375 lines
12 KiB
C
375 lines
12 KiB
C
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/*
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pygame - Python Game Library
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Copyright (C) 2000-2001 Pete Shinners
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public
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License along with this library; if not, write to the Free
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Pete Shinners
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pete@shinners.org
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*/
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/* This will use PYGAMEAPI_EXTERN_SLOTS instead
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* of PYGAMEAPI_DEFINE_SLOTS for base modules.
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*/
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#ifndef _PYGAME_INTERNAL_H
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#define _PYGAME_INTERNAL_H
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#include "pgplatform.h"
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/*
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If PY_SSIZE_T_CLEAN is defined before including Python.h, length is a
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Py_ssize_t rather than an int for all # variants of formats (s#, y#, etc.)
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*/
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#define PY_SSIZE_T_CLEAN
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#include <Python.h>
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/* Ensure PyPy-specific code is not in use when running on GraalPython (PR
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* #2580) */
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#if defined(GRAALVM_PYTHON) && defined(PYPY_VERSION)
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#undef PYPY_VERSION
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#endif
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#include <SDL.h>
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/* SDL 1.2 constants removed from SDL 2 */
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typedef enum {
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SDL_HWSURFACE = 0,
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SDL_RESIZABLE = SDL_WINDOW_RESIZABLE,
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SDL_ASYNCBLIT = 0,
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SDL_OPENGL = SDL_WINDOW_OPENGL,
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SDL_OPENGLBLIT = 0,
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SDL_ANYFORMAT = 0,
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SDL_HWPALETTE = 0,
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SDL_DOUBLEBUF = 0,
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SDL_FULLSCREEN = SDL_WINDOW_FULLSCREEN,
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SDL_HWACCEL = 0,
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SDL_SRCCOLORKEY = 0,
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SDL_RLEACCELOK = 0,
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SDL_SRCALPHA = 0,
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SDL_NOFRAME = SDL_WINDOW_BORDERLESS,
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SDL_GL_SWAP_CONTROL = 0,
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TIMER_RESOLUTION = 0
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} PygameVideoFlags;
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/* the wheel button constants were removed from SDL 2 */
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typedef enum {
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PGM_BUTTON_LEFT = SDL_BUTTON_LEFT,
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PGM_BUTTON_RIGHT = SDL_BUTTON_RIGHT,
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PGM_BUTTON_MIDDLE = SDL_BUTTON_MIDDLE,
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PGM_BUTTON_WHEELUP = 4,
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PGM_BUTTON_WHEELDOWN = 5,
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PGM_BUTTON_X1 = SDL_BUTTON_X1 + 2,
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PGM_BUTTON_X2 = SDL_BUTTON_X2 + 2,
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PGM_BUTTON_KEEP = 0x80
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} PygameMouseFlags;
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typedef enum {
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/* Any SDL_* events here are for backward compatibility. */
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SDL_NOEVENT = 0,
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SDL_ACTIVEEVENT = SDL_USEREVENT,
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SDL_VIDEORESIZE,
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SDL_VIDEOEXPOSE,
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PGE_MIDIIN,
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PGE_MIDIOUT,
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PGE_KEYREPEAT, /* Special internal pygame event, for managing key-presses
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*/
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/* DO NOT CHANGE THE ORDER OF EVENTS HERE */
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PGE_WINDOWSHOWN,
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PGE_WINDOWHIDDEN,
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PGE_WINDOWEXPOSED,
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PGE_WINDOWMOVED,
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PGE_WINDOWRESIZED,
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PGE_WINDOWSIZECHANGED,
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PGE_WINDOWMINIMIZED,
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PGE_WINDOWMAXIMIZED,
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PGE_WINDOWRESTORED,
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PGE_WINDOWENTER,
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PGE_WINDOWLEAVE,
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PGE_WINDOWFOCUSGAINED,
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PGE_WINDOWFOCUSLOST,
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PGE_WINDOWCLOSE,
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PGE_WINDOWTAKEFOCUS,
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PGE_WINDOWHITTEST,
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PGE_WINDOWICCPROFCHANGED,
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PGE_WINDOWDISPLAYCHANGED,
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/* Here we define PGPOST_* events, events that act as a one-to-one
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* proxy for SDL events (and some extra events too!), the proxy is used
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* internally when pygame users use event.post()
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*
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* At a first glance, these may look redundant, but they are really
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* important, especially with event blocking. If proxy events are
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* not there, blocked events dont make it to our event filter, and
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* that can break a lot of stuff.
