AllowShortBlocksOnASingleLine: Never
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: All
AllowShortIfStatementsOnASingleLine: Never
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AlwaysBreakTemplateDeclarations: MultiLine
# Custom brace breaking
BreakBeforeBraces: Custom
BraceWrapping:
AfterCaseLabel: true
AfterClass: true
AfterControlStatement: Never
AfterEnum: true
AfterFunction: true
AfterNamespace: true
AfterObjCDeclaration: true
AfterStruct: true
AfterUnion: true
AfterExternBlock: false
BeforeElse: false
BeforeWhile: false
IndentBraces: false
SplitEmptyFunction: true
SplitEmptyRecord: true
# Make the closing brace of container literals go to a new line
Cpp11BracedListStyle: false
# Never format includes
IncludeBlocks: Preserve
# clang-format version 4.0 through 12.0:
#SortIncludes: false
# clang-format version 13.0+:
#SortIncludes: Never
# No length limit, in case it breaks macros, you can
# disable it with /* clang-format off/on */ comments
ColumnLimit: 0
IndentWidth: 4
ContinuationIndentWidth: 4
IndentCaseLabels: false
IndentCaseBlocks: false
IndentGotoLabels: true
IndentPPDirectives: None
IndentExternBlock: NoIndent
PointerAlignment: Right
SpaceAfterCStyleCast: false
SpacesInCStyleCastParentheses: false
SpacesInConditionalStatement: false
SpacesInContainerLiterals: true
SpaceBeforeAssignmentOperators: true
SpaceBeforeCaseColon: false
SpaceBeforeParens: ControlStatements
SpaceAroundPointerQualifiers: Default
SpaceInEmptyBlock: false
SpaceInEmptyParentheses: false
UseCRLF: false
UseTab: Never
ForEachMacros:
[
"spa_list_for_each",
"spa_list_for_each_safe",
"wl_list_for_each",
"wl_list_for_each_safe",
"wl_array_for_each",
"udev_list_entry_foreach",
]
---

59
libs/SDL3/.clang-tidy Normal file
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@ -0,0 +1,59 @@
---
Checks: >
-*,
bugprone-assert-side-effect,
bugprone-assignment-in-if-condition,
bugprone-bool-pointer-implicit-conversion,
bugprone-dangling-handle,
bugprone-dynamic-static-initializers,
bugprone-infinite-loop,
bugprone-integer-division,
bugprone-macro-repeated-side-effects,
bugprone-misplaced-operator-in-strlen-in-alloc,
bugprone-misplaced-pointer-arithmetic-in-alloc,
bugprone-misplaced-widening-cast,
bugprone-not-null-terminated-result,
bugprone-posix-return,
bugprone-redundant-branch-condition,
bugprone-string-literal-with-embedded-nul,
bugprone-suspicious-memset-usage,
bugprone-suspicious-semicolon,
bugprone-suspicious-string-compare,
bugprone-too-small-loop-variable,
bugprone-unused-return-value,
cert-err33-c,
clang-analyzer-core.*,
clang-analyzer-valist.*,
clang-analyzer-unix.Malloc,
clang-diagnostic-*,
google-readability-casting,
misc-misleading-bidirectional,
misc-misleading-identifier,
misc-misplaced-const,
misc-redundant-expression,
objc-*,
performance-type-promotion-in-math-fn,
readability-avoid-const-params-in-decls,
readability-braces-around-statements,
readability-const-return-type,
readability-duplicate-include,
readability-inconsistent-declaration-parameter-name,
readability-misplaced-array-index,
readability-non-const-parameter,
readability-redundant-control-flow,
readability-redundant-declaration,
readability-redundant-function-ptr-dereference,
readability-redundant-preprocessor,
readability-simplify-boolean-expr
CheckOptions:
- key: bugprone-assert-side-effect.AssertMacros
value: "SDL_assert, SDL_assert_release, SDL_assert_paranoid, SDL_assert_always, SDL_COMPILE_TIME_ASSERT"
- key: bugprone-misplaced-widening-cast.CheckImplicitCasts
value: true
- key: bugprone-not-null-terminated-result.WantToUseSafeFunctions
value: false # Do not recommend _s functions
FormatStyle: "file"
HeaderFilterRegex: "*.h$"
WarningsAsErrors: ""

69
libs/SDL3/.editorconfig Normal file
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# For format see editorconfig.org
# Copyright 2022 Collabora Ltd.
# SPDX-License-Identifier: Zlib
root = true
[*.{c,cc,cg,cpp,gradle,h,java,m,metal,pl,py,S,sh,txt}]
indent_size = 4
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
[*.{html,js,json,m4,yml,yaml,vcxproj,vcxproj.filters}]
indent_size = 2
indent_style = space
trim_tailing_whitespace = true
[*.xml]
indent_size = 4
indent_style = space
[{CMakeLists.txt,cmake/*.cmake}]
indent_size = 2
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
[{cmake/cmake_uninstall.cmake.in,test/CMakeLists.txt,cmake/SDL3Config.cmake.in}]
indent_size = 4
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
[{Makefile.*,*.mk,*.sln,*.pbxproj,*.plist}]
indent_size = 8
indent_style = tab
tab_width = 8
[src/joystick/controller_type.*]
indent_style = tab
[src/joystick/hidapi/steam/*.h]
indent_style = tab
[src/libm/*.c]
indent_style = tab
[src/test/SDL_test_{crc32,md5,random}.c]
indent_size = 2
indent_style = space
[src/video/yuv2rgb/*.{c,h}]
indent_style = tab
[wayland-protocols/*.xml]
indent_size = 2
indent_style = space
[*.{markdown,md}]
indent_size = 4
indent_style = space
# Markdown syntax treats tabs as 4 spaces
tab_width = 4
[{*.bat,*.rc}]
end_of_line = crlf
[*.cocci]
insert_final_newline = true

