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feat(gx): add incomplete 'CGxDeviceGLSDL' (#2)
* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
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2043 changed files with 663533 additions and 5 deletions
195
vendor/sdl-3.0.0/src/events/SDL_quit.c
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195
vendor/sdl-3.0.0/src/events/SDL_quit.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 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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#include "SDL_internal.h"
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/* General quit handling code for SDL */
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#ifdef HAVE_SIGNAL_H
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#include <signal.h>
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#endif
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#include "SDL_events_c.h"
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#if defined(HAVE_SIGNAL_H) || defined(HAVE_SIGACTION)
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#define HAVE_SIGNAL_SUPPORT 1
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#endif
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#ifdef HAVE_SIGNAL_SUPPORT
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static SDL_bool disable_signals = SDL_FALSE;
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static SDL_bool send_quit_pending = SDL_FALSE;
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#ifdef SDL_BACKGROUNDING_SIGNAL
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static SDL_bool send_backgrounding_pending = SDL_FALSE;
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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static SDL_bool send_foregrounding_pending = SDL_FALSE;
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#endif
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static void SDL_HandleSIG(int sig)
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{
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/* Reset the signal handler */
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(void)signal(sig, SDL_HandleSIG);
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/* Send a quit event next time the event loop pumps. */
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/* We can't send it in signal handler; SDL_malloc() might be interrupted! */
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if ((sig == SIGINT) || (sig == SIGTERM)) {
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send_quit_pending = SDL_TRUE;
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}
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#ifdef SDL_BACKGROUNDING_SIGNAL
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else if (sig == SDL_BACKGROUNDING_SIGNAL) {
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send_backgrounding_pending = SDL_TRUE;
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}
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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else if (sig == SDL_FOREGROUNDING_SIGNAL) {
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send_foregrounding_pending = SDL_TRUE;
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}
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#endif
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}
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static void SDL_EventSignal_Init(const int sig)
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{
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#ifdef HAVE_SIGACTION
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struct sigaction action;
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sigaction(sig, NULL, &action);
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#ifdef HAVE_SA_SIGACTION
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if (action.sa_handler == SIG_DFL && (void (*)(int))action.sa_sigaction == SIG_DFL) {
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#else
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if (action.sa_handler == SIG_DFL) {
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#endif
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action.sa_handler = SDL_HandleSIG;
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sigaction(sig, &action, NULL);
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}
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#elif defined(HAVE_SIGNAL_H)
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void (*ohandler)(int) = signal(sig, SDL_HandleSIG);
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if (ohandler != SIG_DFL) {
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signal(sig, ohandler);
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}
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#endif
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}
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static void SDL_EventSignal_Quit(const int sig)
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{
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#ifdef HAVE_SIGACTION
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struct sigaction action;
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sigaction(sig, NULL, &action);
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if (action.sa_handler == SDL_HandleSIG) {
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action.sa_handler = SIG_DFL;
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sigaction(sig, &action, NULL);
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}
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#elif defined(HAVE_SIGNAL_H)
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void (*ohandler)(int) = signal(sig, SIG_DFL);
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if (ohandler != SDL_HandleSIG) {
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signal(sig, ohandler);
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}
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#endif /* HAVE_SIGNAL_H */
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}
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/* Public functions */
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static int SDL_QuitInit_Internal(void)
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{
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/* Both SIGINT and SIGTERM are translated into quit interrupts */
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/* and SDL can be built to simulate iOS/Android semantics with arbitrary signals. */
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SDL_EventSignal_Init(SIGINT);
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SDL_EventSignal_Init(SIGTERM);
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#ifdef SDL_BACKGROUNDING_SIGNAL
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SDL_EventSignal_Init(SDL_BACKGROUNDING_SIGNAL);
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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SDL_EventSignal_Init(SDL_FOREGROUNDING_SIGNAL);
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#endif
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/* That's it! */
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return 0;
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}
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static void SDL_QuitQuit_Internal(void)
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{
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SDL_EventSignal_Quit(SIGINT);
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SDL_EventSignal_Quit(SIGTERM);
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#ifdef SDL_BACKGROUNDING_SIGNAL
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SDL_EventSignal_Quit(SDL_BACKGROUNDING_SIGNAL);
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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SDL_EventSignal_Quit(SDL_FOREGROUNDING_SIGNAL);
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#endif
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}
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#endif
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int SDL_InitQuit(void)
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{
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#ifdef HAVE_SIGNAL_SUPPORT
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if (!SDL_GetHintBoolean(SDL_HINT_NO_SIGNAL_HANDLERS, SDL_FALSE)) {
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return SDL_QuitInit_Internal();
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}
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#endif
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return 0;
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}
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void SDL_QuitQuit(void)
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{
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#ifdef HAVE_SIGNAL_SUPPORT
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if (!disable_signals) {
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SDL_QuitQuit_Internal();
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}
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#endif
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}
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void SDL_SendPendingSignalEvents(void)
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{
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#ifdef HAVE_SIGNAL_SUPPORT
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if (send_quit_pending) {
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SDL_SendQuit();
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SDL_assert(!send_quit_pending);
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}
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#ifdef SDL_BACKGROUNDING_SIGNAL
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if (send_backgrounding_pending) {
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send_backgrounding_pending = SDL_FALSE;
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SDL_OnApplicationWillResignActive();
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}
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#endif
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#ifdef SDL_FOREGROUNDING_SIGNAL
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if (send_foregrounding_pending) {
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send_foregrounding_pending = SDL_FALSE;
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SDL_OnApplicationDidBecomeActive();
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}
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#endif
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#endif
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}
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/* This function returns 1 if it's okay to close the application window */
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int SDL_SendQuit(void)
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{
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#ifdef HAVE_SIGNAL_SUPPORT
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send_quit_pending = SDL_FALSE;
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#endif
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return SDL_SendAppEvent(SDL_EVENT_QUIT);
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}
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