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*
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* IMPORTANT NOTE: Do not post events directly with these proxy types,
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* use the appropriate functions from event.c, that handle these proxy
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* events for you.
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* Proxy events are for internal use only */
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PGPOST_EVENTBEGIN, /* mark start of proxy-events */
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PGPOST_ACTIVEEVENT = PGPOST_EVENTBEGIN,
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PGPOST_APP_TERMINATING,
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PGPOST_APP_LOWMEMORY,
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PGPOST_APP_WILLENTERBACKGROUND,
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PGPOST_APP_DIDENTERBACKGROUND,
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PGPOST_APP_WILLENTERFOREGROUND,
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PGPOST_APP_DIDENTERFOREGROUND,
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PGPOST_AUDIODEVICEADDED,
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PGPOST_AUDIODEVICEREMOVED,
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PGPOST_CLIPBOARDUPDATE,
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PGPOST_CONTROLLERAXISMOTION,
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PGPOST_CONTROLLERBUTTONDOWN,
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PGPOST_CONTROLLERBUTTONUP,
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PGPOST_CONTROLLERDEVICEADDED,
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PGPOST_CONTROLLERDEVICEREMOVED,
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PGPOST_CONTROLLERDEVICEREMAPPED,
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PGPOST_CONTROLLERTOUCHPADDOWN,
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PGPOST_CONTROLLERTOUCHPADMOTION,
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PGPOST_CONTROLLERTOUCHPADUP,
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PGPOST_CONTROLLERSENSORUPDATE,
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PGPOST_DOLLARGESTURE,
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PGPOST_DOLLARRECORD,
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PGPOST_DROPFILE,
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PGPOST_DROPTEXT,
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PGPOST_DROPBEGIN,
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PGPOST_DROPCOMPLETE,
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PGPOST_FINGERMOTION,
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PGPOST_FINGERDOWN,
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PGPOST_FINGERUP,
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PGPOST_KEYDOWN,
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PGPOST_KEYMAPCHANGED,
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PGPOST_KEYUP,
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PGPOST_JOYAXISMOTION,
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PGPOST_JOYBALLMOTION,
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PGPOST_JOYHATMOTION,
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PGPOST_JOYBUTTONDOWN,
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PGPOST_JOYBUTTONUP,
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PGPOST_JOYDEVICEADDED,
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PGPOST_JOYDEVICEREMOVED,
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PGPOST_LOCALECHANGED,
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PGPOST_MIDIIN,
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PGPOST_MIDIOUT,
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PGPOST_MOUSEMOTION,
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PGPOST_MOUSEBUTTONDOWN,
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PGPOST_MOUSEBUTTONUP,
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PGPOST_MOUSEWHEEL,
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PGPOST_MULTIGESTURE,
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PGPOST_NOEVENT,
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PGPOST_QUIT,
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PGPOST_RENDER_TARGETS_RESET,
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PGPOST_RENDER_DEVICE_RESET,
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PGPOST_SYSWMEVENT,
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PGPOST_TEXTEDITING,
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PGPOST_TEXTINPUT,
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PGPOST_VIDEORESIZE,
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PGPOST_VIDEOEXPOSE,
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PGPOST_WINDOWSHOWN,
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PGPOST_WINDOWHIDDEN,
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PGPOST_WINDOWEXPOSED,
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PGPOST_WINDOWMOVED,
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PGPOST_WINDOWRESIZED,
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PGPOST_WINDOWSIZECHANGED,
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PGPOST_WINDOWMINIMIZED,
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PGPOST_WINDOWMAXIMIZED,
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PGPOST_WINDOWRESTORED,
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PGPOST_WINDOWENTER,
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PGPOST_WINDOWLEAVE,
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PGPOST_WINDOWFOCUSGAINED,
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PGPOST_WINDOWFOCUSLOST,
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PGPOST_WINDOWCLOSE,
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PGPOST_WINDOWTAKEFOCUS,
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PGPOST_WINDOWHITTEST,
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PGPOST_WINDOWICCPROFCHANGED,
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PGPOST_WINDOWDISPLAYCHANGED,
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PGE_USEREVENT, /* this event must stay in this position only */
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PG_NUMEVENTS =
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SDL_LASTEVENT /* Not an event. Indicates end of user events. */
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} PygameEventCode;
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/* SDL1 ACTIVEEVENT state attribute can take the following values */