1
libs/SDL3/.git-hash Normal file
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@ -0,0 +1 @@
b5c3eab6b447111d3c7879bb547b80fb4abd9063

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@ -0,0 +1,32 @@
projectfullname = Simple Directmedia Layer
projectshortname = SDL
incsubdir = include/SDL3
wikisubdir =
readmesubdir = docs
apiprefixregex = (SDL_|SDLK_|[US]int\d+)
mainincludefname = SDL3/SDL.h
versionfname = include/SDL3/SDL_version.h
versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z
versionminorregex = \A\#define\s+SDL_MINOR_VERSION\s+(\d+)\Z
versionmicroregex = \A\#define\s+SDL_MICRO_VERSION\s+(\d+)\Z
selectheaderregex = \ASDL.*?\.h\Z
projecturl = https://libsdl.org/
wikiurl = https://wiki.libsdl.org
bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new
warn_about_missing = 0
#wikipreamble = (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!)
wikiheaderfiletext = Defined in [<SDL3/%fname%>](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/%fname%)
manpageheaderfiletext = Defined in SDL3/%fname%
manpagesymbolfilterregex = \A[US]int\d+\Z
# All SDL_test_* headers become undefined categories, everything else just converts like SDL_audio.h -> Audio
# A handful of others we fix up in the header itself with /* WIKI CATEGORY: x */ comments.
headercategoryeval = s/\ASDL_test_?.*?\.h\Z//; s/\ASDL_?(.*?)\.h\Z/$1/; ucfirst();
quickrefenabled = 1
quickrefcategoryorder = Init,Hints,Error,Version,Properties,Log,Video,Events,Keyboard,Mouse,Touch,Gamepad,Joystick,Haptic,Audio,Time,Timer,Render,SharedObject,Thread,Mutex,Atomic,Filesystem,IOStream,AsyncIO,Storage,Pixels,Surface,Blendmode,Rect,Camera,Clipboard,Dialog,GPU,Messagebox,Vulkan,Metal,Platform,Power,Sensor,Process,Bits,Endian,Assert,CPUInfo,Intrinsics,Locale,System,Misc,GUID,Main,Stdinc
quickreftitle = SDL3 API Quick Reference
quickrefurl = https://libsdl.org/
quickrefdesc = The latest version of this document can be found at https://wiki.libsdl.org/SDL3/QuickReference
quickrefmacroregex = \A(SDL_PLATFORM_.*|SDL_.*_INTRINSICS|SDL_Atomic...Ref|SDL_assert.*?|SDL_COMPILE_TIME_ASSERT|SDL_arraysize|SDL_Swap[BL]E\d\d|SDL_[a-z]+_cast)\Z

161
libs/SDL3/Android.mk Normal file
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LOCAL_PATH := $(call my-dir)
###########################
#
# SDL shared library
#
###########################
include $(CLEAR_VARS)
LOCAL_MODULE := SDL3
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include $(LOCAL_PATH)/include/build_config $(LOCAL_PATH)/src
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/aaudio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/openslES/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/camera/*.c) \
$(wildcard $(LOCAL_PATH)/src/camera/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/camera/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/core/*.c) \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(LOCAL_PATH)/src/dialog/SDL_dialog.c \
$(LOCAL_PATH)/src/dialog/SDL_dialog_utils.c \
$(LOCAL_PATH)/src/dialog/android/SDL_androiddialog.c \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/io/*.c) \
$(wildcard $(LOCAL_PATH)/src/io/generic/*.c) \
$(wildcard $(LOCAL_PATH)/src/gpu/*.c) \
$(wildcard $(LOCAL_PATH)/src/gpu/vulkan/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/hidapi/android/*.cpp) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/steam/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/main/*.c) \
$(wildcard $(LOCAL_PATH)/src/main/generic/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/process/*.c) \
$(wildcard $(LOCAL_PATH)/src/process/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/posix/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/storage/*.c) \
$(wildcard $(LOCAL_PATH)/src/storage/generic/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/time/*.c) \
$(wildcard $(LOCAL_PATH)/src/time/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/tray/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/tray/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/yuv2rgb/*.c))
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_CFLAGS += \
-Wall -Wextra \
-Wmissing-prototypes \
-Wunreachable-code-break \
-Wunneeded-internal-declaration \
-Wmissing-variable-declarations \
-Wfloat-conversion \
-Wshorten-64-to-32 \
-Wunreachable-code-return \
-Wshift-sign-overflow \
-Wstrict-prototypes \
-Wkeyword-macro \
# Warnings we haven't fixed (yet)
LOCAL_CFLAGS += -Wno-unused-parameter -Wno-sign-compare
LOCAL_CXXFLAGS += -std=gnu++11
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -lOpenSLES -llog -landroid
LOCAL_LDFLAGS := -Wl,--no-undefined -Wl,--no-undefined-version -Wl,--version-script=$(LOCAL_PATH)/src/dynapi/SDL_dynapi.sym
ifeq ($(NDK_DEBUG),1)
cmd-strip :=
endif
LOCAL_STATIC_LIBRARIES := cpufeatures
include $(BUILD_SHARED_LIBRARY)
###########################
#
# SDL_test static library
#
###########################
LOCAL_MODULE := SDL3_test
LOCAL_MODULE_FILENAME := libSDL3_test
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/test/*.c))
LOCAL_LDLIBS :=
LOCAL_LDFLAGS :=
LOCAL_EXPORT_LDLIBS :=
include $(BUILD_STATIC_LIBRARY)
###########################
#
# SDL static library
#
###########################
LOCAL_MODULE := SDL3_static
LOCAL_MODULE_FILENAME := libSDL3
LOCAL_LDLIBS :=
LOCAL_LDFLAGS :=
LOCAL_EXPORT_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_STATIC_LIBRARY)
$(call import-module,android/cpufeatures)

19
libs/SDL3/BUGS.txt Normal file
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Bugs are now managed in the SDL issue tracker, here:
https://github.com/libsdl-org/SDL/issues
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help at the SDL forums/mailing list:
https://discourse.libsdl.org/
or on Discord:
https://discord.com/invite/BwpFGBWsv8
Bug reports are welcome here, but we really appreciate if you use the issue tracker, as bugs discussed on the mailing list or Discord may be forgotten or missed.

