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* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage. * D3DX11SaveTextureToFile usage is dropped and not replaced. * If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly. * If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions. * GLew updated to 1.10.0 * compiler switches added: /volatile:iso, /d2Zi+ * LTCG available via msbuild property: DolphinRelease * SDL updated to 2.0.0 * All Externals (excl. OpenAL and SDL) are built from source. * Now uses STL version of std::{mutex,condition_variable,thread} * Now uses Build as root directory for *all* intermediate files * Binary directory is populated as post-build msbuild action * .gitignore is simplified * UnitTests project is no longer compiled
87 lines
2.3 KiB
C
87 lines
2.3 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 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_touch.h
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*
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* Include file for SDL touch event handling.
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*/
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#ifndef _SDL_touch_h
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#define _SDL_touch_h
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#include "SDL_stdinc.h"
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#include "SDL_error.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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typedef Sint64 SDL_TouchID;
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typedef Sint64 SDL_FingerID;
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typedef struct SDL_Finger
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{
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SDL_FingerID id;
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float x;
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float y;
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float pressure;
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} SDL_Finger;
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/* Used as the device ID for mouse events simulated with touch input */
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#define SDL_TOUCH_MOUSEID ((Uint32)-1)
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/* Function prototypes */
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/**
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* \brief Get the number of registered touch devices.
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumTouchDevices(void);
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/**
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* \brief Get the touch ID with the given index, or 0 if the index is invalid.
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*/
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extern DECLSPEC SDL_TouchID SDLCALL SDL_GetTouchDevice(int index);
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/**
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* \brief Get the number of active fingers for a given touch device.
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumTouchFingers(SDL_TouchID touchID);
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/**
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* \brief Get the finger object of the given touch, with the given index.
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*/
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extern DECLSPEC SDL_Finger * SDLCALL SDL_GetTouchFinger(SDL_TouchID touchID, int index);
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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_touch_h */
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/* vi: set ts=4 sw=4 expandtab: */
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