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/* These constant values are directly picked from SDL1 source */
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#define SDL_APPMOUSEFOCUS 0x01
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#define SDL_APPINPUTFOCUS 0x02
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#define SDL_APPACTIVE 0x04
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/* Surface flags: based on SDL 1.2 flags */
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typedef enum {
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PGS_SWSURFACE = 0x00000000,
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PGS_HWSURFACE = 0x00000001,
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PGS_ASYNCBLIT = 0x00000004,
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PGS_ANYFORMAT = 0x10000000,
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PGS_HWPALETTE = 0x20000000,
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PGS_DOUBLEBUF = 0x40000000,
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PGS_FULLSCREEN = 0x80000000,
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PGS_SCALED = 0x00000200,
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PGS_OPENGL = 0x00000002,
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PGS_OPENGLBLIT = 0x0000000A,
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PGS_RESIZABLE = 0x00000010,
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PGS_NOFRAME = 0x00000020,
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PGS_SHOWN = 0x00000040, /* Added from SDL 2 */
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PGS_HIDDEN = 0x00000080, /* Added from SDL 2 */
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PGS_HWACCEL = 0x00000100,
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PGS_SRCCOLORKEY = 0x00001000,
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PGS_RLEACCELOK = 0x00002000,
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PGS_RLEACCEL = 0x00004000,
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PGS_SRCALPHA = 0x00010000,
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PGS_PREALLOC = 0x01000000
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} PygameSurfaceFlags;
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// TODO Implement check below in a way that does not break CI
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/* New buffer protocol (PEP 3118) implemented on all supported Py versions.
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#if !defined(Py_TPFLAGS_HAVE_NEWBUFFER)
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#error No support for PEP 3118/Py_TPFLAGS_HAVE_NEWBUFFER. Please use a
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supported Python version. #endif */
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#define RAISE(x, y) (PyErr_SetString((x), (y)), NULL)
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#define DEL_ATTR_NOT_SUPPORTED_CHECK(name, value) \
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do { \
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if (!value) { \
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PyErr_Format(PyExc_AttributeError, "Cannot delete attribute %s", \
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name); \
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return -1; \
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} \
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} while (0)
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#define DEL_ATTR_NOT_SUPPORTED_CHECK_NO_NAME(value) \
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do { \
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if (!value) { \
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PyErr_SetString(PyExc_AttributeError, "Cannot delete attribute"); \
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return -1; \
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} \
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} while (0)
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/*
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* Initialization checks
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*/
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#define VIDEO_INIT_CHECK() \
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if (!SDL_WasInit(SDL_INIT_VIDEO)) \
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return RAISE(pgExc_SDLError, "video system not initialized")
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#define JOYSTICK_INIT_CHECK() \
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if (!SDL_WasInit(SDL_INIT_JOYSTICK)) \
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return RAISE(pgExc_SDLError, "joystick system not initialized")
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/* thread check */
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#ifdef WITH_THREAD
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#define PG_CHECK_THREADS() (1)
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#else /* ~WITH_THREAD */
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#define PG_CHECK_THREADS() \
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(RAISE(PyExc_NotImplementedError, "Python built without thread support"))
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#endif /* ~WITH_THREAD */
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#define PyType_Init(x) (((x).ob_type) = &PyType_Type)
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/* CPython 3.6 had initial and undocumented FASTCALL support, but we play it
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* safe by not relying on implementation details */
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#if PY_VERSION_HEX < 0x03070000
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/* Macro for naming a pygame fastcall wrapper function */
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#define PG_FASTCALL_NAME(func) _##func##_fastcall_wrap
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/* used to forward declare compat functions */
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#define PG_DECLARE_FASTCALL_FUNC(func, self_type) \
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static PyObject *PG_FASTCALL_NAME(func)(self_type * self, PyObject * args)
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/* Using this macro on a function defined with the FASTCALL calling convention
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* adds a wrapper definition that uses regular python VARARGS convention.