3797
libs/SDL3/CMakeLists.txt Normal file

File diff suppressed because it is too large Load Diff

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libs/SDL3/CREDITS.md Normal file
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# Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
- Cliff Matthews, for giving me a reason to start this project. :) -- Executor rocks! *grin*
- Ryan Gordon for helping everybody out and keeping the dream alive. :)
- Frank Praznik for his Wayland support and general windowing development.
- Ozkan Sezer for sanity checks and make sure the i's are dotted and t's are crossed.
- Anonymous Maarten for CMake support and build system development.
- Evan Hemsley, Caleb Cornett, and Ethan Lee for SDL GPU development.
- Gabriel Jacobo for his work on the Android port and generally helping out all around.
- Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
- Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
- Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
- Alfred Reynolds for the game controller API and general (in)sanity
- Jørgen Tjernø¸ for numerous magical macOS fixes.
- Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
- Julian Winter for the SDL 2.0 website.
- Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
- Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
- Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
- Jim Grandpre for his work on multi-touch and gesture recognition during
the Google Summer of Code 2010.
- Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008.
- Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008.
- Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008.
- Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
- Everybody at Loki Software, Inc. and Valve Corporation for their great contributions!
And a big hand to everyone else who has contributed over the years.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

47
libs/SDL3/INSTALL.md Normal file
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# To build and use SDL:
SDL supports a number of development environments:
- [CMake](docs/INTRO-cmake.md)
- [Visual Studio on Windows](docs/INTRO-visualstudio.md)
- [Xcode on Apple platforms](docs/INTRO-xcode.md)
- [Android Studio](docs/INTRO-androidstudio.md)
- [Emscripten for web](docs/INTRO-emscripten.md)
SDL is also usable in other environments. The basic steps are to use CMake to build the library and then use the headers and library that you built in your project. You can search online to see if anyone has specific steps for your setup.
# Documentation
An API reference, tutorials, and additional documentation is available at:
https://wiki.libsdl.org/SDL3
# Example code
There are simple example programs in the examples directory, and you can view them online at:
https://examples.libsdl.org/SDL3
More in-depth test programs are available in the tests directory and can be built by adding `-DSDL_TESTS=ON` to the CMake command line when building SDL.
# Discussions
## Discord
You can join the official Discord server at:
https://discord.com/invite/BwpFGBWsv8
## Forums/mailing lists
You can join SDL development discussions at:
https://discourse.libsdl.org/
Once you sign up, you can use the forum through the website or as a mailing list from your email client.
## Announcement list
You can sign up for the low traffic announcement list at:
https://www.libsdl.org/mailing-list.php

18
libs/SDL3/LICENSE.txt Normal file
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

17
libs/SDL3/README.md Normal file
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Simple DirectMedia Layer (SDL for short) is a cross-platform library
designed to make it easy to write multi-media software, such as games
and emulators.
You can find the latest release and additional information at:
https://www.libsdl.org/
Installation instructions and a quick introduction is available in
[INSTALL.md](INSTALL.md)
This library is distributed under the terms of the zlib license,
available in [LICENSE.txt](LICENSE.txt).
Enjoy!
Sam Lantinga (slouken@libsdl.org)

1
libs/SDL3/REVISION.txt Normal file
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release-3.2.4-0-gb5c3eab6b

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.1.32414.318
MinimumVisualStudioVersion = 10.0.40219.1
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite", "tests\testsprite\testsprite.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testcontroller", "tests\testcontroller\testcontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
ProjectSection(ProjectDependencies) = postProject
{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A} = {DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgdk", "tests\testgdk\testgdk.vcxproj", "{1C9A3F71-35A5-4C56-B292-F4375B3C3649}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Gaming.Desktop.x64 = Debug|Gaming.Desktop.x64
Debug|Gaming.Xbox.Scarlett.x64 = Debug|Gaming.Xbox.Scarlett.x64
Debug|Gaming.Xbox.XboxOne.x64 = Debug|Gaming.Xbox.XboxOne.x64
Release|Gaming.Desktop.x64 = Release|Gaming.Desktop.x64
Release|Gaming.Xbox.Scarlett.x64 = Release|Gaming.Xbox.Scarlett.x64
Release|Gaming.Xbox.XboxOne.x64 = Release|Gaming.Xbox.XboxOne.x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}.Debug|Gaming.Desktop.x64.Build.0 = Debug|Gaming.Desktop.x64
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#!/bin/sh
find . -type f \( -name '*.user' -o -name '*.sdf' -o -name '*.ncb' -o -name '*.suo' \) -print -delete
find . -type f \( -name '*.bmp' -o -name '*.wav' -o -name '*.dat' \) -print -delete
find . -depth -type d \( -name Gaming.Desktop.x64 \) -exec rm -rv {} \;
find . -depth -type d \( -name Gaming.Xbox.Scarlett.x64 \) -exec rm -rv {} \;
find . -depth -type d \( -name Gaming.Xbox.XboxOne.x64 \) -exec rm -rv {} \;
rm shaders/*.h

