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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/sdl/SDL_utils_c.h
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 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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// This is included in SDL_internal.h
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//#include "SDL_internal.h"
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#ifndef SDL_utils_h_
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#define SDL_utils_h_
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// Common utility functions that aren't in the public API
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// Return the smallest power of 2 greater than or equal to 'x'
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extern int SDL_powerof2(int x);
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extern Uint32 SDL_CalculateGCD(Uint32 a, Uint32 b);
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extern void SDL_CalculateFraction(float x, int *numerator, int *denominator);
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extern bool SDL_startswith(const char *string, const char *prefix);
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extern bool SDL_endswith(const char *string, const char *suffix);
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/** Convert URI to a local filename, stripping the "file://"
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* preamble and hostname if present, and writes the result
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* to the dst buffer. Since URI-encoded characters take
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* three times the space of normal characters, src and dst
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* can safely point to the same buffer for in situ conversion.
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*
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* Returns the number of decoded bytes that wound up in
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* the destination buffer, excluding the terminating NULL byte.
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*
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* On error, -1 is returned.
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*/
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extern int SDL_URIToLocal(const char *src, char *dst);
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typedef enum
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{
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SDL_OBJECT_TYPE_UNKNOWN,
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SDL_OBJECT_TYPE_WINDOW,
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SDL_OBJECT_TYPE_RENDERER,
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SDL_OBJECT_TYPE_TEXTURE,
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SDL_OBJECT_TYPE_JOYSTICK,
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SDL_OBJECT_TYPE_GAMEPAD,
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SDL_OBJECT_TYPE_HAPTIC,
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SDL_OBJECT_TYPE_SENSOR,
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SDL_OBJECT_TYPE_HIDAPI_DEVICE,
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SDL_OBJECT_TYPE_HIDAPI_JOYSTICK,
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SDL_OBJECT_TYPE_THREAD,
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SDL_OBJECT_TYPE_TRAY,
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} SDL_ObjectType;
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extern Uint32 SDL_GetNextObjectID(void);
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extern void SDL_SetObjectValid(void *object, SDL_ObjectType type, bool valid);
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extern bool SDL_ObjectValid(void *object, SDL_ObjectType type);
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extern int SDL_GetObjects(SDL_ObjectType type, void **objects, int count);
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extern void SDL_SetObjectsInvalid(void);
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extern const char *SDL_GetPersistentString(const char *string);
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extern char *SDL_CreateDeviceName(Uint16 vendor, Uint16 product, const char *vendor_name, const char *product_name, const char *default_name);
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#endif // SDL_utils_h_
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