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* Since it is guaranteed that the 'args' object is a tuple, we can directly
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* call PySequence_Fast_ITEMS and PyTuple_GET_SIZE on it (which are macros that
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* assume the same, and don't do error checking) */
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#define PG_WRAP_FASTCALL_FUNC(func, self_type) \
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PG_DECLARE_FASTCALL_FUNC(func, self_type) \
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{ \
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return func(self, (PyObject *const *)PySequence_Fast_ITEMS(args), \
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PyTuple_GET_SIZE(args)); \
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}
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#define PG_FASTCALL METH_VARARGS
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#else /* PY_VERSION_HEX >= 0x03070000 */
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/* compat macros are no-op on python versions that support fastcall */
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#define PG_FASTCALL_NAME(func) func
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#define PG_DECLARE_FASTCALL_FUNC(func, self_type)
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#define PG_WRAP_FASTCALL_FUNC(func, self_type)
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#define PG_FASTCALL METH_FASTCALL
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#endif /* PY_VERSION_HEX >= 0x03070000 */
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/*
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* event module internals
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*/
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struct pgEventObject {
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PyObject_HEAD int type;
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PyObject *dict;
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};
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/*
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* surflock module internals
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*/
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typedef struct {
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PyObject_HEAD PyObject *surface;
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PyObject *lockobj;
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PyObject *weakrefs;
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} pgLifetimeLockObject;
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/*
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* surface module internals
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*/
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struct pgSubSurface_Data {
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PyObject *owner;
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int pixeloffset;
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int offsetx, offsety;
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};
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/*
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* color module internals
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*/
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struct pgColorObject {
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PyObject_HEAD Uint8 data[4];
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Uint8 len;
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};
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/*
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* include public API
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*/
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#include "include/_pygame.h"
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/* Slot counts.
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* Remember to keep these constants up to date.
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*/
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#define PYGAMEAPI_RECT_NUMSLOTS 5
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#define PYGAMEAPI_JOYSTICK_NUMSLOTS 2
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#define PYGAMEAPI_DISPLAY_NUMSLOTS 2
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#define PYGAMEAPI_SURFACE_NUMSLOTS 4
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#define PYGAMEAPI_SURFLOCK_NUMSLOTS 8
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#define PYGAMEAPI_RWOBJECT_NUMSLOTS 6
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#define PYGAMEAPI_PIXELARRAY_NUMSLOTS 2
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#define PYGAMEAPI_COLOR_NUMSLOTS 5
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#define PYGAMEAPI_MATH_NUMSLOTS 2
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#define PYGAMEAPI_BASE_NUMSLOTS 27
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#define PYGAMEAPI_EVENT_NUMSLOTS 6
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#endif /* _PYGAME_INTERNAL_H */
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