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<Chunk Id="1000" Marker="Launch">
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<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
</Chunk>
</Package>

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<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testcontroller.exe"
TargetDeviceFamily="PC"
Id="Game" />
</ExecutableList>
<DesktopRegistration>
<DependencyList>
<KnownDependency Name="VC14"/>
</DependencyList>
</DesktopRegistration>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testcontroller"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
Description="testcontroller"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
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<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testcontroller.exe"
TargetDeviceFamily="XboxOne"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testcontroller"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
SplashScreenImage="SplashScreenImage.png"
Description="testcontroller"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
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<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testcontroller.exe"
TargetDeviceFamily="Scarlett"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testcontroller"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
SplashScreenImage="SplashScreenImage.png"
Description="testcontroller"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
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<Package>
<Chunk Id="1000" Marker="Launch">
<FileGroup DestinationPath="." SourcePath="." Include="testgdk.exe" />
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
<FileGroup DestinationPath="." SourcePath="." Include="*.wav" />
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
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/*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* testgdk: Basic tests of using task queue/xbl (with simple drawing) in GDK.
* NOTE: As of June 2022 GDK, login will only work if MicrosoftGame.config is
* configured properly. See README-gdk.md.
*/
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_common.h>
#include "../src/core/windows/SDL_windows.h"
#include <SDL3/SDL_main.h>
extern "C" {
#include "../test/testutils.h"
}
#include <XGameRuntime.h>
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDLTest_CommonState *state;
static int num_sprites;
static SDL_Texture **sprites;
static bool cycle_color;
static bool cycle_alpha;
static int cycle_direction = 1;
static int current_alpha = 0;
static int current_color = 0;
static int sprite_w, sprite_h;
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
int done;
static struct
{
SDL_AudioSpec spec;
Uint8 *sound; /* Pointer to wave data */
Uint32 soundlen; /* Length of wave data */
int soundpos; /* Current play position */
} wave;
static SDL_AudioStream *stream;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDL_free(sprites);
SDL_DestroyAudioStream(stream);
SDL_free(wave.sound);
SDLTest_CommonQuit(state);
/* If rc is 0, just let main return normally rather than calling exit.
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
*/
if (rc != 0) {
exit(rc);
}
}
static int fillerup(void)
{
const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
if (SDL_GetAudioStreamQueued(stream) < minimum) {
SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
}
return 0;
}
void
UserLoggedIn(XUserHandle user)
{
HRESULT hr;
char gamertag[128];
hr = XUserGetGamertag(user, XUserGamertagComponent::UniqueModern, sizeof(gamertag), gamertag, NULL);
if (SUCCEEDED(hr)) {
SDL_Log("User logged in: %s", gamertag);
} else {
SDL_Log("[GDK] UserLoggedIn -- XUserGetGamertag failed: 0x%08x.", hr);
}
XUserCloseHandle(user);
}
void
AddUserUICallback(XAsyncBlock *asyncBlock)
{
HRESULT hr;
XUserHandle user = NULL;
hr = XUserAddResult(asyncBlock, &user);
if (SUCCEEDED(hr)) {
uint64_t userId;
hr = XUserGetId(user, &userId);
if (FAILED(hr)) {
/* If unable to get the user ID, it means the account is banned, etc. */
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x.", hr);
XUserCloseHandle(user);
/* Per the docs, likely should call XUserResolveIssueWithUiAsync here. */
} else {
UserLoggedIn(user);
}
} else {
SDL_Log("[GDK] AddUserUICallback -- XUserAddAsync failed: 0x%08x.", hr);
}
delete asyncBlock;
}
void
AddUserUI()
{
HRESULT hr;
XAsyncBlock *asyncBlock = new XAsyncBlock;
asyncBlock->context = NULL;
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
asyncBlock->callback = &AddUserUICallback;
hr = XUserAddAsync(XUserAddOptions::None, asyncBlock);
if (FAILED(hr)) {
delete asyncBlock;
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
}
}
void
AddUserSilentCallback(XAsyncBlock *asyncBlock)
{
HRESULT hr;
XUserHandle user = NULL;
hr = XUserAddResult(asyncBlock, &user);
if (SUCCEEDED(hr)) {
uint64_t userId;
hr = XUserGetId(user, &userId);
if (FAILED(hr)) {
/* If unable to get the user ID, it means the account is banned, etc. */
SDL_Log("[GDK] AddUserSilentCallback -- XUserGetId failed: 0x%08x. Trying with UI.", hr);
XUserCloseHandle(user);
AddUserUI();
} else {
UserLoggedIn(user);
}
} else {
SDL_Log("[GDK] AddUserSilentCallback -- XUserAddAsync failed: 0x%08x. Trying with UI.", hr);
AddUserUI();
}
delete asyncBlock;
}
void
AddUserSilent()
{
HRESULT hr;
XAsyncBlock *asyncBlock = new XAsyncBlock;
asyncBlock->context = NULL;
asyncBlock->queue = NULL; /* A null queue will use the global process task queue */
asyncBlock->callback = &AddUserSilentCallback;
hr = XUserAddAsync(XUserAddOptions::AddDefaultUserSilently, asyncBlock);
if (FAILED(hr)) {
delete asyncBlock;
SDL_Log("[GDK] AddUserSilent -- failed: 0x%08x", hr);
}
}
int
LoadSprite(const char *file)
{
int i;
for (i = 0; i < state->num_windows; ++i) {
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
sprites[i] = LoadTexture(state->renderers[i], file, true, &sprite_w, &sprite_h);
if (!sprites[i]) {
return -1;
}
if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
SDL_DestroyTexture(sprites[i]);
return -1;
}
}
/* We're ready to roll. :) */
return 0;
}
void
DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
{
SDL_Rect viewport;
SDL_FRect temp;
/* Query the sizes */
SDL_GetRenderViewport(renderer, &viewport);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
current_color += cycle_direction;
if (current_color < 0) {
current_color = 0;
cycle_direction = -cycle_direction;
}
if (current_color > 255) {
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
if (current_alpha < 0) {
current_alpha = 0;
cycle_direction = -cycle_direction;
}
if (current_alpha > 255) {
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
}
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderPoint(renderer, 0.0f, 0.0f);
SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
SDL_RenderLine(renderer, (float)(viewport.w - 1), 1, (float)(viewport.w - 1), (float)(viewport.h - 2));
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1.0f;
temp.y = 1.0f;
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = (float)(viewport.w-sprite_w-1);
temp.y = 1.0f;
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = 1.0f;
temp.y = (float)(viewport.h-sprite_h-1);
temp.w = (float)sprite_w;
temp.h = (float)sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = (float)(viewport.w-sprite_w-1);
temp.y = (float)(viewport.h-sprite_h-1);
temp.w = (float)(sprite_w);
temp.h = (float)(sprite_h);
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, (float)sprite_w, (float)sprite_h,
(float)(viewport.w-sprite_w-2), (float)(viewport.h-sprite_h-2));
SDL_RenderLine(renderer, (float)(viewport.w-sprite_w-2), (float)sprite_h,
(float)sprite_w, (float)(viewport.h-sprite_h-2));
/* Update the screen! */
SDL_RenderPresent(renderer);
}
void
loop()
{
int i;
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat) {
SDL_Log("Initial SDL_EVENT_KEY_DOWN: %s", SDL_GetScancodeName(event.key.scancode));
}
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
/* On Xbox, ignore the keydown event because the features aren't supported */
if (event.type != SDL_EVENT_KEY_DOWN) {
SDLTest_CommonEvent(state, &event, &done);
}
#else
SDLTest_CommonEvent(state, &event, &done);
#endif
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL) {
continue;
}
DrawSprites(state->renderers[i], sprites[i]);
}
fillerup();
}
int
main(int argc, char *argv[])
{
int i;
const char *icon = "icon.bmp";
char *soundname = NULL;
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
blendMode = SDL_BLENDMODE_NONE;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
blendMode = SDL_BLENDMODE_BLEND;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
blendMode = SDL_BLENDMODE_ADD;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
blendMode = SDL_BLENDMODE_MOD;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
consumed = 2;
}
}
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
cycle_color = true;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
cycle_alpha = true;
consumed = 1;
} else if (SDL_isdigit(*argv[i])) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
} else if (argv[i][0] != '-') {
icon = argv[i];
consumed = 1;
}
}
if (consumed < 0) {
static const char *options[] = {
"[--blend none|blend|add|mod]",
"[--cyclecolor]",
"[--cyclealpha]",
"[num_sprites]",
"[icon.bmp]",
NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
if (LoadSprite(icon) < 0) {
quit(2);
}
soundname = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
if (!soundname) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", SDL_GetError());
quit(1);
}
/* Load the wave file into memory */
if (!SDL_LoadWAV(soundname, &wave.spec, &wave.sound, &wave.soundlen)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", soundname, SDL_GetError());
quit(1);
}
/* Show the list of available drivers */
SDL_Log("Available audio drivers:");
for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
}
SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &wave.spec, NULL, NULL);
if (!stream) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s", SDL_GetError());
return -1;
}
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
/* Main render loop */
done = 0;
/* Try to add the default user silently */
AddUserSilent();
while (!done) {
loop();
}
quit(0);
SDL_free(soundname);
return 0;
}

