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