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2 changes: 0 additions & 2 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -1,7 +1,5 @@
lib/*
gui/lib/*
!lib/.gitkeep
!gui/lib/.gitkeep
*.exe
*.bat
test.cpp
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5 changes: 4 additions & 1 deletion Makefile
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
# os specifics
ifeq ($(OS),Windows_NT)
OS_FLAGS = -w -Wl,-subsystem,windows -lmingw32
SDL2_LIBS = -L"${CURDIR}\gui\lib\SDL2\SDL2-2.0.12\i686-w64-mingw32\lib" -L"${CURDIR}\gui\lib\SDL2_ttf-2.0.15\i686-w64-mingw32\lib" -lSDL2main -lSDL2
SDL2_LIBS = -L"${CURDIR}\gui\lib\SDL2\SDL2-2.0.12\i686-w64-mingw32\lib" -L"${CURDIR}\gui\lib\SDL2_ttf-2.0.15\i686-w64-mingw32\lib" -L"${CURDIR}\gui\lib\SDL2_ttf-2.0.15\i686-w64-mingw32\bin" -lSDL2main -lSDL2
SDL2_CFLAGS = -I"${CURDIR}\gui\lib\SDL2\SDL2-2.0.12\i686-w64-mingw32\include" -I"${CURDIR}\gui\lib\SDL2\SDL2-2.0.12\i686-w64-mingw32\include\SDL2" -I"${CURDIR}\gui\lib\SDL2_ttf-2.0.15\i686-w64-mingw32\include" -I"${CURDIR}\gui\lib\SDL2_ttf-2.0.15\i686-w64-mingw32\include\SDL2"
ARCHIVE_COMMAND = ar
COMPILER_COMMAND = g++
Expand All @@ -14,6 +14,7 @@ else
endif

# setting vars
DEPENDENCIES = libs\*.dll # a backslash for windows!
BIN = math_tool
FONT = arial.ttf
SFILES = main.cpp
Expand All @@ -32,6 +33,7 @@ LINKER_FLAGS = -L gui/ -L backend/ -lgui -lbackend $(OS_FLAGS) $(SDL2_LIBS) -lSD
$(BIN): $(LIBS) $(OFILES)
$(COMPILER_COMMAND) -o $(BIN) $(OFILES) $(LINKER_FLAGS)
ifeq ($(OS),Windows_NT)
copy $(DEPENDENCIES) bin
copy $(BIN).exe bin
copy $(FONT) bin
else
Expand All @@ -56,6 +58,7 @@ ifeq ($(OS),Windows_NT)
del $(BIN).exe
del bin\$(FONT)
del bin\$(BIN).exe
del bin\*.dll
else
rm -f $(OFILES)
rm -f $(BIN)
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Empty file removed gui/lib/.gitkeep
Empty file.
20 changes: 20 additions & 0 deletions gui/lib/SDL2/SDL2-2.0.12/COPYING.txt
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@@ -0,0 +1,20 @@

Simple DirectMedia Layer
Copyright (C) 1997-2020 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.

53 changes: 53 additions & 0 deletions gui/lib/SDL2/SDL2-2.0.12/CREDITS.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,53 @@

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. :)

* 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 Mac OS X 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. for their great contributions!

And a big hand to everyone else who has contributed over the years.

THANKS! :)

-- Sam Lantinga <slouken@libsdl.org>

13 changes: 13 additions & 0 deletions gui/lib/SDL2/SDL2-2.0.12/README-SDL.txt
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@@ -0,0 +1,13 @@

Please distribute this file with the SDL runtime environment:

The 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.

The Simple DirectMedia Layer library source code is available from:
https://www.libsdl.org/

This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html

21 changes: 21 additions & 0 deletions gui/lib/SDL2/SDL2-2.0.12/README.txt
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@@ -0,0 +1,21 @@

Simple DirectMedia Layer

(SDL)

Version 2.0

---
https://www.libsdl.org/

Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.

More extensive documentation is available in the docs directory, starting
with README.md

Enjoy!
Sam Lantinga (slouken@libsdl.org)
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136 changes: 136 additions & 0 deletions gui/lib/SDL2/SDL2-2.0.12/i686-w64-mingw32/include/SDL2/SDL.h
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@@ -0,0 +1,136 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 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.
*/

/**
* \file SDL.h
*
* Main include header for the SDL library
*/


#ifndef SDL_h_
#define SDL_h_

#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_metal.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_shape.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/* As of version 0.5, SDL is loaded dynamically into the application */

/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */

/**
* This function initializes the subsystems specified by \c flags
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);

/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);

/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);

/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);

/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_h_ */

/* vi: set ts=4 sw=4 expandtab: */
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