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@ -0,0 +1,401 @@
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<CopyFileToFolders Include="..\..\..\test\icon.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">Copying %(Filename)%(Extension)</Message>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">Copying %(Filename)%(Extension)</Message>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">Copying %(Filename)%(Extension)</Message>
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<Message Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testutils.c" />
<ClCompile Include="src\testgdk.cpp" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="wingdk\MicrosoftGame.config">
<FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
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<ItemGroup>
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<ItemGroup>
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<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
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</CopyFileToFolders>
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<ItemGroup>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -0,0 +1,53 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="..\..\..\test\testutils.c" />
<ClCompile Include="src\testgdk.cpp" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="..\..\..\test\icon.bmp" />
<CopyFileToFolders Include="..\..\logos\Logo44x44.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo100x100.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo150x150.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="wingdk\MicrosoftGame.config">
<Filter>wingdk</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
<Filter>xboxseries</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\..\test\sample.wav" />
<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
<Filter>xboxone</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="PackageLayout.xml" />
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<Filter>wingdk</Filter>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<Filter Include="logos">
<UniqueIdentifier>{c3c871f2-c7b7-4025-8ba4-037dde717fe1}</UniqueIdentifier>
</Filter>
<Filter Include="wingdk">
<UniqueIdentifier>{1678a80d-0ee8-4f48-bf89-9462d82dd98a}</UniqueIdentifier>
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<Filter Include="xboxseries">
<UniqueIdentifier>{1b47b96b-507e-40ec-9c25-99b1a4d5b575}</UniqueIdentifier>
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<Filter Include="xboxone">
<UniqueIdentifier>{ac7aa2d5-f0f7-46eb-a548-5b6316f3b63b}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>

View File

@ -0,0 +1,34 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testgdk.exe"
TargetDeviceFamily="PC"
Id="Game" />
</ExecutableList>
<DesktopRegistration>
<DependencyList>
<KnownDependency Name="VC14"/>
</DependencyList>
</DesktopRegistration>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testgdk"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
Description="testgdk"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

