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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2017 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.
+*/
+
+/**
+ * \file SDL_system.h
+ *
+ * Include file for platform specific SDL API functions
+ */
+
+#ifndef SDL_system_h_
+#define SDL_system_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_keyboard.h"
+#include "SDL_render.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/* Platform specific functions for Windows */
+#ifdef __WIN32__
+
+/**
+ \brief Set a function that is called for every windows message, before TranslateMessage()
+*/
+typedef void (SDLCALL * SDL_WindowsMessageHook)(void *userdata, void *hWnd, unsigned int message, Uint64 wParam, Sint64 lParam);
+extern DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
+
+/**
+ \brief Returns the D3D9 adapter index that matches the specified display index.
+
+ This adapter index can be passed to IDirect3D9::CreateDevice and controls
+ on which monitor a full screen application will appear.
+*/
+extern DECLSPEC int SDLCALL SDL_Direct3D9GetAdapterIndex( int displayIndex );
+
+typedef struct IDirect3DDevice9 IDirect3DDevice9;
+/**
+ \brief Returns the D3D device associated with a renderer, or NULL if it's not a D3D renderer.
+
+ Once you are done using the device, you should release it to avoid a resource leak.
+ */
+extern DECLSPEC IDirect3DDevice9* SDLCALL SDL_RenderGetD3D9Device(SDL_Renderer * renderer);
+
+/**
+ \brief Returns the DXGI Adapter and Output indices for the specified display index.
+
+ These can be passed to EnumAdapters and EnumOutputs respectively to get the objects
+ required to create a DX10 or DX11 device and swap chain.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *adapterIndex, int *outputIndex );
+
+#endif /* __WIN32__ */
+
+
+/* Platform specific functions for iOS */
+#if defined(__IPHONEOS__) && __IPHONEOS__
+
+#define SDL_iOSSetAnimationCallback(window, interval, callback, callbackParam) SDL_iPhoneSetAnimationCallback(window, interval, callback, callbackParam)
+extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
+
+#define SDL_iOSSetEventPump(enabled) SDL_iPhoneSetEventPump(enabled)
+extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
+
+#endif /* __IPHONEOS__ */
+
+
+/* Platform specific functions for Android */
+#if defined(__ANDROID__) && __ANDROID__
+
+/**
+ \brief Get the JNI environment for the current thread
+
+ This returns JNIEnv*, but the prototype is void* so we don't need jni.h
+ */
+extern DECLSPEC void * SDLCALL SDL_AndroidGetJNIEnv(void);
+
+/**
+ \brief Get the SDL Activity object for the application
+
+ This returns jobject, but the prototype is void* so we don't need jni.h
+ The jobject returned by SDL_AndroidGetActivity is a local reference.
+ It is the caller's responsibility to properly release it
+ (using env->Push/PopLocalFrame or manually with env->DeleteLocalRef)
+ */
+extern DECLSPEC void * SDLCALL SDL_AndroidGetActivity(void);
+
+/**
+ See the official Android developer guide for more information:
+ http://developer.android.com/guide/topics/data/data-storage.html
+*/
+#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01
+#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02
+
+/**
+ \brief Get the path used for internal storage for this application.
+
+ This path is unique to your application and cannot be written to
+ by other applications.
+ */
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetInternalStoragePath(void);
+
+/**
+ \brief Get the current state of external storage, a bitmask of these values:
+ SDL_ANDROID_EXTERNAL_STORAGE_READ
+ SDL_ANDROID_EXTERNAL_STORAGE_WRITE
+
+ If external storage is currently unavailable, this will return 0.
+*/
+extern DECLSPEC int SDLCALL SDL_AndroidGetExternalStorageState(void);
+
+/**
+ \brief Get the path used for external storage for this application.
+
+ This path is unique to your application, but is public and can be
+ written to by other applications.
+ */
+extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath(void);
+
+#endif /* __ANDROID__ */
+
+/* Platform specific functions for WinRT */
+#if defined(__WINRT__) && __WINRT__
+
+/**
+ * \brief WinRT / Windows Phone path types
+ */
+typedef enum
+{
+ /** \brief The installed app's root directory.
+ Files here are likely to be read-only. */
+ SDL_WINRT_PATH_INSTALLED_LOCATION,
+
+ /** \brief The app's local data store. Files may be written here */
+ SDL_WINRT_PATH_LOCAL_FOLDER,
+
+ /** \brief The app's roaming data store. Unsupported on Windows Phone.
+ Files written here may be copied to other machines via a network
+ connection.
+ */
+ SDL_WINRT_PATH_ROAMING_FOLDER,
+
+ /** \brief The app's temporary data store. Unsupported on Windows Phone.
+ Files written here may be deleted at any time. */
+ SDL_WINRT_PATH_TEMP_FOLDER
+} SDL_WinRT_Path;
+
+
+/**
+ * \brief Retrieves a WinRT defined path on the local file system
+ *
+ * \note Documentation on most app-specific path types on WinRT
+ * can be found on MSDN, at the URL:
+ * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
+ *
+ * \param pathType The type of path to retrieve.
+ * \return A UCS-2 string (16-bit, wide-char) containing the path, or NULL
+ * if the path is not available for any reason. Not all paths are
+ * available on all versions of Windows. This is especially true on
+ * Windows Phone. Check the documentation for the given
+ * SDL_WinRT_Path for more information on which path types are
+ * supported where.
+ */
+extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
+
+/**
+ * \brief Retrieves a WinRT defined path on the local file system
+ *
+ * \note Documentation on most app-specific path types on WinRT
+ * can be found on MSDN, at the URL:
+ * http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
+ *
+ * \param pathType The type of path to retrieve.
+ * \return A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
+ * if the path is not available for any reason. Not all paths are
+ * available on all versions of Windows. This is especially true on
+ * Windows Phone. Check the documentation for the given
+ * SDL_WinRT_Path for more information on which path types are
+ * supported where.
+ */
+extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
+
+#endif /* __WINRT__ */
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_system_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */