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COPYING.txt

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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <[email protected]>
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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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CREDITS.txt

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Simple DirectMedia Layer CREDITS
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Thanks to everyone who made this possible, including:
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* Cliff Matthews, for giving me a reason to start this project. :)
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-- Executor rocks! *grin*
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* Ryan Gordon for helping everybody out and keeping the dream alive. :)
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* Gabriel Jacobo for his work on the Android port and generally helping out all around.
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* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
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* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
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* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
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* Alfred Reynolds for the game controller API and general (in)sanity
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* Jørgen Tjernø for numerous magical Mac OS X fixes.
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* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
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* Julian Winter for the SDL 2.0 website.
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* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
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* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
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* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
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* Jim Grandpre for his work on multi-touch and gesture recognition during
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the Google Summer of Code 2010.
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* Edgar "bobbens" Simo for his force feedback API development during the
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Google Summer of Code 2008.
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* Aaron Wishnick for his work on audio resampling and pitch shifting during
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the Google Summer of Code 2008.
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* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
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Google Summer of Code 2008.
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* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
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* Everybody at Loki Software, Inc. for their great contributions!
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And a big hand to everyone else who has contributed over the years.
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THANKS! :)
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-- Sam Lantinga <[email protected]>
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Makefile

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#SDL2 port for ORBIS from bigboss aka Antonio Jose Ramos Márquez @psxdev
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ifndef Ps4Sdk
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ifdef ps4sdk
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Ps4Sdk := $(ps4sdk)
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endif
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ifdef PS4SDK
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Ps4Sdk := $(PS4SDK)
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endif
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ifndef Ps4Sdk
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$(error Neither PS4SDK, Ps4Sdk nor ps4sdk set)
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endif
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endif
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target := ps4_lib
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OutPath := lib
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TargetFile := libSDL2
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AllTarget = $(OutPath)/$(TargetFile).a
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include $(Ps4Sdk)/make/ps4sdk.mk
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$(OutPath)/$(TargetFile).a: $(ObjectFiles)
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$(dirp)
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$(archive)
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install:
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@cp $(OutPath)/$(TargetFile).a $(Ps4Sdk)/lib
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@mkdir -p $(Ps4Sdk)/include/SDL2
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@cp include/*.h $(Ps4Sdk)/include/SDL2
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@echo "Installed!"
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CompilerFlags += -D__ORBIS__
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README-SDL.txt

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Please distribute this file with the SDL runtime environment:
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The Simple DirectMedia Layer (SDL for short) is a cross-platform library
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designed to make it easy to write multi-media software, such as games
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and emulators.
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The Simple DirectMedia Layer library source code is available from:
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https://www.libsdl.org/
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This library is distributed under the terms of the zlib license:
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http://www.zlib.net/zlib_license.html
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README.md

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SDL2 for liborbis
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======================
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What does this do?
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===================
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This is an unofficial port of SDL2.0 for PlayStation 4 using liborbis. It is ugly and some functionalities are not tested. I have no idea about SDL and the base port have been done in less than 24 hours porting from VITA code so sure you could improve it and make it much better than me or port it for other libraries. No intention from me to maintain it.
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You can get a little sample in liborbis repository with video and pad using SDL. Audio is using directly liborbis although i have implemented audio part on SDL i have not tested it, but i left some init method for externals libraries on liborbisAudio to avoid callbacl function and control buffer population with your own hands [link](https://github.com/orbisdev/liborbis/commit/167f8d61984b8ace2991418f41159b1a61fea617#diff-1d1e79ba191df6d3daea56c6f444709a), feel free to test it.
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Sample [link](https://github.com/orbiesdev/liborbis/samples/sdl)
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Credits
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===========================
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Special thanks goes to:
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- xerpi,Cpajuste,rsn887 and others who made SDL-Vita port without it i could not been done it.
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- Hitodama for his incredible work with ps4sdk.
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- All people involved with liborbis.
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- Of course to the SDL crew for all this stuff.

include/SDL.h

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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <[email protected]>
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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.h
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*
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* Main include header for the SDL library
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*/
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#ifndef SDL_h_
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#define SDL_h_
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#include "SDL_main.h"
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#include "SDL_stdinc.h"
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#include "SDL_assert.h"
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#include "SDL_atomic.h"
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#include "SDL_audio.h"
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#include "SDL_clipboard.h"
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#include "SDL_cpuinfo.h"
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#include "SDL_endian.h"
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#include "SDL_error.h"
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#include "SDL_events.h"
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#include "SDL_filesystem.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_haptic.h"
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#include "SDL_hints.h"
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#include "SDL_joystick.h"
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#include "SDL_loadso.h"
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#include "SDL_log.h"
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#include "SDL_messagebox.h"
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#include "SDL_mutex.h"
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#include "SDL_power.h"
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#include "SDL_render.h"
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#include "SDL_rwops.h"
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#include "SDL_shape.h"
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#include "SDL_system.h"
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#include "SDL_thread.h"
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#include "SDL_timer.h"
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#include "SDL_version.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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/* As of version 0.5, SDL is loaded dynamically into the application */
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/**
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* \name SDL_INIT_*
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*
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* These are the flags which may be passed to SDL_Init(). You should
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* specify the subsystems which you will be using in your application.
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*/
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/* @{ */
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#define SDL_INIT_TIMER 0x00000001u
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#define SDL_INIT_AUDIO 0x00000010u
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#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
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#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
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#define SDL_INIT_HAPTIC 0x00001000u
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#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
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#define SDL_INIT_EVENTS 0x00004000u
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#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
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#define SDL_INIT_EVERYTHING ( \
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SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
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SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
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)
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/* @} */
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/**
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* This function initializes the subsystems specified by \c flags
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*/
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extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
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/**
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* This function initializes specific SDL subsystems
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*
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* Subsystem initialization is ref-counted, you must call
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* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
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* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
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* If a subsystem is already loaded then this call will
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* increase the ref-count and return.
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*/
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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/**
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* This function cleans up specific SDL subsystems
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*/
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extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
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/**
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* This function returns a mask of the specified subsystems which have
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* previously been initialized.
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*
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* If \c flags is 0, it returns a mask of all initialized subsystems.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
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/**
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* This function cleans up all initialized subsystems. You should
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* call it upon all exit conditions.
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*/
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extern DECLSPEC void SDLCALL SDL_Quit(void);
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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_h_ */
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/* vi: set ts=4 sw=4 expandtab: */

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