View File

@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testgdk.exe"
TargetDeviceFamily="XboxOne"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testgdk"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
SplashScreenImage="SplashScreenImage.png"
Description="testgdk"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

View File

@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testgdk.exe"
TargetDeviceFamily="Scarlett"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testgdk"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
SplashScreenImage="SplashScreenImage.png"
Description="testgdk"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

View File

@ -0,0 +1,9 @@
<Package>
<Chunk Id="1000" Marker="Launch">
<FileGroup DestinationPath="." SourcePath="." Include="testsprite.exe" />
<FileGroup DestinationPath="." SourcePath="." Include="MicrosoftGame.config" />
<FileGroup DestinationPath="." SourcePath="." Include="*.bmp" />
<FileGroup DestinationPath="." SourcePath="." Include="*.png" />
<FileGroup DestinationPath="." SourcePath="." Include="*.dll" />
</Chunk>
</Package>

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@ -0,0 +1,395 @@
<?xml version="1.0" encoding="utf-8"?>
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<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Gaming.Desktop.x64">
<Configuration>Debug</Configuration>
<Platform>Gaming.Desktop.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Gaming.Xbox.Scarlett.x64">
<Configuration>Debug</Configuration>
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Gaming.Xbox.XboxOne.x64">
<Configuration>Debug</Configuration>
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Gaming.Desktop.x64">
<Configuration>Release</Configuration>
<Platform>Gaming.Desktop.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Gaming.Xbox.Scarlett.x64">
<Configuration>Release</Configuration>
<Platform>Gaming.Xbox.Scarlett.x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Gaming.Xbox.XboxOne.x64">
<Configuration>Release</Configuration>
<Platform>Gaming.Xbox.XboxOne.x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{40FB7794-D3C3-4CFE-BCF4-A80C96635682}</ProjectGuid>
<RootNamespace>testsprite</RootNamespace>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'" Label="Configuration">
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<PlatformToolset Condition="'$(VisualStudioVersion)' != '10.0'">$(DefaultPlatformToolset)</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'" Label="Configuration">
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<Culture>0x0409</Culture>
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</Midl>
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</Midl>
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</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>
</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TypeLibraryName>.\Debug/testsprite.tlb</TypeLibraryName>
</Midl>
<ClCompile>
<AdditionalOptions>%(AdditionalOptions) /utf-8</AdditionalOptions>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)/../include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalUsingDirectories>%(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>OldStyle</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>
</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(TreatWarningsAsError)'!=''">
<ClCompile>
<AdditionalOptions>%(AdditionalOptions) /utf-8</AdditionalOptions>
<TreatWarningAsError>$(TreatWarningsAsError)</TreatWarningAsError>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDL\SDL.vcxproj">
<Project>{81ce8daf-ebb2-4761-8e45-b71abcca8c68}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDL_test\SDL_test.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="..\..\..\test\icon.bmp">
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">Copying %(Filename)%(Extension)</Message>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">Copying %(Filename)%(Extension)</Message>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">Copying %(Filename)%(Extension)</Message>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">Copying %(Filename)%(Extension)</Message>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">Copying %(Filename)%(Extension)</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">copy "%(FullPath)" "$(ProjectDir)\"
copy "%(FullPath)" "$(OutDir)\"</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">$(ProjectDir)\%(Filename)%(Extension);%(Outputs)</Outputs>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\test\testsprite.c" />
<ClCompile Include="..\..\..\test\testutils.c" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="wingdk/MicrosoftGame.config">
<FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="..\..\logos\Logo100x100.png" />
<CopyFileToFolders Include="..\..\logos\Logo150x150.png" />
<CopyFileToFolders Include="..\..\logos\Logo44x44.png" />
<CopyFileToFolders Include="..\..\logos\Logo480x480.png" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="PackageLayout.xml" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
<FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Desktop.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,52 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<ClCompile Include="..\..\..\test\testsprite.c" />
<ClCompile Include="..\..\..\test\testutils.c" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="..\..\..\test\icon.bmp" />
<CopyFileToFolders Include="..\..\logos\Logo44x44.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo100x100.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo150x150.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config">
<Filter>xboxseries</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="xboxone\MicrosoftGame.config">
<Filter>xboxone</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="wingdk/MicrosoftGame.config">
<Filter>wingdk</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\..\logos\SplashScreenImage.png">
<Filter>logos</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="PackageLayout.xml" />
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<Filter>wingdk</Filter>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<Filter Include="logos">
<UniqueIdentifier>{c3c871f2-c7b7-4025-8ba4-037dde717fe1}</UniqueIdentifier>
</Filter>
<Filter Include="wingdk">
<UniqueIdentifier>{c862dfc3-7803-4359-a31e-9dcda37e641a}</UniqueIdentifier>
</Filter>
<Filter Include="xboxseries">
<UniqueIdentifier>{1671e83d-25b3-4eb5-bed0-5c52c80f4e49}</UniqueIdentifier>
</Filter>
<Filter Include="xboxone">
<UniqueIdentifier>{9bf62acf-6661-43f9-bde3-0de9e1db4290}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>

View File

@ -0,0 +1,34 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testsprite.exe"
TargetDeviceFamily="PC"
Id="Game" />
</ExecutableList>
<DesktopRegistration>
<DependencyList>
<KnownDependency Name="VC14"/>
</DependencyList>
</DesktopRegistration>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testsprite"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
Description="testsprite"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

View File

@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testsprite.exe"
TargetDeviceFamily="XboxOne"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testsprite"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
SplashScreenImage="SplashScreenImage.png"
Description="testsprite"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

