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Currently only supports Wayland, and it's quite..... bad This is a DRAFT! Just a small proof-of-concept. I'll submit a draft PR to the SDL project to see if I should continue development. If this is greenlit, I might making consider a WGPU SDL_GPU backend if wgpu-native is in a good enough state (maybe Dawn if it isn't?) No promises though! Don't get angry at me if I don't! Current known issues: 1: Error handling is sparse. 2: It only supports the shared library version of wgpu-native, and it does that by just loading it whenever it needs to do something 3: wgpu-native is bad and doesn't implement wgpuGetProcAddress so we're just using SDL_LoadFunction instead. I'd much prefer using the native wgpuGetProcAddress but alas....
92 lines
2.9 KiB
C
92 lines
2.9 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2026 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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* Main include header for the SDL library, version 3.5.0
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*
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* It is almost always best to include just this one header instead of
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* picking out individual headers included here. There are exceptions to
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* this rule--SDL_main.h is special and not included here--but usually
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* letting SDL.h include the kitchen sink for you is the correct approach.
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*/
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#ifndef SDL_h_
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#define SDL_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_assert.h>
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#include <SDL3/SDL_asyncio.h>
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#include <SDL3/SDL_atomic.h>
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#include <SDL3/SDL_audio.h>
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#include <SDL3/SDL_bits.h>
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#include <SDL3/SDL_blendmode.h>
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#include <SDL3/SDL_camera.h>
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#include <SDL3/SDL_clipboard.h>
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#include <SDL3/SDL_cpuinfo.h>
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#include <SDL3/SDL_dialog.h>
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#include <SDL3/SDL_dlopennote.h>
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#include <SDL3/SDL_endian.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_filesystem.h>
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#include <SDL3/SDL_gamepad.h>
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#include <SDL3/SDL_gpu.h>
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#include <SDL3/SDL_guid.h>
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#include <SDL3/SDL_haptic.h>
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#include <SDL3/SDL_hidapi.h>
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#include <SDL3/SDL_hints.h>
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#include <SDL3/SDL_init.h>
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_keyboard.h>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_loadso.h>
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#include <SDL3/SDL_locale.h>
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#include <SDL3/SDL_log.h>
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#include <SDL3/SDL_messagebox.h>
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#include <SDL3/SDL_metal.h>
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#include <SDL3/SDL_misc.h>
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#include <SDL3/SDL_mouse.h>
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#include <SDL3/SDL_mutex.h>
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#include <SDL3/SDL_pen.h>
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#include <SDL3/SDL_pixels.h>
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#include <SDL3/SDL_platform.h>
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#include <SDL3/SDL_power.h>
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#include <SDL3/SDL_process.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_scancode.h>
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#include <SDL3/SDL_sensor.h>
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#include <SDL3/SDL_storage.h>
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#include <SDL3/SDL_surface.h>
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#include <SDL3/SDL_system.h>
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#include <SDL3/SDL_thread.h>
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#include <SDL3/SDL_time.h>
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#include <SDL3/SDL_timer.h>
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#include <SDL3/SDL_tray.h>
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#include <SDL3/SDL_touch.h>
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#include <SDL3/SDL_version.h>
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#include <SDL3/SDL_wgpu.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_oldnames.h>
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#endif /* SDL_h_ */
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