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Merge pull request #244 from Bishop-333/apple-update
Backported the universal2 mac build script from ioquake3 and local sdl libs
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@@ -271,9 +271,9 @@ jobs: | |
- name: Build | ||
if: ${{ github.event_name != 'release' || matrix.btype != 'Debug' }} # skip Debug configuration in Release build | ||
run: | | ||
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan CNAME=quake3e-vulkan BUILD_SERVER=0 | ||
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan CNAME=quake3e-vulkan BUILD_SERVER=0 STRIP=echo | ||
make clean ARCH=${{ matrix.arch }} | ||
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=opengl | ||
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=opengl STRIP=echo | ||
- uses: actions/[email protected] | ||
if: matrix.cc == 'clang' && matrix.btype == 'release' | ||
|
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/* | ||
Simple DirectMedia Layer | ||
Copyright (C) 1997-2019 Sam Lantinga <[email protected]> | ||
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. | ||
*/ | ||
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/** | ||
* \file SDL.h | ||
* | ||
* Main include header for the SDL library | ||
*/ | ||
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#ifndef SDL_h_ | ||
#define SDL_h_ | ||
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#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_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" | ||
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#include "begin_code.h" | ||
/* Set up for C function definitions, even when using C++ */ | ||
#ifdef __cplusplus | ||
extern "C" { | ||
#endif | ||
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/* As of version 0.5, SDL is loaded dynamically into the application */ | ||
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/** | ||
* \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 \ | ||
) | ||
/* @} */ | ||
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/** | ||
* This function initializes the subsystems specified by \c flags | ||
*/ | ||
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); | ||
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/** | ||
* 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); | ||
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/** | ||
* This function cleans up specific SDL subsystems | ||
*/ | ||
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); | ||
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/** | ||
* 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); | ||
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/** | ||
* This function cleans up all initialized subsystems. You should | ||
* call it upon all exit conditions. | ||
*/ | ||
extern DECLSPEC void SDLCALL SDL_Quit(void); | ||
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/* Ends C function definitions when using C++ */ | ||
#ifdef __cplusplus | ||
} | ||
#endif | ||
#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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