View File

@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<Game configVersion="1">
<!-- Set these to the correct identifiers from Partner Center -->
<Identity Name="SDL"
Version="1.0.0.0"
Publisher="CN=Publisher"/>
<ExecutableList>
<Executable Name="testsprite.exe"
TargetDeviceFamily="Scarlett"
Id="Game" />
</ExecutableList>
<!-- Set these to the correct values from Partner Center -->
<MSAAppId>PleaseChangeMe</MSAAppId>
<TitleId>FFFFFFFF</TitleId>
<ShellVisuals DefaultDisplayName="testsprite"
PublisherDisplayName="SDL"
Square480x480Logo="Logo480x480.png"
Square150x150Logo="Logo150x150.png"
Square44x44Logo="Logo44x44.png"
Description="testsprite"
SplashScreenImage="SplashScreenImage.png"
ForegroundText="light"
BackgroundColor="#000000"
StoreLogo="Logo100x100.png"/>
</Game>

579
libs/SDL3/VisualC/SDL.sln Normal file
View File

@ -0,0 +1,579 @@
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{D69D5741-611F-4E14-8541-1FEE94F50B5A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3", "SDL\SDL.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "checkkeys", "tests\checkkeys\checkkeys.vcxproj", "{26828762-C95D-4637-9CB1-7F0979523813}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "loopwave", "tests\loopwave\loopwave.vcxproj", "{AAAD1CB5-7ADA-47AE-85A0-08A6EC48FAFB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testatomic", "tests\testatomic\testatomic.vcxproj", "{66B32F7E-5716-48D0-B5B9-D832FD052DD5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testautomation", "tests\testautomation\testautomation.vcxproj", "{9C7E8C03-3130-436D-A97E-E8F8ED1AC4EA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdialog", "tests\testdialog\testdialog.vcxproj", "{97A3A89B-E023-48CD-905F-CDBDE8D951DE}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testdraw", "tests\testdraw\testdraw.vcxproj", "{8682FE1E-0CF6-4EDD-9BB5-1733D8C8B4DF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testfile", "tests\testfile\testfile.vcxproj", "{CAE4F1D0-314F-4B10-805B-0EFD670133A0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgl", "tests\testgl\testgl.vcxproj", "{8B5CFB38-CCBA-40A8-AD7A-89C57B070884}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testoverlay", "tests\testoverlay\testoverlay.vcxproj", "{B51E0D74-F0A2-45A2-BD2A-8B7D95B8204A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testplatform", "tests\testplatform\testplatform.vcxproj", "{26932B24-EFC6-4E3A-B277-ED653DA37968}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpower", "tests\testpower\testpower.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrendertarget", "tests\testrendertarget\testrendertarget.vcxproj", "{2D17C1EB-1157-460E-9A99-A82BFC1F9D1E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testrumble", "tests\testrumble\testrumble.vcxproj", "{BFF40245-E9A6-4297-A425-A554E5D767E8}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testscale", "tests\testscale\testscale.vcxproj", "{5D0930C0-7C91-4ECE-9014-7B7DDE9502E6}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testshape", "tests\testshape\testshape.vcxproj", "{31A3E4E1-AAE9-4EF3-9B23-18D0924BE4D2}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsprite", "tests\testsprite\testsprite.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C96635682}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3_test", "SDL_test\SDL_test.vcxproj", "{DA956FD3-E143-46F2-9FE5-C77BEBC56B1A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testcontroller", "tests\testcontroller\testcontroller.vcxproj", "{55812185-D13C-4022-9C81-32E0F4A08305}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testgles2", "tests\testgles2\testgles2.vcxproj", "{E9558DFE-1961-4DD4-B09B-DD0EEFD5C315}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testvulkan", "tests\testvulkan\testvulkan.vcxproj", "{0D604DFD-AAB6-442C-9368-F91A344146AB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testwm", "tests\testwm\testwm.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testyuv", "tests\testyuv\testyuv.vcxproj", "{40FB7794-D3C3-4CFE-BCF4-A80C97635682}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsensor", "tests\testsensor\testsensor.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC0A4}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testsurround", "tests\testsurround\testsurround.vcxproj", "{70B894A9-E306-49E8-ABC2-932A952A5E5F}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "testpen", "tests\testpen\testpen.vcxproj", "{C4E04D18-EF76-4B42-B4C2-16A1BACDC1A3}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "examples", "examples", "{1498F0CD-F4DA-4847-9CB2-FB18D48061D5}"
ProjectSection(SolutionItems) = preProject
examples\Directory.Build.props = examples\Directory.Build.props
EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "audio", "audio", "{1B61A1B7-92DE-4C37-9151-D2928D6449AB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01-simple-playback", "examples\audio\01-simple-playback\01-simple-playback.vcxproj", "{EB448819-74BC-40C9-A61A-4D4ECD55F9D5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02-simple-playback-callback", "examples\audio\02-simple-playback-callback\02-simple-playback-callback.vcxproj", "{6B710DFF-8A4A-40A2-BF2D-88D266F3D4F0}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "camera", "camera", "{AAEC8338-4D33-4AF5-9A1F-B9FF027D4607}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01-read-and-draw", "examples\camera\01-read-and-draw\01-read-and-draw.vcxproj", "{510ACF0C-4012-4216-98EF-E4F155DE33CE}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "game", "game", "{D1BF59F6-22DC-493B-BDEB-451A50DA793D}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01-snake", "examples\demo\01-snake\01-snake.vcxproj", "{7820969A-5B7B-4046-BB0A-82905D457FC5}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "pen", "pen", "{F2247885-8EE8-42F4-A702-4155587620E0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01-drawing-lines", "examples\pen\01-drawing-lines\01-drawing-lines.vcxproj", "{5EDA1ED3-8213-4C12-B0DF-B631EB611804}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "renderer", "renderer", "{F91DDAF0-B74F-4516-A1A9-42ED8DFCBF6A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "01-clear", "examples\renderer\01-clear\01-clear.vcxproj", "{896557AC-7575-480C-8FFD-AB08B5DA305D}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "02-primitives", "examples\renderer\02-primitives\02-primitives.vcxproj", "{504DC7EC-D82E-448E-9C7D-3BE7981592B3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03-lines", "examples\renderer\03-lines\03-lines.vcxproj", "{BDE7DBC0-DCE7-432E-8750-C4AE55463699}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "04-points", "examples\renderer\04-points\04-points.vcxproj", "{7B250AB1-92D3-4F1A-BEB4-19605A69CEDB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "05-rectangles", "examples\renderer\05-rectangles\05-rectangles.vcxproj", "{4C0E3A60-24F8-4D4C-81C0-C1777F5E7B17}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "06-textures", "examples\renderer\06-textures\06-textures.vcxproj", "{B3D61611-BFA3-4B66-ADC7-A3CE578A6D36}"
EndProject
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<ProjectGuid>{608C6C67-7766-471F-BBFF-8B00086039AF}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\audio\03-load-wav\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\audio\03-load-wav\load-wav.c" />
<Content Include="$(SolutionDir)\..\test\sample.wav" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{510ACF0C-4012-4216-98EF-E4F155DE33CE}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\camera\01-read-and-draw\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\camera\01-read-and-draw\read-and-draw.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{7820969A-5B7B-4046-BB0A-82905D457FC5}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\demo\01-snake\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\demo\01-snake\snake.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{A3F601E0-B54C-4DD8-8A97-FDEF7624EE60}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\demo\02-woodeneye-008\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\demo\02-woodeneye-008\woodeneye-008.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{75AEE75A-C016-4497-960B-D767B822237D}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\demo\03-infinite-monkeys\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\demo\03-infinite-monkeys\infinite-monkeys.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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import os
import pathlib
import uuid
REPOSITORY_ROOT = pathlib.Path(__file__).parent.parent.parent
def generate(category, example_name, c_source_file):
guid = str(uuid.uuid4()).upper()
text = f"""
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{{{guid}}}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\\..\\examples\\{category}\\{example_name}\\README.txt" />
<ClCompile Include="$(SolutionDir)\\..\\examples\\{category}\\{example_name}\\{c_source_file}" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\\Microsoft.Cpp.targets" />
</Project>
""".strip()
project_file = REPOSITORY_ROOT / "VisualC" / "examples" / category / example_name / f"{example_name}.vcxproj"
if project_file.exists():
print("Skipping:", project_file)
return
print("Generating file:", project_file)
os.makedirs(project_file.parent, exist_ok=True)
with open(project_file, "w", encoding="utf-8") as f:
f.write(text)
def get_c_source_filename(example_dir: pathlib.Path):
"""Gets the one and only C source file name in the directory of the example."""
c_files = [f.name for f in example_dir.iterdir() if f.name.endswith(".c")]
assert len(c_files) == 1
return c_files[0]
def main():
path = REPOSITORY_ROOT / "examples"
for category in path.iterdir():
if category.is_dir():
for example in category.iterdir():
generate(category.name, example.name, get_c_source_filename(example))
if __name__ == "__main__":
main()

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{5EDA1ED3-8213-4C12-B0DF-B631EB611804}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\pen\01-drawing-lines\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\pen\01-drawing-lines\drawing-lines.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{896557AC-7575-480C-8FFD-AB08B5DA305D}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\renderer\01-clear\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\renderer\01-clear\clear.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{504DC7EC-D82E-448E-9C7D-3BE7981592B3}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\renderer\02-primitives\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\renderer\02-primitives\primitives.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{BDE7DBC0-DCE7-432E-8750-C4AE55463699}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\renderer\03-lines\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\renderer\03-lines\lines.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{7B250AB1-92D3-4F1A-BEB4-19605A69CEDB}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\renderer\04-points\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\renderer\04-points\points.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{4C0E3A60-24F8-4D4C-81C0-C1777F5E7B17}</ProjectGuid>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\renderer\05-rectangles\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\renderer\05-rectangles\rectangles.c" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Label="Globals">
<ProjectGuid>{B3D61611-BFA3-4B66-ADC7-A3CE578A6D36}</ProjectGuid>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ItemGroup>
<None Include="$(SolutionDir)\..\examples\renderer\06-textures\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\renderer\06-textures\textures.c" />
<Content Include="$(SolutionDir)\..\test\sample.bmp" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<None Include="$(SolutionDir)\..\examples\renderer\07-streaming-textures\README.txt" />
<ClCompile Include="$(SolutionDir)\..\examples\renderer\07-streaming-textures\streaming-textures.c" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectGuid>{7091C001-3D71-47D4-B27B-E99271E5B987}</ProjectGuid>
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<ClCompile Include="$(SolutionDir)\..\examples\renderer\08-rotating-textures\rotating-textures.c" />
<Content Include="$(SolutionDir)\..\test\sample.bmp" CopyToOutputDirectory="PreserveNewest" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectGuid>{AF8BC84E-0268-4D1F-9503-84D9EE84C65F}</ProjectGuid>
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ClCompile Include="$(SolutionDir)\..\examples\renderer\11-color-mods\color-mods.c" />
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<ClCompile Include="$(SolutionDir)\..\examples\renderer\15-cliprect\cliprect.c" />
<Content Include="$(SolutionDir)\..\test\sample.bmp" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>

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